• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
  • entries
  • comments
  • views

WynterStorm - Development Setup

Sign in to follow this  
Followers 0


Been working on WynterStorm for the past hour now, implementing loading of textures. I wanted to use this entry to go over the tools I use for development. I run Mac OS X Snow Leopard as my primary OS choice, so most of my development is done in that. I don't use the XCode IDE though unless I am forced to. I prefer instead to use TextMate for writing my code, and to use make for compiling. This didn't use to be the case though; most of my work on WynterStorm used to be done in XCode. With the release of XCode 4 Developer Preview 1 though, the project files broke and I decided at that point to start the project anew, refactoring the project in order to provide myself a better framework. Thus, the current incarnation of WynterStorm was born.

Since then I have learned to somewhat tame the beast that is make into building my project, as well as training myself to use the wonderful gdb for debugging.

One of my favorite tools in Mac OS, aside from TextMate, is Apple's OpenGL Profiler. I'm curious why Microsoft doesn't offer a similar tool. At least I was never introduced to one back when I used Windows primarily. OpenGL Profiler has seriously cut down on debugging time by allowing me to view the contents of opengl data during program execution (though in a suspended state). With the recent changes made to texture loading I would like to present an example texture loaded into WynterStorm, which I have attached below.

The code used to achieve this is:
[source lang="cpp"]int main(int argc, const char* argv[])
// define the application
Shard::Application app;

// create a new graphics device using OpenGL
Shade::GraphicsDevice* graphicsDevice = new Shade::OpenGLGraphicsDevice();

// define a new window using SDL
Shard::Window* window = new Shard::SDLWindow();

// create the window with dimensions [320,240]
window->create(320,240, graphicsDevice);

// create a new texture of dimensions [48,48]
Shade::ResourceHandle texture = graphicsDevice->textureCreate(48,48);

// load texture from file. Texture creation and file loading was
// purposefully designed as being two steps to keep graphics
// functions limited in the number of actual tasks performed.
// Any arguments against this decision?
graphicsDevice->textureLoadFromFile(texture, "build/spectrum-prism.png");

// set the window's 'title' property. This makes use of Trefall's
// property system, the Shard::Window class being a
// descendant of Trefall::PropertyContainer. This allows the
// engine to automatically update the window's title when this
// property is changed.
window->title = "Some Title";

// app.shouldQuit is also a property, though currently doesn't
// make use of any special callbacks.
while (app.shouldQuit != true)

// this function is defined earlier in main.cpp, but will
// later be a part of WynterStorm's core libraries. It's main
// purpose is to poll the event loop and push events to
// the rest of the engine.
return 0;

In my next entry I would like to discuss the engine's layout in order to get feedback and determine any flaws in my current design.

Sign in to follow this  
Followers 0


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now