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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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ajaytemp_55190

Caused extreme distress

12 posts in this topic

"[size=2][font=CourierNew, monospace][color=#000000]INT APIENTRY wWinMain[/color][color=#666600]([/color][color=#000000] HINSTANCE _hInstance[/color][color=#666600],[/color][color=#000000] HINSTANCE _hPrevInstance[/color][color=#666600],[/color][color=#000000] LPWSTR _lpCmdLine[/color][color=#666600],[/color][color=#000000] INT _iCmdShow [/color][color="#666600"])"Building games as an Windows app is weird. It could be an alien script above the C language. It has bothered me when building. [/color][/font][/size]
[size=2][font=CourierNew, monospace][color="#666600"]I like the GLUT facade and it looked normal compared to intricate macros.[/color][/font][/size]
-4

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rily?

serisouly.. there is no macro there. [img]http://public.gamedev.net/public/style_emoticons/default/rolleyes.gif[/img]
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[quote name='kunos' timestamp='1317398517' post='4867626']serisouly.. there is no macro there. [img]http://public.gamedev.net/public/style_emoticons/default/rolleyes.gif[/img]
[/quote]

Eh? "Go to definition" in Visual Studio:

[code]APIENTRY
#define APIENTRY WINAPI
#define WINAPI __stdcall[/code]

[code]HINSTANCE
DECLARE_HANDLE(HINSTANCE)
#define DECLARE_HANDLE(name) struct name##__{int unused;}; typedef struct name##__ *name[/code]

etc.
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ya you are right.. i stand corrected. i thought they were typedef (because that's what they actually are).
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And the problem with this is what, exactly? The WinMain signature has looked like that since time immemorial, and people have been writing programs using it for almost as long.
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[quote name='mhagain' timestamp='1317408535' post='4867681']
And the problem with this is what, exactly? The WinMain signature has looked like that since time immemorial, and people have been writing programs using it for almost as long.
[/quote]

I dunno does Intel compiler parse it or is it pre-processed. I dunno.
-2

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[quote name='VJ01' timestamp='1317427715' post='4867789']I dunno does Intel compiler parse it or is it pre-processed. I dunno.[/quote]

They're a mixture of straight typedefs (e.g. INT) and preprocessor macros (see my post above). You can dig through the SDK headers yourself or, if you're using Visual Studio, place the cursor in the middle of a symbol and hit F12 to find its definition. You may need to do this recursively to find the 'root'. Other IDEs probably have similar functionality.
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[quote name='TheUnbeliever' timestamp='1317431006' post='4867812']
[quote name='VJ01' timestamp='1317427715' post='4867789']I dunno does Intel compiler parse it or is it pre-processed. I dunno.[/quote]

They're a mixture of straight typedefs (e.g. INT) and preprocessor macros (see my post above). You can dig through the SDK headers yourself or, if you're using Visual Studio, place the cursor in the middle of a symbol and hit F12 to find its definition. You may need to do this recursively to find the 'root'. Other IDEs probably have similar functionality.
[/quote]

You do the digging. I finished in the 90s.


-3

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[quote name='VJ01' timestamp='1317432385' post='4867816']You do the digging. I finished in the 90s.[/quote]

What?
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[quote name='TheUnbeliever' timestamp='1317432904' post='4867819']
[quote name='VJ01' timestamp='1317432385' post='4867816']You do the digging. I finished in the 90s.[/quote]

What?
[/quote]


"[color=#1C2837][size=2] You can dig through the SDK headers yourself or, if you're using Visual Studio, place the cursor in the middle of a symbol and hit F12 to find its definition. You may need to do this recursively to find the 'root'. Other IDEs probably have similar functionality."[/size][/color]
[color="#1c2837"][size=2]
[/size][/color]
[color="#1c2837"][size=2]WHAT?[/size][/color]
[color="#1c2837"][size=2]
[/size][/color]
[color="#1c2837"][size=2]You can dig through the SDK headers yourself.[/size][/color]

[color="#1c2837"][size=2]
[/size][/color]
[color="#1c2837"][size=2]There is strange para-normal code in it. You look into it.[/size][/color]
-3

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I don't know what this thread is about, but it's obviously not about game programming. Closed.
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