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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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NielsBross

Build issues with CL and GLFW

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Hey everyone.

I've recently tried to move from compiling my engine with g++ to cl (Microsoft's compiler) from Visual Studio 2015, but I've run into some issues.

So basically, we want to compile for 64bit thus initializing CL with

vcvarsall.bat x64

This means we want 64 bit version of every library we are using. We are using OpenGL with GLFW3 and GLAD for loading. Beyond that we are using OpenAL and FreeType 2.7.

Before I get into any more detail I wanted to know if anyone had experience with CL using those two libraries, and maybe could share what they did to make it link without errors.

We are basically having issues with the linking to the correct libraries.

So the question is really, if you have any experience with CL and at least some of those libraries while compiling for 64bit from the command line, do you have any experiences (both good and bad) that could help, and more specifically, which versions and links you used for the libraries or which you built yourself and so on.

Hope someone can help :)

I can clear things up about the specific build file if anyone wants, but for now I'll just leave it as is.

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Is there something that doesn't allow you to build your project using visual studio's projects/solution files? It just might be faster to create a solution with projects for all the libs you want linked statically. You will have those libs automatically rebuilt in whatever settings your main project require. It worked for me, including freetype and other opensource libs.

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Thanks for the reply!

Yeah, we considered that, but I think we just didn't really need to use Visual Studio and felt it was enough to use the compiler (and seemingly faster).

We did fix the issue in the end though and found out it was mostly a chicken and egg thing with how we compiled some dll's.

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