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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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Alian Vesuf

SFML + Awesomium ingame web browser

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My question is simple. How can i get an awesomium web view to display it on SFML window. Just the logic, do i need to extract buffer data

from awesomium view to SFML texture and display it as drawable. By the way, it doesn't have to be SFML, you can show me an example with SDL also. Please be more clear, i need to know the logic behind displaying web views in a game surface.

Here is an example with SDL OpenGL and Awesomium

 

http://www.youtube.com/watch?v=dt4_NxoIq98

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A quick perusal of the Awesomium API shows that you can get direct access to the View::Surface::Buffer pixel data, so a less than optimal approach would be to copy this buffer data into an SFML texture and then draw with that texture.

 

If I was concerned about performance then I would investigate either some way of getting the Awesomium API to draw directly into an SFML texture or directly using the Awesomium buffer as a texture.  That doesn't eliminate the need to push this data to the graphics memory, but it would eliminate the additional copy from PC memory to PC memory.  Depending on your end goal, this may be irrelevant.

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Actually im just trying to use SFML for windowing, and experiment a little with Awesomium. I'm not trying to make fancy things like ingame computer browsing. Just using SFML as a windowing library. Thanks for your help. The solution is to copy the buffer data from awesomium to sfml texture.

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