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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.


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  1. You may also want to try the Range Kutta 4 (RK4) for integration: http://gafferongames.com/game-physics/integration-basics/ RK4 is slower than Euler integration or leapfrog, but it is more precise.
  2. Does anyone here use AngularJS? If so, why?
  3. Don't forget to pad your plaintext with (pseudo-)random bytes before encryption, otherwise you're just doing a fancy Caesar cipher!!
  4. Don't forget that a tennis ball spins in the air and this causes an acceleration on top of gravitational acceleration -- they call this the Magnus effect.   The closest I found to a solution was to fire a bunch of balls in an array fashion and used the ball that hits closest to the desired location. Gradient descent was going to be my next method, but I lost interest.
  5. The asymmetry in figure 11 is due to different black hole masses, as seen in formula 1 on the first page: increasing the Mi mass shifts the corresponding contribution to f towards larger ri, which in this physical model corresponds to more massive black holes having larger event horizon boundaries. Render examples with less extreme M1/M2 ratios to understand better     Sounds good. Thanks for taking the time to reply :)   I figured out that it is a generalization of Cassini ovals where the torus in question is lopsided like with a ring cyclide.   Check the paper again... I uploaded a new version.
  6. I'm working on a paper that describes black hole mergers. Most of the figures resemble Cassini ovals, except for the last figure... do you know of a way to make one of the ovals larger than the other?   The paper is at http://vixra.org/abs/1701.0614   Thanks for any help that you can provide.
  7. Have you checked out Jos Stam's Stable Fluids and Real-Time Fluid Dynamics for Games? There is a C code, including an advect function (in solver.c): http://www.dgp.toronto.edu/people/stam/reality/Research/zip/CDROM_GDC03.zip
  8. I scored a copy of Final Fantasy XV! Totally unexpected. I'm in shock.
  9. Technically you're sending data. Information is only a property of the data.
  10. Just pass your arguments as a reference to a vector<string> or vector<int> or whatever you're passing in. One function. If you need to know how to convert strings to ints, use an istringstream. Let me know if you run into trouble.   Use the command g++ filename.cpp -std=c++14 -stdlib=libc++ on Mac OS X. #include <vector> #include <string> #include <iostream> using namespace std;   void parse_vars(const vector<string> &vars) {     for(const string var : vars) cout << var << endl; }   int main(int argc, char **argv) {     vector<string> vars;          for(int i = 0; i < argc; i++)         vars.push_back(argv[i]);       parse_vars(vars);       return 0; }
  11. One issue discussed putting a TCP/IP interface into a coffee maker, decades before the Internet of Things.
  12. Dr. Dobbs is great.
  13. In main.cpp, replace idle_func with the following code. This implements drag: void idle_func(void) {     custom_math::vector_3 grav_dir = sun_pos - mercury_pos;     custom_math::vector_3 drag_dir = -mercury_vel;          float distance = grav_dir.length();       grav_dir.normalize();     custom_math::vector_3 accel = grav_dir*(G*sun_mass/pow(distance, 2.0));          drag_dir.normalize();     accel = accel + drag_dir*(G*sun_mass/pow(distance, 2.1));          float dt = 10000;       mercury_vel = mercury_vel + accel*dt;     mercury_pos = mercury_pos + mercury_vel*dt;          positions.push_back(mercury_pos);          glutPostRedisplay(); }
  14. Because it's six files altogether.   Edit: I uploaded the files to GitHub.   https://github.com/sjhalayka/Orbit
  15. It says "This upload failed"