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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.

Chris Hargrove

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  1. Quote:How? What kind of "hack" would you use to load a class at runtime, enumerate all its properties, methods and fields and execute a method by name on it? Quote:I completely agree with this, as one of the reasons my server application is so powerful is because of the functionality that C# provides in this regard. There was just no way at all to do this in C++. There are ways to do this in C++. They're platform-specific, but certainly doable. I've been using a C++ reflection API for months (including support for the above features, plus delegates, .NET-style "attributes" via a few macros, and so forth) and it's been working like a charm. As for the topic in general: I worked with C# as my primary language for the better part of a year. I like it, but IMO it has some maturing to do on several fronts (the language syntax, the framework API, and the back-end) before it could be considered sufficient for professional use. Several of my problems with it stem from "features" that are actually deficiencies from my point of view, and if these deficiencies are not sufficiently addressed then it would significantly impact my desire to move over to it permanently. So as to avoid going off on a rant, I'll just keep my list short and to the point, unless someone wants me to clarify. 1. Needs much better support for type-safe weak references. If a garbage collected system ever wants to get greater adoption from people used to manual memory management systems, it must place a priority on supporting weak references just as well as it supports strong ones. System.WeakReference does not cut it. Anyone who works primarily with a "single owner, multiple reference" approach to memory management should know exactly where I'm coming from with this. 2. Support for assembly-less interfaces (yes, that's right, I want header files available as an option). When I first moved to C#, I thought the lack of header files was a wonderful thing. It turns out that it's both a blessing and a curse, because without header files you can't expose purely abstract interfaces without either making an "interface assembly", or forcing yourself into some nasty circular reference situations (which the assembly loader forbids). A solution would be to support the export of generated assembly metadata into a binary file that could be included into another assembly directly, so the loader doesn't have to be as involved. 3. Better support for value types (C# structs). C# treats these as second-class citizens that are only really there to support necessary interop. They are critical for games, however, and their functionality should be improved as such. 4. Better back-end support for the FPU. I know the JIT compiler may have theoretically improved performance over normal compiled native code (eventually), but I don't want theoretical, I want empirical. Fix the FPU support, and show me on the profiler. It's very important. I've got a huge laundry list of other things that I found problematic (I could rant for pages on IDisposable alone) but that wouldn't be productive. The above items are critical though, as they're among the things that have prevented me from moving primarily to C# already. Other developers I've talked to have similar lists, with plenty of items of their own. And that's still in the context of PC developers (the console guys have plenty of their own obvious reasons to stick with C/C++). It has potential, but it's not ready for primetime yet. - Chris