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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 akira2000

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  1. You can't manually "free" an object from the stack. Stack frames are pushed and popped for each "block" of code (basically every set of "{ ... }"). Whenever a "}" is reached, all the stack variables that were created in that block are destroyed. So there are never any holes.   For an example of where stack allocation isn't applicable, imagine a function that makes a new monster appear: Monster* SpawnMonster() {   Monster m;   return &m;//error! m is created with the same scope as this function. When the function returns, m is "deleted". }   Monster* SpawnMonster() {   Monster* m = new Monster();   return m;//correct, but someone has to delete this at some point, otherwise you've got a memory leak } shared_ptr<Monster> SpawnMonster() {   return shared_ptr<Monster>(new Monster());//also correct. This acts more like what you're used to in Java. When there are no more shared_ptr's that reference the Monster, it will automatically be deleted. }   I'm a little confused ;)  Can you please tell me, in the next example, mainCanon is in the heap or stack?   class Tank{ public:           Canon mainCanon;           ... } class Army{ public:           Tank tanks[20];            ... } void main(){           Army* army = new Army(); }   Thank You!
  2. About shared_ptr. I read now that that Bjarne consider this as bad idea and this is considered as bad c++ design pattern. Anyone can put some light on this. About unique_ptr. I do NOT want to write managed code. Is unique_ptr managed code ???
  3.   0.o are you sure about this one? In java, for example, I do sometimes have objects of this size. When I work with images, pdfs... So I should create objects on stack only if their size < X ??? 
  4. OK   Now it's MUCH clearer.  As I see it now, I should use stack vars if and only if it's life span does NOT need to exceed the scope of it's creation {}.  Also, a "little" advantage of heap vars is that I can free them in the "middle" of the scope, thus the memory usage is a little smaller. Ok! I will use stack vars where I can ! Thank you all for the valuable answers :) 
  5. Hello.   I'm working as java programmer and just now starting to learn c++ and irrlicht (want to create games as a hobby ;) ). I am completely confused by stack vs heap issue. What is the advantage of using heap? Isn't it MUCH faster and more efficient to create variales on stack and pass them by reference. What I mean is:   Object obj = new Object();   VERSUS   Object obj; method1(&obj)   I am also confused by memory managment in c++. When stack object is freed is there a memory "hall" in stack.     Thanks