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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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4mad3u5

mingw

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@georger.araujo I am currently using TMD-GCC, I know how execute from the command line. I do not like TMD because it has not ide and I normally use notepad but I also like an ide to be able to look at code that isn't formatted. Because of this I am changing to codeblocks with mingw. My real goal is to be able to compile opengl code from the command line and I heard that you might need mingw and I didn't know what that was. 

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I have visual studio and that I used to learn visual basic.net, first IDE and language I learned. 

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@georger.araujo I am currently using TMD-GCC, I know how execute from the command line. I do not like TMD because it has not ide and I normally use notepad but I also like an ide to be able to look at code that isn't formatted. Because of this I am changing to codeblocks with mingw. My real goal is to be able to compile opengl code from the command line and I heard that you might need mingw and I didn't know what that was. 

 

TDM-GCC does not have and IDE because, well, it's a compiler.

You don't really compile "OpenGL code" because, well, it's an API. You can use OpenGL with C, C++, Java, C#, Python, and a number of other languages.

 

what is SDL2? I am just starting to learn graphics programming and game development.

 

Straight from the site:

"Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D."

 

If you're just beginning, then Lazy Foo's tutorials will be a good starting point.

 

I should also mention that you probably don't need OpenGL at this point in time. It's not for beginners, and you can do 2D games just fine without it.

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You don't really compile "OpenGL code" because, well, it's an API. You can use OpenGL with C, C++, Java, C#, Python, and a number of other languages.

 

 

well what would you call it then, compiling a c++ program with opengl libraries? I don't want to say that I just want to say i'm compiling opengl code, its just easier to say, I know whats going on. Or how would you say it?

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well what would you call it then, compiling a c++ program with opengl libraries? I don't want to say that I just want to say i'm compiling opengl code, its just easier to say, I know whats going on. Or how would you say it?

 

I'd call it "a C++ application which uses OpenGL for graphics". OpenGL does not implement other subsystems you'll need (e.g. input, audio, and networking).

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