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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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Adventures in the land of Linux

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lilljohan

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I have started to port my current project to Linux. I began yesterday by installing Ubuntu, Xmonad and configuring vim. I resumed today by installing Code::Blocks (I'll probably use cmake for project configuration once I have got it all to compile) and checking out the latest version of my project. I created a new static library, added all source files and hit build ... *boom*. The first few errors were simple to resolve, just a couple "#ifdef WIN32" but the later problems were a bit more interesting.

Problem:
DataMap::const_iterator iter = ... // Expected ; after const_iterator
I tried the following but to now avail

std::map::const_iterator iter = ...

I came up with the following working solution after a visiti to google
typedef typename DataMap::const_iterator DataMapConstIterator;
DataMapConstIterator iter = ...


A couple of compilation units passed successfully until we entered the magical land of GameMonkey. Got a gmConfig_p.h for gcc that solved most problems but there were some code that required the program to be compiled as 32 bit. So I added the "-m32" flag and got a fancy error message "gnu/stubs-32.h no such file or directory". "sudo apt-get install libc6-dev-i386" killed that one.

Getting the Ogre include files to compile did not prove to be much of a problem, just had to download a couple of files that were not included in the Win32 sdk.

There were only a couple of small errors after that, some include paths had case errors (Linux is case sensitive, Windows is not) and TinyXML required "TIXML_USE_STL" to be set. Everything compiled after that so now I will have to actually compile all dependencies so that the linker can get to work. But that will probably have to wait until after the weekend.

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