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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.

Celvin

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  1. Quote: For the HINSTANCE, I think it is the handle on the process that Windows makes available to the user, when it creates the process. Nope, a HINSTANCE is not a process handle (such as returned by OpenProcess). For a quick description, see http://blogs.msdn.com/oldnewthing/archive/2004/06/14/155107.aspx If you're curious about why you need to pass a HINSTANCE to CreateWindow, see http://blogs.msdn.com/oldnewthing/archive/2005/04/18/409205.aspx
  2. Quote: Try throwing out a few IsBadReadPtr() here and there, see if it helps your code. I agree with http://blogs.msdn.com/oldnewthing/archive/2006/09/27/773741.aspx
  3. Try the AdjustWindowRectEx function to set the area of the client window rect. http://msdn2.microsoft.com/en-us/library/ms632667.aspx
  4. Quote: [...] because DLLs and exes do not share the same heap Says who? Guess you meant to say the heap management structures could be different, depending on what toolchain / language you used to create the DLL (could be a different one as the one used to develop the application), which could corrupt objects on the heap. But in general, unless specified otherwise (HeapCreate() etc.), a DLL shares it's application's heap.
  5. Quote: Java memory allocation is actually more efficient than that of C++. Quote: Java creates objects faster than C/C++ can malloc(). That's bull actually. What both of you probably meant to say was that memory allocation in a typical Java application has reduced costs when compared to a similar application written in C/C++. It's not that these costs are part of the languages themselves, it's part of your application's / JVM's implementation. As an example, Sun's HotSpot JVM requires that the heap's virtual addresses are contiguous, thus allowing the JVM to allocate new objects on a previously allocated heap chunk by simply doing some pointer arithmetic - that's quite fast as you might imagine. What people usually don't get though, is the fact that this custom memory allocation scheme could of course also be implemented in your "average" C/C++ application - after all, that's just what the JVM is at it's heart (you would have to evaluate situations where this made sense, obviously).
  6. First of all, you are not supposed to keep on posting the same crap over and over again until somebody tells you to stop. Second, you'd really increase your chance of getting an educated answer if you would go ahead and post relevant snippets of your code, instead of asking if somebody bought the same book as you did.