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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. Which is what ArrayList without the generics will result in, afaik
  2. Just remove the generics all together, it seems like you don't want type checking. This can cause problems in the future though (you'll need to type cast), and it'll also make the code harder to understand.
  3. Some GPL libraries are dual-licensed with LGPL as well, which means that you don't have to release your code if you link to the library as a dynamic library. Also, there are many libraries using, in my opinion, more sane licenses like MIT/Apache/BSD.
  4. Wow, this is really a special something! You have some z-fighting on those obelisks when the general lands in LeBalcon, though.
  5. Loops like that make it easier to remove stuff from indexed lists as well.
  6.   seem to be good options to try for me - maybe yet something more? More what?  Jack of all trades is master of none, unless your name is John Carmack.   "Specialization is for insects." — Robert Heinlein   Though it's good to at least become better-than-average in the things you learn.
  7. Is anti-virus still needed? I thought Windows had become good enough to not require it anymore.
  8.   Why? I'd think it should be easy to subscribe. I'm following your progress here, hoping to hear more as I'm in a similar position; quit my job in June to bootstrap my company.
  9. There's a backend for LLVM that generates C and C++ code that works pretty well, but of course, the resulting code is quite different from what you had in the first place. Maybe someone should implement a LLVM JavaScript generator.
  10. I use too many IDEs and editors, haven't had the time to configure them all! NetBeans, Eclipse, XCode, Emacs, TextMate, Sublime. I've styled up my terminals though, I only use two different terminal emulators so that's manageable. But then there's different Emacses on different machines, with or without color-theme. Oh yeah, I use http://ethanschoonover.com/solarized when I get to it.   Edit: to make it a bit more interesting, my old setup:
  11. Yeah, polymorphism is useful. But thing is, you can implement that in C as well, which is what the large projects I've worked at have done. Structs might contain function pointers for example, implementing a service.
  12. You can have the "othersystem" prefix in C as well. Works well with IntelliSense-like systems.
  13.   Without classes you will end up with a function like GetPositionOfWalkableForOutherSystem(). Where with classes this could be broken into something like this:   pWalkable = OutherSystem.GetWalkable(); position = pWalkable->GetPosition();   I think that this example is much easier and more readable. Lets say that you have 150 functions as in first example, you will start very soon to struggle to find something you want. As Agony sad C++ saves a huge time. If you use a lot of functions as in  first example they will start to be dependant of each other and you will not be able to find this dependency very quickly. With classes you just know where the things are as classes provide that for you. Also Agony sad that learning C might make you better at C++. Its true, and if you know assem things will be a lot more clear to you.   This is false. Why would you do it that way, and not like this? othersystem_getposition(pWalkable, &position); When you start talking about systems that have 1000000+ lines of code, it doesn't really matter much whether you use classes or "not". Encapsulation is still very much possible in C. You could ask Linus Torvalds what he thinks on the subject.
  14. You have to link the device with your account, but that's easy. And it doesn't exclude anything; you can link many devices.
  15. Do you have a gameplay movie?