• 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
Drew_Benton

Unity
*Unofficial* Alternative Game Libraries FAQ [Updated 2/03/08]

44 posts in this topic

Quote:
Original post by Rob Loach
With the new release of .NET 2.0, should there be a note that most of these libraries can be used with other alternatives like the Tao Framework?


Sure [smile] Just write up a little entry for it and I'll edit it in. I'm rather .net ignorant right now, so that's why I can't do it. I'll get around to Tao one of these days [lol].
0

Share this post


Link to post
Share on other sites
Quote:
Original post by socrates200X
Under the SDL section, the Getting started with SDL link seems to be broken. I suggest adding in its place a link to the GPWiki article on SDL setup (http://www.gpwiki.org/index.php/SDL:Tutorials:Setup).


Thanks for pointing that out. The problem is that cone3d is currently down, I'm not sure if it's still avaliable or just under maintance by GameDev. I'll add another entry as well.
0

Share this post


Link to post
Share on other sites
It's been a while since I checked this thread. I can offer some help with Irrlicht, though I'm no expert. I've been using Irrlicht for a few months and have learned a fair amount. Let me know if anyone wants me to help in any way(faq entry, whatever).
0

Share this post


Link to post
Share on other sites
Quote:
Original post by kburkhart84
It's been a while since I checked this thread. I can offer some help with Irrlicht, though I'm no expert. I've been using Irrlicht for a few months and have learned a fair amount. Let me know if anyone wants me to help in any way(faq entry, whatever).


Actually that'd be great. I didn't even notice that it was missing, well until I just read your post [smile]. Just the other day I saw that GLee was missing, so if anyone knows more commonly used libs around GD that are missing, please share!
0

Share this post


Link to post
Share on other sites
I got some SDL links that I don't think have been added yet.

http://www.meandmark.com/sdlopengl.pdf - That's a tutorial for using SDL with OpenGL

http://www.devshed.com/c/a/Multimedia/Game-Programming-using-SDL-Getting-Started/
- getting started using SDL.

http://foss.in/2006/cfp/slides/sdl_foss_presentation.pdf- A little intro to SDL

[Edited by - herocks on January 6, 2007 11:40:53 PM]
0

Share this post


Link to post
Share on other sites
Ok guys I got all of the broken links fixed, but if anyone else finds one that I have missed, let me know and I'll update it.

If anyone has other popular items that should be here for reference also make the suggestion. I'll comb though the Alt forums looking at posts over the past 4 or so months looking for more stuff to add!
0

Share this post


Link to post
Share on other sites
allegro.cc should be noted in the allegro section. It's not the official site, but it's better. It's got forums full of allegro programmers, and tons of allegro projects in their database, and a nice online manual to the api.
0

Share this post


Link to post
Share on other sites
These are mostly all openGL based engines. Is there a summary somewhere for DirectX ones too?
Thanks.
0

Share this post


Link to post
Share on other sites
DirectX ones aren't excluded, but I expect they're less popular due to being platform specific. This FAQ isn't supposed to be an exhaustive list, just exactly what it says - Frequently Asked Questions.
0

Share this post


Link to post
Share on other sites
You should add MS XNA to your list ;) Nice little engine for windows / xbox360 games but not recommended for porting indeed :)
0

Share this post


Link to post
Share on other sites
How about adding some details of font rendering engines such as FTGL and SDL_ttf? I'm stuck for a font rendering library now that FTGL (http://homepages.paradise.net.nz/henryj/code/) is no longer supported.

I traditionally used Freetype2 to link to FTGL and used the combination as my font loading/rendering facility. Freetype2 has now progressed so much that it no longer compiles with FTGL and I want to avoid having to patch FTGL if I don't really have to (i.e. I find another good font lib).

I'm now planning on moving from SDL to GLFW, as such I don't want to be using SDL-related libs, so SDL-ttf is out the window.

Does anyone know of any good, OpenGL-friendly, actively-supported, open source, multi-platform and well documented font loading/rendering APIs out there?
0

Share this post


Link to post
Share on other sites
@sckoobs

If you don't mind switching to a C++ library set, recently released SFML uses a much newer version of Freetype. It's also under the ZLib license so you can link it statically without the legal entanglements that SDL has.
0

Share this post


Link to post
Share on other sites
A minor note: GLUT is also avaliable for the Haskell language. Probably largely unimportant though as those who would be interested would most likely already know about it.
0

Share this post


Link to post
Share on other sites
Surprised Rob Loach never linked this one, but for the more .NET-inclined, there's a shockingly awesome SDL kit that sits on top of Tao:

SDL.NET
0

Share this post


Link to post
Share on other sites
I sent a tutorial on SDL about a month ago to Drew. It was my Technical report for an English class. I'm finishing Part II of it. Once it is done, since it's an SDL tutorial from setting up SDL to it's extensive third party libraries of SDL_image, SDL_ttf, SL_mixer, SDL_gfx, etc... Can I have it posted here as well?

I'll be done with it "in a perfect world" May 6, end of June by the latest for sure. I'm making Pong, Breakout, Tetris, Mario Clone entitled "Oiram", and Orbox which will be the 5 games that makes up Part II of making games using the SDL library.

Could I simply have it posted on this FAQ as well? Drew gave me approval that after my completion of Part II, and reformatting it that it will be an articles hosted on here, which was already sweet, but an add on an FAQ would be sweet as well!
0

Share this post


Link to post
Share on other sites
iPhone is missing under allegro list!
[quote]Allegro 5.0 supports the following platforms: [list][*]Unix/Linux[*]Windows (MSVC, MinGW)[*]MacOS X[*]iPhone[/quote]As in [url="http://alleg.sourceforge.net/readme.html"]here[/url][/list]
0

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  
Followers 0

  • Similar Content

    • By Tset_Tsyung
      Hey all,

      As the heading says I'm trying to get my head around Goal Objective Action Planning AI.  However I'm having some issues reverse engineering Brent Owens code line-by-line (mainly around the recursive graph building of the GOAPPlanner).  I'm assuming that reverse engineering this is the best way to get a comprehensive understanding... thoughts?

      Does anyone know if an indepth explanation on this article (found here: https://gamedevelopment.tutsplus.com/tutorials/goal-oriented-action-planning-for-a-smarter-ai--cms-20793), or another article on this subject?

      I'd gladly post my specific questions here (on this post, even), but not too sure how much I'm allowed to reference other sites...

      Any pointers, help or comments would be greatly appreciated.

      Sincerely,

      Mike
    • By E-gore
      Hi all,
      This is our (xDBAGames) first game
      Called Iron Dome Legacy.
      It is a Missile Command clone. In this game you control the Israeli "Iron Dome" anti missile defence system.
      Features: 
      The player has limited amount of missiles. The Iron dome system is upgradable. The money is determined by the outcome of a level. The game is free. There are only rewarded ads. We tried to create a game that has some context to the daily life, but we are sure not trying to be political here.
      I hope you could try this game, and we will appreciate any comments.
      xDBAGames is a company of two programmers. That have no experience in the video game industry, but have a lot of passion for games.

    • By UNNYHOG
      Hello, Colleagues!
       
      We have been working on our newest Fantasy style Gesture based MOBA game for a long time and it's releasing on Steam on July 26. Meanwhile you can already try it out by downloading our launcher from the website.
       
      Any feedback is welcome here. Thank you.
       
      If you don't want to play, I would love to share with you our teaser : 
       
       
       
    • By Scouting Ninja
      So I am working on a mobile game.
      It uses slides for a story, the slides are very large. Each slide is almost 2048*2048; the max texture loading size I am using for the game.
       
      My problem is that Unity keeps each slide in the memory after it's loaded, even when it will show only once per game. This leads to the game crashing on older mobiles.
      My idea was to destroy each object after it was shown using a coroutine, so it deletes the past slide and loads the next slide. This worked because instead of crashing on 23 slides it crashed on 48 slides.
      After some profiling I realized that destroy() isn't clearing all the memory that a slide used.
       
      What I want to do now is assign a limited amount of memory as a slide slot. Then I need some way to unload the slide from the slot, freeing the slot for the next slide; without Unity storing the slides in the memory.
      Any ideas on how I would do this? 
    • By LoverSoul
      Hello everyone.
      I had a problem with transferring my character from the creation editor to the game engine. I created the character in Adobe Fuse, then imported it to Mixamo to put rig and animation.
      However, the appearance of my character has deteriorated significantly, and after importing into Unity, the character even began to look like a meme from the Assassin's Creed. Can you please tell me how I can fix all this so that my character's hair does not look like bits of bacon sticking to her head, and her eyes and mouth have taken their stable position in the skull?
      Thank you for attention.



  • Popular Now