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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 Flimflam

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  1.   Actually, if you have a busy wait loop running like that, it actually will run the processor ragged, and if they're on a laptop it's going to be eating their battery to its fullest.  If they're committed to a tight loop, however, you don't need to call Sleep every frame. Every 10-15 frames should be enough to give the CPU a breather, maybe even more, and over such a period of time, the time eaten by sleep will be barely noticeable.     However I really don't think I'd advise a loop like that. I second the notion that limiting your main rendering framerate should be handled by vsync because there is almost no reason to do it yourself and lots of reasons why you wouldn't want to do it yourself.
  2. Didn't you ask the very same question yesterday? Why make a new thread?
  3. Honestly, I think XML might be hated a bit too religiously these days. Many of the biggest things make the biggest targets for criticism. Unless you're going full-featured in your XML usage, it's plenty readable and if you make proper use of attributes, it isn't that much bigger than things like JSON.
  4. You're already on the right track, it sorta looks like. D3DX provides the ID3DXFont interface for loading system fonts and drawing with them, and your code seems to be calling into that interface, just not at the right time. You can't draw to the textures/sprites as you load them, if that's what you're asking (without render targets or direct texture editing) but you can draw the text over the buttons when it comes time to render everything.   Just call the ID3DXFont:DrawText method when you're calling the draw code, after you've drawn your buttons. 
  5. If all you care about is 60FPS, then call Present() with the D3DPRESENT_INTERVAL_ONE flag. This will enable vsync, limiting your FPS to the monitor refresh rate.   This probably isn't the most reliable method if he intends on getting 60fps across the board. The number of 120hz monitors are increasing rapidly, so those individuals will be getting locked at twice the speed of others with 60hz displays. 
  6. I think D3D9 is still so prevalent among newbies because of how easy it is to get into and no real reason to use 11. D3D9 isn't really that bad. Unless you're doing really fancy things in 3D (something a newbie would not be doing), you don't even need shader levels higher than 3. When you also consider that most AAA studios are still pushing out D3D9 games with optional D3D11 binaries, it just doesn't seem all that imperative to go there.   Even considering their odds of releasing a game before XP becomes insignificant, it might just not seem worth the risk. They might end up with a Terraria or something pretty early on. As I recall, that game was something made as something of a learning experience for the developers. 
  7. You can take a look at this: http://www.delgine.com/index.php?filename=product_deled   Please note that I am not personally endorsing this product. I have never used it, and merely coincidentally saw it mentioned in another thread and thought I'd mention it to you since you seem to be asking. It seems to have an X exporter, if not built in, then in plugin format on that site, which would be what you need for integrating created content with XNA.
  8. I hope MonoGame further separates itself from XNA and does things like making the content pipeline optional and the various classes instantiatable outside of it (spritefont, effects, etc). I can never get the content pipeline to work properly with Monogame. 
  9. I've run some SharpDX samples checking with both vsync on and off and I'm not seeing this behavior. 
  10. Your Java background will do extremely well for you when it comes to learning C#. With the exception of the different runtime classes, the language itself will feel almost identical.  With some cursory learning where the new bits and bobs are in the runtime, you should be making games in no time.    As for graphics libraries... .NET makes extensive use of GDI+ for rendering graphics. It's not really built for rendering graphics quickly, so you're better off using a separate library for this task. XNA is pretty good at getting you going writing games in C#. There is tons of tutorials and sample stuff around the net for XNA if you're interested. 
  11.   I really wish Microsoft would create an appropriate replacement for it. I always wondered why C++ didn't get some sort of WinForms library. Then again, these days things like Qt are around. 
  12. I'm a little confused about your intentions... Is it your intention to create a SKSE plugin for Skyrim? If so, after a quick glance inside the package, there appears to be an example project inside the source package (\src\skse\plugin_example) that shows you how to achieve that goal. You don't need to putz around inside SKSE's actual source code to create a plugin.
  13. If you're using ID3DXSprite, it requires a texture to use. If you want to continue using that interface, the best choice you have is simply using a 1x1 texture. This will have completely negligible effects on performance. 
  14. Why the chip on your shoulder regarding MMOs?
  15. That's weird. I haven't used C++ in years, long before C++11 was supported in compilers, but I never had trouble embedding templates inside templates without that extra space. Compiled code both with Microsoft's compilers and gcc back then.