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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.
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Possible VBO Victory!

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ObsidianBlk

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[BLURB:] I think I may have successfully discovered how to integrate VBOs into my library!

[DEVELOPMENT: Archetype Engine]


Having gone round and round and round the google merry-go-round in regards to VBOs with pyopengl, I FINALLY figured out how to get my hands on glGenBuffers and why my tests for always failed! Ok, it seems my drivers (both for my modern ATI and generations old NVidia) do not support glGenBuffers directly. Making the following call...
bool(glGenBuffers)
... would always return False for me. Ok, so, I must have to use the ARB version of the call. However, every test I made to find a valid implementation of glGenBuffersARB would, likewise, fail! I took this to mean I did not have access to the extension for vertex buffers.

Here's where my mistake was (or seems to be)...
My tests involved calling up the python console, importing the modules, and testing for the existence of the functions I wanted. What I didn't realize is, what I needed to find the extensions in the first place was a VALID CONTEXT!!! More or less, when I was running python in the console, I was never creating an OpenGL context, so all of my tests would fail because none of the extensions would load. Once I did my tests with a context created, I was able to find an implementation of the glGenBuffers function...
from OpenGL.GL.ARB import *

Unfortunately, I've been under the weather the last couple of days and haven't been able to concentrate real well on coding, so, all I've managed to do was start a shell of a VBO class. When done, my VBO class will match my VAO class, allowing me to use either interchangeably, allowing me to adapt the engine for systems that may not support VBOs at all.

May the force be with me! And also with you :D

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Oooohh man you save my day!

I'm learning right now OpenGL with PyOpenGL following a tutorial for C (my main language, so I have no problem translating the code to Python) and I was having the same f***ing problem and you save me with the knowledge that I [u]need[/u] a valid OpenGL context created to be able to use glGenBuffers at all.

A thousand thanks man, really.
May the force be with you ^_^


PD.: Sorry for my poor english.
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[quote name='Terseus' timestamp='1299005162']
Oooohh man you save my day!

I'm learning right now OpenGL with PyOpenGL following a tutorial for C (my main language, so I have no problem translating the code to Python) and I was having the same f***ing problem and you save me with the knowledge that I [u]need[/u] a valid OpenGL context created to be able to use glGenBuffers at all.

A thousand thanks man, really.
May the force be with you ^_^


PD.: Sorry for my poor english.
[/quote]

Hey man!

Sorry for the late reply, but I'm glad my insight was able to help you out! Truth be told, I'm still having a hell of a time with VBOs in general.
Good luck in your project!!
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