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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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phil67rpg

displaying numbers using opengl

8 posts in this topic

http://jonmacey.blogspot.com/2011/10/text-rendering-using-opengl-32.html

Found this within 3 seconds of googling.
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I'd suggest buying yourself a copy of [url="http://www.amazon.com/Game-Programming-For-Serious-Creation/dp/1435455568/ref=cm_cr_pr_product_top"]C# Game Programming for Serious Game Creation[/url]. I see that you're using C++, but that book answers a lot of your questions (looking at your post history), including this one, and I think translating the code from C# (a very easy-to-read language) to C++ might be good practice for you. Alternatively you might find you like C#'s syntax to be more your speed, in which case, great. Edited by NoAdmiral
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if you are using freeglut you can use the functions glutBitmapString or glutStrokeString
otherwise you will have to create them from scratch:
1. make/search an image with all the numbers you want to display (e.g. search for ascii texture)
2. write/find some code to load images
3. create a texture from it
4. draw some quads with the right texture coordinates to select the correct character from your texture
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well I figured out how to print strings to the screen, now I want to print numbers to the screen for scoring purposes.
here is the code I am using.
[code]
GLuint fontOffset;
void makeRasterFont(void)
{
GLuint i;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
fontOffset = glGenLists (128);
for (i = 32; i < 127; i++) {
glNewList(i+fontOffset, GL_COMPILE);
glBitmap(8, 13, 0.0, 2.0, 10.0, 0.0, rasters[i-32]);
glEndList();
}
}

void myinit(void)
{
glShadeModel (GL_FLAT);
makeRasterFont();
}

//print the string
void printString(char *s)
{
glPushAttrib (GL_LIST_BIT);
glListBase(fontOffset);
glCallLists(strlen(s), GL_UNSIGNED_BYTE, (GLubyte *) s);
glPopAttrib ();
}
[/code]
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