• 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

Preparing to Learn OpenGL (Toolchain Setup)

Sign in to follow this  
Followers 0


Hello again everyone.

I am finally after a very long time going to be diving into 3D for my next project.
In order to do this I obviously need to learn a 3D api and after much evaluation I have
decided to learn OpenGL. The main reason for this is not because of its cross platform
support but because the style of the api melds with my brain much better then the COM based
Direct3D api. This is probably due to my strong roots and love for the C language but either
way I have made my choice.

I am going to be learning the Modern OpenGL style obviously starting with OpenGL 3.3.
There really is not many books out there on modern opengl so I will resort to using the
OpenGL Superbible 5th edition to get my feet wet. Sure it uses a GLTools wrapper library
but from what I can tell is eventually they teach you the stuff under that library so I will
be using it as a stepping stone to get a understanding and then supplement it with the more
advanced arcsynthesis tutorial and maybe the OpenGL 4.0 Shader Cookbook. I am hoping this will
give me a solid foundation to build off of.

With that in mind I need to configure the OpenGL Superbible to work with my Toolchain I have set up.
The superbible assumes use of Visual Studio, XCode, or Linux Makefiles. I currently don't use any of these.
First I am not on Linux even though I have strong roots with linux (My server runs on it) and development on
Linux my current laptop uses the Nvidia Optimus technology which currently has very poor Linux support.
So instead I put together a toolchain on Windows 8 in which I am somewhat comfortable with which I may adapt
in the future.

The current toolchain consists of MinGW/MSYS, CMake, Subversion and Sublime Text 2. MinGW is a gcc compiler for windows.
CMake is a cross platform build generator and Sublime Text 2 is a Non Free cross platform text editor that integrates
with TextMate bundles and is extensible through Python. Subversion is obviously a version control system. I could use git
or Mercurial but I am still having a hard time with the concept of DVCS so this is subject to change as well.

To use the OpenGL Superbible we have a few dependencies which are needed. The first is FreeGlut and the second is the
GLTools library. I got the code for the Superbible from the googlecode svn repo so I can get the source for GLTools.
I downloaded a newer version of FreeGlut from the website 2.8 the repo came with 2.6. I needed to build these with my
compiler so that they can properly link so I threw together 2 cmake files to do this. I made 4 directories under my
Documents folder 1 for FreeGlut's source, 1 for GLTools source, and 1 out of source build directory for each library.
The CMakeLists.txt file for each library went under the source directories. Then I ran cmake to generate MSYS Makefiles.
Then ran make. The make file places the libraries under a central C:\libs folder and also moves the headers there as well.
If you are interested here is the content of the CMakeLists.txt files. I used globbing for the source files which is bad
practice but in this case it does not matter because I will not be adding any more source files to the CMake projects.

GLTools CMakeLists.txt

cmake_minimum_required(VERSION 2.6)
set(SRC_DIR "src/")
set(INC_DIR "include/")
file(GLOB SRC_CPP ${SRC_DIR}*.cpp)
file(GLOB SRC_C ${SRC_DIR}*.c)
add_library(GLTools ${SRC_CPP} ${SRC_C})
set_target_properties(GLTools PROPERTIES
target_link_libraries(GLTools Winmm Gdi32 OpenGL32)

FreeGlut CMakeLists.txt

cmake_minimum_required(VERSION 2.6)
set(SRC_DIR "src/")
set(INC_DIR "include/")
set(BUILD_DIR ${PROJECT_BINARY_DIRECTORY}/libs/freeglut-2.8.0/libs)
file(GLOB SRC_C ${SRC_DIR}*.c)
add_library(freeglut32_static ${SRC_C})
set_target_properties(freeglut32_static PROPERTIES

I don't think the FreeGlut one is optimal because of the complexity of building the library.
It has been tested and does work so it should be fine. If I encounter any issues with the way
the library is built I will make sure to post and update.
So after running make under C:\libs I have the following structure


This structure will allow me to easily create CMake build for all of the chapters in the book as
I complete them. I know where the libraries are so I can easily link them and bring in the headers.
Kind of hackish but being that this is not a custom project it is the easiest way to ensure I can get
build up and running quickly.
That is all for this post hopefully it was helpful cya next time.

Sign in to follow this  
Followers 0


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