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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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rombust

ClanLib 3.0.0 C++ Game SDK Now Available

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It's has been in 2 years of development since the previous major release, and now ClanLib 3 has been officially released.

 

The ZLIB style licensed SDK has been around for 14 years, constantly being developed and fine tuned with the latest game programming methods.

 

If you haven't come across ClanLib before, take a look. Although you may not want to use it directly, you can still extract modules from it, due to its' liberal zlib style license. It contains some gems, for example batched opengl subpixel font rendering, and on Windows, no freetype dependancy 

 

Additional features since the previous release include:

The creation of a new display target “clanD3D”, allowing your application to run DirectX 11 as a fall-back or a primary display target.

The GUI has had an overhaul. Enhancing it to support the CSS 2 standard and optimising it for the fastest frame rates.

The CSS 2 support can also be used outside the GUI environment.

On Microsoft Windows, ClanLib now does not require any dependency library. So you can simply download it, without worrying about updating dependency libraries and know that all components are using a Zlib style software license.

One of the design decisions to enhance the speed of the SDK was the separation of the 2D management code from the GraphicContext. It was now been placed on a higher level class, called a Canvas. All 2D operations use this Canvas class. For 3D operations, the GraphicContext is used, without any overhead.

ClanLib has been updated with the latest OpenGL 4.4 API, so that you try out the latest techniques with an OpenGL 4.4 Context.

Additional components have also been added:
• 2D collision system
• 3D collision system
• 3D scene management
• Game editor and asset pipeline framework

The documentation is all now all contained within the ClanLib SDK package, and also in GitHub, so if you see any mistakes or enhancements, you are free to provide updates.

There are lots more to explore. Lots of examples to try out.

http://clanlib.org/index.html

Enjoy!

 

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I'd like to see code examples online before downloading (for example for networking).  Is there a place to see that (I see the wiki was removed for some reason)?

 

Also, does a character controller exist for platformers (preventing launching from slopes, sticking to walls, ability to properly use moving platforms, etc.)?

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I'd like to see code examples online before downloading (for example for networking).  Is there a place to see that (I see the wiki was removed for some reason)?

 

Also, does a character controller exist for platformers (preventing launching from slopes, sticking to walls, ability to properly use moving platforms, etc.)?

The source is at the official repo at https://github.com/sphair/ClanLib/

 

ClanLib has Box2D built in (via clanPhysics2D)  and Bullet build in (via clanPhysics3D)

 

AFAIK, there isn't a dedicated character controller class.

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