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      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.

mrhodes

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  1. Drop the Mic w/ Anne Hathaway https://t.co/jjfP2OBQVb
  2. OneDrive is the one place for everything in your life http://t.co/dSiC9i15lt
  3. Sebrena has earned the EverQuest II achievement, "90th Season Adventurer" (You've done it! But the adventure has just begun!)
  4. I think I know ....   On the 26th Microsoft put out an update that made the Windows 7 desktop work like the Windows 8 desktop.   Basically, DWM always runs.  It cannot be turned off now.  Also, the whole display is rendered with DirectX.   I have been looking into this stuff because I use Fraps to record my desktop.. but that no longer works :(   See if anything here helps http://msdn.microsoft.com/en-us/library/windows/desktop/aa969538(v=vs.85).aspx   good luck
  5. Thank you very much SiCrane... I read that and it helps a lot. I have had to reorder headers at times to make things work, and now I understand why Michael
  6. I am in the beginning stages of making a game, and I am wondering if it is best to have 1 main header that includes all my other headers, or should I only include headers needed for each module I am working on? I am asking this because I am now noticing that as my project grows any change to my 1 main header causes everything to recompile... So, any thoughts about this topic that can help ? I am thinking I should probably just include the headers needed for each class instead of including everything in each class. Please share any thoughts please... Michael
  7. Hey, I was just reading this and it made me think of an article I have here in Game Programming Gems 4. The article is called "Effient MMP Game State Storage" by Justin Quimby from Turbine Entertainment Software. The basic idea of the article is representing entities using what he calls a "Qualities System" He uses "Key - Value" pairs to represent a set of default settings for, say a zombie... and then when a modified zombie is spawned only the things that are different are added to the zombies "local" settings structure. I'm not sure if this article can be found online, but if you can find it it could be very helpful. I keeps memory costs low, and seems really good. Contact me via PM and I can see what info I can send or share that came with this book. Hope this is helpful Michael
  8. I'm not a pro, but I would suggest not throwing that exception. You can gain some good debugging info if you print out a stacktrace. Also, by dealing with the exceptions at the lowest level you don't have to keep throwing them... they will trickle right to the top of your code if you're not careful Hope that helps somewhat.
  9. [quote name='Garra' timestamp='1319553272' post='4876758'] Since your using OpenGL another option would be to use SDL for windows/input etc. SDL can handle your input, which would be significantly better than using DirectX's Direct Input with OpenGL. SDL is also cross-platform and goes well with OpenGL. [/quote] Thanks for the reply.... I guess I should have been more clear, by Direct Input I didn't mean Direct X... I meant the Raw Input API. I am just wondering if using something like gflw or SDL or even SFML is just adding a another layer to my code. I plan for this to be a retail app at some point, and want to make sure I am starting off on the right foot. As for doing things manually, it's ok... I don't mind doing that. To this point I was using glfw, and I noticed a post here by someone saying that there was a bit of delay before their window was ready, I have noticed the same thing with my code as well, so I thought now would be the time to get some input on game libraries, and how others are making use of them in production projects. Thanks, Michael PS: Is OpenAL still really good for audio? I notice it hasn't been updated in a while.... It's what I planned on using, is there something better ? PPS: I just did some research, I see openAL has gone [font=sans-serif][size=2]proprietary and there is a software opensource version now. I am looking into FMOD, and it looks very promising. I think I may give that a try.[/size][/font]
  10. Hey everyone, I am getting started on a medium size project and I have been using GLFW for now during my initial stages.... But I was wondering if I am better off creating a WinMain and WndPrc function and make a full blown windows app. Right now I have a console window, which is ok for debugging, but for release I probably wouldn't want it there. I Am using OpenGL, probably 3.3 as a minimum and OpenAL for audio. I plan to use Direct Input via the WndProc message loop. Are these good plans ? or are there better ways to do this. It wouldn't take me long to get a base code setup and done, I just don't want to run into problems later on where choices I make now hurt me. Any advice ? Thanks
  11. Hey everyone, I am starting off making a game and I have a question. I'm making a game where the game world is made of square cubes 32x32x32 and I will be spitting the world up in chunks that are 64 x 64 x 64 blocks each. I plan to further sub divide that into an octree down to 16 x 16 x 16 blocks and render each child based on visiblity. Since I know each and every section I render will be the same, with exception of different textures I need to know how to make a vertex array of this 16 x16 x 16 section using triangle strips. I plan on using instancing for render each section and us the instanceid to figure out the final world location and texture coordinates. I just don't know how to sort this in the most efficient triangle strips... Any ideas of suggestions ? Thanks, Michael Sorry if this isn't fully clear.... I'm new to programming this type of thing, and may not be asking the question right....
  12. Hey guys, I was wondering if someone could help me out. I'm wondering if there is an equivalent input programming method in linux to the Raw Input programming in Windows. I can look up resources and tutorials on whatever it is, I'm just not sure what I should be looking for. Thanks for any help here.. Michael
  13. Hey, I'd like to say the OpenGL SuperBible is an excellent book as well. I just got it last week and it's one of the best books I have so far. The link to joe's blog is very nice as well. Good luck to you Michael
  14. For what it's worth, I used Tile Studio years ago. I really liked it. http://tilestudio.sourceforge.net/ It was pretty easy to use and had a customizable output. You control the output with this program and then you would have to write the code to read the data back in. I haven't used any other programs, so I can't comment to them. Good luck Michael
  15. You could also read and write your save files in binary format. I don't have a lot of experience with doing this, but shouldn't be too hard to do.