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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.

SiCrane

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  1. You don't need to worry about string hash collisions screwing up equality unless you explicitly tell the Dictionary class to use an IEqualityComparer that cares only about hash value. The default Comparer will behave sanely with string keys.
  2. It depends on the type of i. If i is an integer, your compiler will likely generate the exact same code either way. If i is a complex type like an iterator with range checking, then ++i may be faster. Basically, ++i just increments i. i++ requires a copy to be made of i and then the object is incremented before returning the old copy. For integers, its very easy for the compiler to realize that the copy doesn't matter. For complex type it may or may not be able to decide that. 
  3. For games, it's pretty safe. For embedded devices, micro-controllers, digital signal processors, network hardware, etc. it's not safe.
  4. I see one expired warning point on your profile.
  5. We mostly use PyCharm at work. I don't know about best, but it's good enough and free for the community edition.
  6. SocketAddress is an abstract class that you generally instantiate as an InetSocketAddress. An InetSocketAddress contains both address and port, though for binding you can generally just use the constructor that takes a single port number. 
  7. The work around is to put the imports that you're having trouble resolving into the function rather than at module level.   def foo(): from room1 import bar bar() That said, it sounds like you're implementing state in a really weird way and you may be inviting stack overflow if you try representing the current room by what function is currently executing.
  8. The banner ads also doesn't seem to like the new layout when the browser window shrinks, at least on Windows/Chrome. I have my browser fullscreen on a 1080 wide monitor and the GDC banner is telling me I should register by February 2, instead of the February 25 I see when I move the browser over to the 1920 wide monitor and the RobotSound banner crops out the name of the website completely.
  9. Do you remember what kind of graphics it had? CGA, EGA, VGA?
  10. It doesn't need to know the size until toList() is actually called. So the declaration is legal, but using the function without the full class definition will give an undefined error.
  11. Public key authentication doesn't involve the transmission of the keys. Instead some challenge response system is used. Ex: in Kerberos, A encrypts and integer N and sends that integer to B. B then decrypts that integer and then encrypts the integer N + 1 and sends it back to A. If when A decrypts it and sees N +1 then it's reasonable certain that B has the corresponding key. 
  12. Those are two separate board objects. If you want a variable that has the same value for all objects uses a static member variable. If you want to anotherFunction() to see the original object pass the original object as a pointer or reference to anotherFunction().
  13. I'd actually be more worried about the accidentally getting stepped on problem. Backup regularly. 
  14. CComPtr has been around since at least MSVC 2003.
  15. Also, try doing a full rebuild. Helps in a depressingly large number of cases of completely messed up behavior.