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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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About teccubus

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  1. This article may be helpful: http://www.gamedev.net/page/resources/_/technical/game-programming/the-guide-to-implementing-2d-platformers-r2936
  2. OpenGL

    [quote name='Aks9' timestamp='1356700288' post='5015056'] The specification is not a book, and should not be recommended for learning OpenGL! [/quote] O, rly? I learned OpenGL 4.3 entirely from specification.
  3. OpenGL

    The only book you need is GL 4.3 specification, http://www.opengl.org/registry/doc/glspec43.core.20120806.pdf from http://www.opengl.org/registry/
  4. Darego: you just CAN'T make a MMOsomething. Writing coherent, stable, secure and efficient server for 1000+ players is very hard and expensive.
  5. I think it is entirely project-dependent. When you are evaluating project design issues, you have to make some choices - for example, what 3rd party components you will be reusing. If existing C# libraries satisfy your needs, then you should choose C#, because it's obviously easier to develop with this language. If there are no C# libraries you can reuse, you should choose C++ in that project. And, personally, I think that if C# is so great, then good libraries will show up sooner or later. But perhaps it is not that great...
  6. [code] /* header.h */ #ifndef _HEADER_H_INCLUDED_ #define _HEADER_H_INCLUDED_ /* code goes here */ #endif [/code]
  7. [quote name='Millionaire' timestamp='1355654760' post='5011221'] I was just wondering why would this user want to use a math engine written in C [/quote]Probably because doing low level math is faster in C than in Java.
  8. Here you go: https://github.com/TTimo/doom3.gpl It's far better than tic-tac-toe.
  9. [quote name='Revs' timestamp='1355578436' post='5010937'] But I already have other things to which I dedicate my devotion, where I do everything myself from scratch. So there's no time left for me to spend some more devotion on another thing ;) [/quote]And that's why you should forget about making games.
  10. @ultramailman: This issue happens and I don't understand why. Object files should be recompiled whenever any of the dependencies is changed. So, why the are not?
  11. Revs: no offence taken. Game development needs *real* devotion, especially if you want to do it alone. But your attitude is just opposite.
  12. With your knowledge and attitude, it is infinitely hard.
  13. If you can't remember method names, use IDE with autocompletion.
  14. [quote name='juur' timestamp='1355487196' post='5010574'] http://fortune3.to/game/ (NB: It requires Java to be installed) [/quote] People don't like java applets nowadays.
  15. Just read this: http://www.gamedev.net/page/resources/_/technical/game-programming/the-guide-to-implementing-2d-platformers-r2936 and start to code.