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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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About Gage64

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  1. Each video has its own source files.
  2. [url="http://fixbyproximity.com/"]http://fixbyproximity.com/[/url] These videos show how to develop a 2D space shooter from start to finish, using C++ and Allegro.
  3. Here are two free books on game programming with python. The first is about text-based games and assumes no previous knowledge of programming. The other is about creating graphical games with pygame and assumes some knowledge of python. [url="http://inventwithpython.com/blog/2012/02/10/new-book-making-games-with-python-pygame/"]http://inventwithpython.com/blog/2012/02/10/new-book-making-games-with-python-pygame/[/url]
  4. This looks like a very good tutorial on OpenGL 3, you might want to check it out.
  5. I think JOGL is also considered outdated, but I'm not sure. Most people seem to recommend LWJGL over it. Also, there's a draft version of that book available here for free, including the source code. The author also has a newer book, Pro Java 6 3D Game Development, and a free draft version is available here, including the source code. Finally, make sure to check the reviews on Amazon before deciding on what book to use.
  6. OpenGL

    Quote:Original post by Joesavage1 I look for help so I can... Write good lessons that focus on the bits I personally didn't understand To do that, you need to make sure you actually understand the bits, then write a tutorial. Quote:I feel that many other OpenGL tutorials on the web aren't as easy to follow as my site How are you tutorials better than, say, the NeHe tutorials, or any other tutorial for that matter? Quote:and for this reason I can't find anywhere that I can actually go "Ah, I can use that concept in my program and then teach a lesson on this". You can ask questions on these forums. Quote:I do make edits to the code, and I'm really sorry for "stealing" your code (I should have asked if I could have posted it on my site, sorry :S). My main problem with this is that I wrote the program in a hurry. It is not very well written, not very easy to understand, and not the sort of code that should appear in a tutorial. Not to mention that it was based on code from NeHe, so you also indirectly used his code without giving him credit. And to make it worse, in your tutorial 12 you write: Quote:Most/all of the code used in the application is extremely easy to understand. Since you should completely understand the code I feel no need to go through it line-by-line... it'll seem complicated at first, but just read through it slowly and you'll understand it. When clearly you don't understand it yourself. Please read this, this and this, and take some time to think about it.
  7. OpenGL

    The code in that tutorial looks suspiciously similar to the code I posted here, including many of the updates made later in that thread. This earlier version of the tutorial looks almost like an exact copy. The author also barely comments on the code, so I have a feeling that he doesn't really understand it. Joesavage1, I suggest that you look for another tutorial to learn OpenGL. I recommend this one.
  8. OpenGL

    What if you put the Data folder in the project directory (one level above the Debug/Release folders)?
  9. Quote:Original post by Code_Dark Plan it all out ahead of time. Your brain can't focus on planning out your program and also writing clean, efficent and quick code. It's one of my favorite sayings that 15 minutes of planning before you sit down at an IDE will save you hours and hours of debugging, refactoring and basically a huge headache later. There's an old programming proverb: The sooner you start coding your program, the longer it's going to take. This has definitely been my experience.
  10. Quote:Original post by ssdko2004 could I get a explanation for why this might be? Link.
  11. I wanted to add a couple of links to my signature, but I can't type anymore characters in the Your Signature text box (in the Change Profile page). Actually, if I delete some characters, I can't type them back in. I have to delete several lines before I can type additional characters. Has the maximum signature size changed at some point, or is this a bug? Thanks in advance.
  12. You can return from functions that have a void return type with a 'return' followed by a semicolon. I was thinking about something like this: void mouseMovement(int x, int y) { int cx = WINDOW_WIDTH / 2; int cy = WINDOW_HEIGHT / 2; if (x == cx && y == cy) return; float rotSpeed = 0.3f; // This controls the rotation speed xrot += (x - cx) * rotSpeed; yrot += (y - cy) * rotSpeed; glutWarpPointer(cx, cy); } If the rotation is reversed (e.g., moving the mouse right rotates the camera to the left), then change the += to a -=. Also, during initialization you should probably call: glutWarpPointer(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2); so that the program starts with the mouse centered.
  13. For UML, try Violet. It's very easy to use.
  14. Is it possible that 'Dialog' is NULL? Also check if SetWindowLongPtrW succeeds.