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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Hercule

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  1. I Think a lot of pepole don't know opengl, and because of the greate marketing power of microsoft, they have bad information... Opengl is include in the graphic card driver. No need to install anything. A computer who run correctly direc3D, must have a driver and of course opengl with it. And a lot of computer have the graphic card driver install (default by the manufacturer), without directx (or not the lastest one). There is more computer opengl ready than directx, that's a fact. If you don't believe me, explain me how Doom/Quake serie sell well for example :) The only (big) problem is the opengl driver quality on windows. For windows comparing directx and opengl, is like comparing a low level langage, and a high level langage. With opengl you need more work for the same thing. But is you want to make things, out of the line, it's possible. If you want to optimise the 3d engine, you have more room to do it with opengl. With directx you have more nice function which speed up developpement. But this function change from one version to the other. You have to learn again the entire implementation. And if you don't wan't to make dirty programmation, you have to rebuild your graphic engine, to adapt it to the new version. Why directx is more use in game developpement? Because money makes game developpement rules. Directx is for the short term. Opengl is for the long term. Nowadays money choose short term investement :) Noone talk about the political part of this choice. If you choose directx, you choose to support a one private companie technologie. Microsoft, who want to put a pc in every room of your life ( Microsoft use the console market to achieve this). If microsoft technologie is used by every one, this companie will gain a great power. They will decide how the game developpement will be in the futur. Do you want to give them, such power? Opengl is more, "make something good for everyone". It's about sharing technologie, and making a rock solid API, even if this takes time. PS: I like both directx, and opengl for different reason. I think microsoft with the xbox, make the best plateform for console developpement. But for my mac/pc developpement, opengl is the king.
  2. http://www.lunarpages.com/ have a good reputation You can find everything on webhosting on: webhostingtalk.com But don't believe new people who promise the moon for peanuts (like unlimited bandwidth).
  3. between QT and MFC -> QT If you have money and you want to developp on widows (or no money on linux) -> QT, else wxWindows. But firm ask MFC most of the time when you want to get a job, and only few of them use QT.