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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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SkylerBubier

Cross-Platform and OpenGL ES

5 posts in this topic

I have been using C# and XNA for a while, but I'm looking to make a totally new approach on game development; cross-platform using [b]C++[/b].

Doing some research, I have come across [b]OpenGL ES[/b], which seems to be a very portable API for game development. However, I don't know the first thing about this stuff! Every tutorial or book I find seems to be focused on iOS development OR Android development.

My target systems would be:
[b]Windows[/b], [b]Android[/b], [b]iOS[/b] and [b]MacOSX[/b], but would love to also support [b]Linux[/b] as well as Google Chrome using Google's [b]Native Client[/b].

My application that I would like to create will be very simple and will not technically require any 3D, but it will be a game. I don't mind and actually expect to individually write the core code, such as WinAPI or cocoatouch for input, etc. However, I'd really like to write as much as possible commonly in C++.

I own a Windows 7 Desktop, a Windows XP laptop, a Macbook Pro, an iPod Touch, and an Android phone. All suggestions are welcome to which approach I should go with as well as IDEs, but I would love to write the common code on the Windows systems.
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[url="http://code.google.com/p/libgdx/"]http://code.google.com/p/libgdx/[/url]

Mabye that's useful?
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OpenGL GL 2.0 is somehow a subset of normal OpenGL. Well, not exactly but if you write openGL ES 2.0 code it will work also on Windows, Linux and OSX unless you use some extensions that are only found on mobile.
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Any good tutorials on how to properly set up/link to OpenGL ES 2.0?

I'm also looking for a good IDE to use with this as well.
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I think what you want is to use the common subset of OpenGL ES 2.0 and OpenGL 4.0. Most platforms do not support both OpenGL and OpenGL ES except maybe if you're using the Mesa software renderer on GNU/Linux desktops (as opposed to Andoid/Linux devices).

GL context creation is entirely platform-specific. OpenGL ES was designed to work hand-in-hand with EGL (another Khronos group standard) for that purpose. Most desktop platforms use some native library to obtain a context. There are also cross-platform libraries like Qt and SDL 1.3/2.0 that will wrap and hide all that for you.
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I am developing a cross-platform graphics API abstraction that runs against D3D11, OpenGL3, GLES2 and WebGL ([url="https://dl.dropbox.com/u/40949268/Platforms.jpg"]gfxapi[/url], and its [url="https://dl.dropbox.com/u/40949268/code/gfxapi.html"]platform coverage matrix[/url]). OpenGL3, GLES2 and WebGL are so close to each other, that one can comfortably share the codebase for each. In my codebase there are minimal #ifdef cases for GLES2, mostly related to added checks for potentially unsupported features (e.g. non-pow2 mipmapping).

NaCl, iOS and Android all use GLES2, so you can get to a lot of platforms with the same API.
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