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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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phil67rpg

open gl game

13 posts in this topic

I know but according to beernutts I should stop win32 and dx 9 is really difficult. I was hoping that opengl would be a little easier. There are plenty of tutorials on the web. I am working with videotutorials rock and it is pretty good and I am reading the red book.
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OpenGL gives less abstraction, so I don't know if I'd call it 'easier' than DirectX. DirectX kind of holds your hand in that icky way that M$ likes to do (I know M$ is involved in OGL as well).

You need to learn core principles, not APIs and trivia. You can't do that if you keep jumping around.
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I re-wrote 3 replies already, and suddenly the sense came over me that anything I could possibly type into this box would not help resolve the issue at hand in any way.. Futility hurts! Click that down arrow you see under my photo if you disagree. Otherwise, click the back button in your browser.
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As others said, Pong is an excellent first game to make. You can make it with just boxes, and go from there.

I would say DirectX is easier. OpenGL's fixed function pipeline might be easier than DirectX but that is deprecated. Anyway, just choose one and stick to it.
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I am also thinking about quitting but I am going to try one more time. I am also going to try and solve things on my own. By the way this stuff is far from easy.
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[quote name='phil67rpg' timestamp='1353444930' post='5002755']
I am also thinking about quitting but I am going to try one more time. I am also going to try and solve things on my own. By the way this stuff is far from easy.
[/quote]

A prize easily obtained is a prize not worth having. - some proverb, but it applies here.
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