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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. Some misinformation in this thread....   You can make win32 applications that respond to touch and that run on windows 8.   x86-based tablets can run win32 applications, only arm-based windows 8 tablets can't.   The win32 wm_gesture messages work on windows 7 and windows 8.   You can make win32 applications that respond to gesture messages using any compiler/IDE that works with the windows 7 platform sdk or later.
  2. Hopefully I'll get some time this weekend to turn my demo into a glyphlet :¬)
  3. Does the hierarchy change? If not, you don't need to store in a tree with actual parent-> child ptrs. Instead, store all the bones in an array/vector, and keep the index of each. Instead of traversing the tree, just look up using the index. Keep a map of strings to indices for lookup in asset loading / ui / scripting, but otherwise refer to joints by their index.
  4. That's an astute question. In addition to setting the number of elements on construction as suggested above, you can also use vector::reserve to ensure a reasonable amount of space is available, without actually changing the number of elements 'in' the vector. This allows you to control when the allocation occurs, while still allowing you to use push_back or insertion iterators. While that's no better in this case, it's worth knowing.
  5. [quote name='jwezorek' timestamp='1354564738' post='5006745'] You shouldn't go out looking to use any particular pattern; but sometime in the future you may [i]find yourself[/i] using one if you practice good design. At that point, if you need to explain the architecture of something to someone you can refer to its usage of the decorator pattern or whatever. [/quote] I wish I could +1 this harder, and beat lazy interviewers over the head with it.
  6. People who dislike the compilation model may want to look out for (or even give feedback to the standards committee on) proposals for [url="http://isocpp.org/blog/2012/12/modules-update-video-available-doug-gregor"]Modules[/url]. There have been proposals mentioning partial classes for easier code-gen tooling as well, but I don't know whether this is part of the Modules working group or separate at this point.
  7. ars longa, vita brevis, laboro plus longa :¬(
  8. You may find that you end up needing more additional attributes on your cached assets, in which case you may want to use a small struct (with appropriate comparison operators) as the key, instead of a string.
  9. You probably don't want a 'real' hash function for this - just associate each string with an integer. For example you could start at zero increment for each string added, putting them as key and value in an std::map. Things get more complicated if you want to remove strings and reuse integers, but you probably won't need to. Edit: turns out this is called string interning. Thanks Hodgman!
  10. As the constant is defined in a different translation unit, it's value cannot be known at compile time, only at link time.
  11. [quote name='Hodgman' timestamp='1353051820' post='5001470'] [font=courier new,courier,monospace]Assertion( Comparison( Adder( Integer(1), Integer(1) ).Result(), Integer(2) ).Result() ).Check();[/font] [/quote] Smalltalk says Hi (I wonder why it never got much traction [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img] )
  12. That's based solely on [url="http://visualstudiomagazine.com/articles/2012/06/08/microsoft-announces-visual-studio-2012-express-for-windows-desktop.aspx"]this page[/url], where it (mis?)quotes Soma - "Traditionally, Express tools have not supported Visual Studio extensions. With the addition of Express for Windows Desktop, Windows developers can, however, take advantage of the latest functionality in the 2012 Express tooling, according to Somasegar". I did say it was my impression after a couple of minutes googling. Clearly your google-fu is weak.... but still stronger than either of our motivation to actually test this out ;¬)
  13. If you've already got Perforce, you could just download VS Express and try it. Personally I'd drop Perforce. Most version control systems don't need to be integrated into the IDE the way Perforce has to be, since they're capable of noticing when you changed a file all by themselves... FWIW, it seems VS 2012 Express supports extensions, but previous express versions did not. That's the impression I get from a couple of minutes googling - I haven't tried it.
  14. You can almost certainly do this with [url="http://msdn.microsoft.com/en-us/library/a4xbdz1e(v=vs.80).aspx"]Project Property Sheets[/url] Where I work IIRC there's a hierarchy of increasingly specific .vsprops files.
  15. Hard to tell, but possible - paste the entirety of the message you get, please [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] An unhandled exception could be a real c++ exception, or more likely SEH reporting an access violation.