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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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Zanman777

Please tell me there's a way to set line width in SDL

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I can't find a way to set a line width for the SDL_RenderDrawLine function, but I can't believe there's no way to set it. That's just... basic. Is there really no way to do so? Are the lines always 1 pixel wide, or what?

 

EDIT: Found an extension library (SDL_GFX) that provides that feature. It's wierd native SDL doesn't have that, though...

Edited by Zanman777
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Hardware doesn't support it since nobody seriously uses lines outside of debug uses and hence don't need width so OpenGL and D3D contexts can't support it. It can only be done with slow software rendering or with non-trivial triangularization or very specialized shader effects. This is likely why SDL doesn't support it. SDL_gfx is a software rasterizer.
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My purpose was to draw buttons' borders. There is no way to specify the SDL_Rect border width, so I was trying the line approach. How can I draw a customisable button border, then?

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If you're using a image for the button, the border can be included in the image.

 

If not, I guess you can draw a bigger (filled) rectangle first, and then the button rectangle after? When the button rectangle overwrites the larger, you'll just be left with what looks like a border. This might be very wasteful, especially if you have many or large buttons.

Another option could be to draw 4 (filled) rectangles around the button's rectangle.

 

Just some suggestions off the top of my head, maybe they can help you achieve what you want.

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