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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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  1. Update: Projects are up as well, see http://nehe.gamedev.net/article/old_nehe_projects/5631986051842048/
  2. Hello everyone. Good news, we managed to upload all the old data we found, and I wrote a hacky script to turn the old NeHe ASP pages into html, and make all links point to the new file locations... Check out the "Legacy Articles" on the right hand side of http://nehe.gamedev.net/ !   This contains only the contests for now, NeHe's old downloads and projects have a different format so I'll write a script for those as well in the next days. The text formatting might look weird at places and not all links will work (e.g. not everyone uploaded their source code), but as I said, this was just a hacky script    Have fun with the contest entries! Although I guess nowadays you should not code either C++ nor OpenGL in the way these guys did around 10 years ago     Cheers, Carsten  
  3. Hi guys, sorry it took so long to get back to you.   this is mostly correct. We do still have the files somewhere on a backup disk, but they are no longer hosted on nehe.gamedev.net . Which explains why this cached website you're referring to has broken links. We're currently looking for the old contest entries and projects, and will upload them again so you can access them. We'll keep you updated!
  4. Found it! Check your PM...  
  5. To all the students out there:   Are you interested in applying your coding skills and rendering / image processing / machine learning experience to some other field than game development? How about being a Google Summer of Code student this summer, working 3 months coding, and earning 5500 USD?   At the Heidelberg Collaboratory for Image Processing we're developing an Open Source tool called ilastik that is used by Biologists to analyze terabytes of data coming from advanced microscopes. We proposed a set of ideas to the Google Summer of Code program where students are paid to work on selected Open Source projects because we are looking for talented programmers who want to contribute to software used at the bleeding edge of neuroscience and developmental biology.   Possible project ideas related to ilastik: Visualization projects:  Use OpenGL for blending layers in Volumina  Improve 2d/3d object browser in volumina  Multiscale views based on pyramids in volumina   Software infrastructure projects User Experience Improvements in ilastik VIGRA Java bindings Parallelization of the VIGRA library   Image processing projects   Lazy connected components in VIGRA Image features for machine learning in VIGRA Detailed descriptions available here. If you're interested, get in touch with us now - application deadline is March 21st!   Cheers, Carsten
  6. Hi there, sorry your request kept unanswered this long. Haven't checked the forums in a while  ... It could very well be that I still have your entry somewhere in a FTP backup. I'll have a look when I get back home! Cheers
  7. Thanks for the hints! I'll add them as a note to the lesson!
  8. Using CMake is pretty straightforward. You fire up CMake-gui, open the CMakeLists.txt in kazmath, and click on configure and generate. Then you should have a Visual Studio solution in the kazmath folder which you need to open and compile like any other program/library. Let me know if that still doesnt fix it.
  9. Hi, I think the problem is the 1.0f in your glTranslatef calls. Remember that glTranslatef will translate your whole scene about the vector your plug in, and by calling it several times these translations are accumulated. So if you want to stay on one of your grid lines, you just advance x or z by 16, but leave all others 0. Hope that helps even though we kept you waiting so long..
  10. I added an explanation on how to load textures with SOIL a while ago. I strongly recommend using this easy and reliable method to load your textures instead of GLAUX or any replacement code...
  11. I'm always struggling with Interface Builder as well, I know how you feel Adding the view works by adding a standard UIView to your window, and when you select it and look at the properties pane to the right, in the 3rd tab under "custom class" you can choose which class derived from UIView you wish you use. That's where you select EAGLView.
  12. Sorry for the late answer, but to me it sounds like OpenGL is not yet initialized, e.g. you call your LoadTextures method before the window is actually showing up...
  13. [quote name='Symbiotic' timestamp='1324285484' post='4895227'] I appreciate the quick response and the tutorials are absolutely amazing for anyone beginning OpenGL. Thanks a bunch! [/quote] You're welcome, glad to hear! [quote name='Symbiotic' timestamp='1324285484' post='4895227'] I would like to note one little thing, though. Note #2 under Lesson 1 can be quite confusing for new users attempting to follow the tutorials, as it informs you to search for the GLAUX replacement code on the main page (nonexistent at this point in time), rather than informing the user that glaux.h can be removed and the replacement will be covered in Lesson 6. [/quote] Thanks for the hint! I'll fix that. We want to revamp the lessons very soon anyway, as OpenGL has changed quite a lot since the original tutorial code has been written.
  14. Hmm ok, I checked and I can debug Lesson 6 fine here, with the exact files and config as in the download. The warning about SOIL just sais, that there are no debug symbols for the library, and you probably don't want to jump into the SOIL library while debugging anyway. It doesn't say anything else, not even ask you whether you want to run in fullscreen or windowed mode?
  15. [quote name='Symbiotic' timestamp='1324256259' post='4895146']I'm running into an issue when attempting to debug Lesson 6 with the SOIL library. It'll compile successfully but throw four identical warnings and won't run in debug mode. [/quote] Oh bugger, that sounds like a mistake on my side. I guess I've just provided you guys with the release version of the SOIL library, and thus no debugging symbols for it can be found. I'll look into that and get back to you asap!