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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 atcomputers

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  1. That old school mind set can kill ya. (Not literally!) Thinking that C++ will be a lot faster than C# is becoming a false pretense. As C# has had a lot of work done over the years, and more specifically .NET. Its really developed in its current iteration. Unless you're a terrible programmer, you may not even be able to notice a difference in performance using C# over C++. Then again, if you ARE a terrible programmer, it probably wouldn't be a good idea to use C++ anyway. lol
  2. I'd reiterate what everyone is stating about C#. Stick with it. I'm not new to programming, though I am new to game development, and am learning both OpenGL and the XNA framework at the moment, with C# and, C# is definitely showing its strengths in terms of game development, the more I use and experiment with it. Good luck!
  3. Quote:Original post by sharrakor So I'm trying out Evil Steve's guide, but I ran into a bit of a problem. I found and opened tutorial01_2005 (and 2008 after I reinstalled), but saw nothing close to what he has on the tutorial (also my files were tutorial01.cpp, not main.cpp). So I tried to find some documentation on the D3DWindow class and found nothing that was from microsoft, and nothing that had a tick function in it. I have Visual studio 2008 with SP1, and have updated everything; I couldn't find documentation for it in MSDN or in my downloaded documentation files either. What do I need to do to get access (and hopefully documentation as well) for this class? And also the tutorial file of course. Good question. I started reading his tutorial, then stopped after I realized he was mentioning a file I had no idea how to find. I s'pose that comes with being new to this whole Visual Studio experience...
  4. Quote:Original post by Ravyne Heh, c'mon... Even Microsoft would have a laugh at someone pirating VS6 at this point... Not only is it old, it's so broken that you can't even accomplish some fairly common (nowadays) techniques like partial template specialization. Pirating VS6 is like a grown man stealing a tricycle that's short one wheel -- Even if its a crime its pretty pitiful and funny. Besides, as the OP has found out there are greatly updated, free compilers and IDEs, even from Microsoft. You know, the world is filled with a plethora of people, and I'm sure there is one individual out there who has done just that. haha. The difference however, in your analogy being: one knows what he was stealing, the other, was looking to just get something for free - unbeknownst to him, that it was older than Stonehenge and not worth it.
  5. Your original post sounds pretty suspicious. You didn't by any chance, try and indirectly tell us that you pirated VS 6, and aren't capable of understanding it clearly, by your original post - now are you?