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      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.


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  1. Not sure if it helps, but you could check this one:
  2. How can I find out what the number on the hamburger menu icon means? In my case it says 3, I assume that there are 3 updates on forum topics I'm in/following, but how do I find which ones? Also I was wondering where I can find "my messages" (inbox etc). btw, I'm on mobile currently, so maybe it differs on desktop.
  3. Sounds both fun and a bit weird looking forward to the next update, maybe some footage?
  4. Thanks, that helps a lot.
  5. I understand the need of upgrading and for some things I also see the improvement. But when it comes to navigating through the forum, man, I was almost used to the way it changed too last time and now it changes again, with auto preview etc. For me personally, I like a clear overview of all "latest forum activity" titles only, so I am able to quickly pick the ones out where I might be able to help out. I really have to search now to find anything.
  6. The Crew 2: https://m.youtube.com/watch?v=MXN1nmL-DQU
  7. Hi all. To prevent everybody from searching, here's a beginning of the list. Please keep them coming, to get a completer view. SONY Uncharted - The lost legacy https://www.theverge.com/2017/6/12/15776936/uncharted-lost-legacy-trailer-gameplay-sony-playstation-e3-2017 Days gone https://www.theverge.com/2017/6/12/15776600/days-gone-trailer-ps4-gameplay-sony-playstation-e3-2017 Shadow of the Colossus (remake) https://www.theverge.com/2017/6/12/15788806/shadow-of-the-colossus-remaster-sony-playstation-4-trailer-e3-2017 Detroit - Become human https://www.theverge.com/2017/6/12/15749598/detroit-become-human-trailer-sony-playstation-ps4-e3-2017 Spiderman https://www.theverge.com/2017/6/12/15741410/spider-man-trailer-gameplay-ps4-playstation-sony-exclusive-e3-2017 God of war - be a warrior https://www.theverge.com/2017/6/12/15780562/god-of-war-trailer-announced-sony-playstation-e3-2017 Horizon Zero Dawn - Frozen Wilds https://www.polygon.com/e3/2017/6/12/15788746/horizon-zero-dawn-the-frozen-wilds-dlc-ps4-playstation-4-sony BUNGEE Destiny 2 https://m.youtube.com/watch?v=V61goxGFFGI UBISOFT Far cry 5 https://www.google.nl/amp/s/www.theverge.com/platform/amp/2017/6/12/15776810/far-cry-5-trailer-gameplay-ubisoft-e3-2017 Beyond good and Evil 2 https://m.youtube.com/watch?v=L449s9bVdeM Mario + Rabbids; kingdom battle http://m.ign.com/articles/2017/06/12/e3-2017-mario-rabbids-kingdom-battle-officially-revealed-release-date-announced Assassins creed: origins https://m.youtube.com/watch?v=NeYOsNdyeks https://m.youtube.com/watch?v=A7kSzTatiNo EA Need for Speed - Payback https://m.youtube.com/watch?v=ib8BRMW5Gvs BETHESDA/ Machinegames Wolfenstein 2 - the new colossus http://m.ign.com/articles/2017/06/12/e3-2017-wolfenstein-2-the-new-colossus-collectors-edition-revealed Doom VFR and Fallout 4 VR https://www.google.nl/amp/s/www.theverge.com/platform/amp/2017/6/12/15780430/doom-vfr-fallout-4-vr-trailer-bethesda-e3-2017 Other Total war - Warhammer 2 https://www.gamespot.com/articles/e3-2017-total-war-warhammer-2-gets-release-date-ne/1100-6450812/
  8. Thanks all. @Ferrous: that's an option too, indeed. Basically breaking out of the for loop will result in the same as a return (in this specific case), because the function stops after the for loop.
  9. Thanks both. @Apoch: I'm actually working on the implementation of my input wrapper based on your article from 2011 (by head) :)
  10. Hi, I have perhaps a relatively simple question about breaking out of a for loop. ​My current code does the following: - loop through a std::vector of input contexts ​- if the requested button can be mapped as an action or state in a context, the for loop stops. ​So basically I map the button to an action, in the 1st context the loop runs into and then stop (a button can only lead to 1 action, in the 1st context it finds a mapping). The contexts are sorted on priority [0] being the highest priority. The code: void CInputManager::SetRawButtonState(const RAW_BUTTON pButton, const bool pState, const bool pPrevState) { for(auto &context : mContexts) { if(context.IsActive()) { if(context.MapButtonToAction(pButton)) break; else { if(context.MapButtonToState(pButton, pState)) break; } } } } Now, what I want to do is add another check: ​- I only want to try to map button to action in a certain condition (pState = true, pPrevState = false) After trying to add that to the code, my mind gets confused, is it correct how I tried this, or is the theory on the 'break' no langer valid (because of if statement within if statement).  Back to the basics: I think that the break simply takes me out of the for loop. If so, all is good. ​Can someone confirm this or tell me where my mind confuses me? :) The attempt: void CInputManager::SetRawButtonState(const RAW_BUTTON pButton, const bool pState, const bool pPrevState) { for(auto &context : mContexts) { if(context.IsActive()) { bool actionDone = false; if(pState && !pPrevState) { if(context.MapButtonToAction(pButton)) actionDone = true; } if(actionDone) break; else { if(context.MapButtonToState(pButton, pState)) break; } } } }
  11. If you choose for directx as an API, I would suggest the DX11 boom from Frank D Luna. It assumes you know the basics of C++
  12. I also saw a dummy (in a positive way) article on gamasutra earlier this week Sorry it was on GD actually: https://www.gamedev.net/news/index.html/_/education/where-do-gpus-come-from-r108
  13. Is there a question hidden in there?
  14. I think ti's interesting if your use-cases have a bottleneck or performance issue which could be solved using this technique