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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.

krinosx

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  1. I am not in my home right now and here I dont have a MAC.... ( I develop using C++ and SDL2 in my macbook at home )....   So, may you share your configuration screen with us? (The configuration screen, in XCODE where you link the libraries? )   I can check it tonight, when I come home and share my configs...
  2. OpenGL

    As far as I know SDL2 is just a multi platform framework, intended to work with C code, to produce multimedia applications.   This core handles some aspects of application development like: Window Creation, Threads, Rendering, Input (keyboard, mouse, joystick)... There is some additional libraries (called Projects) that are hosted by libsdl.org site (libsdl.org/projects/) that provide other functions, like ImageLoading (SDLImage), Font loading (SDL_ttf) and even networking (SDLNet) but are not supported and does not belong to SDL2 core.   SDL2 is platform independent, so you can write you code using it and run on Linux, Mac and Windows... I don't know about Smart Phones and other platforms...     Talking about OpenGL: One of the main components of SDL is the rendering system (personal impression). So, you may create a 'renderer' object (its almost and object if you consider OOP) that supports OpenGL context and use your OpenGL code to render your scene to a 'buffer' and use SDL2 renderer to draw that buffer on your screen... simple as that....     The point is: You use SDL2 to render base structure (input, sounds, rendering, etc etc) and use OpenGL to create the content for the rendering mechanism to display... this way, all the OpenGL code you will learn/create is able to be reused in other projects, even if you decide to do not use SDL2.... and btw, its pretty simple to make SDL and OpenGL to work together....     So, in my opinion, its not a waste of time to spend some time learning it... hope it helps.
  3. Hummm hope it can help you :)     
  4. From the album Help Images

  5. OpenGL

      I did not understand that... what do you mean?   About DX... is the DX11 the recommended version to start? There is so much changes between DX10 and DX11 and DX11.1?
  6. OpenGL

    Hummm this thread is becoming very interesting... I was learning OpenGL because I am a Windows/MacOS user, so I want to write a piece of software that I can develop using my PC(win) and/or my notebook(mac) when I am 'on the way (traveling)'... So, I am with a SDL2 + OpenGL toolbox.     As Spiro said, I got used to be frustrated, :) I am also starting small... just importing some models from Blender3d and rendering it with some basic shaders... just to understand the underlying concepts and techniques... but even so I got so much trouble to deal with lightning (Maybe its not a OpenGL problem, just an lack of Linear Algebra/Vector Math  knowledge).. but I am going on... a little step each week...     So, about learning DX... Its easier than OpenGL?   Should we learn DX11.1/DX11? ( the 11.1 version was created to compete with Mantle? I read it someplace I cant remember )   Or should we start learning DX9/DX10?     Thanks in advance!
  7. Hummm I develop using SDL2.0 + OpenGL in my PC and use the same code ( regarding the header files inclusion ) in my MacBook when I am "on the move"...   I have no performance problems using SDL2.0 and OpenGL...     May you tell us ( I cant access google drive from my work ) a bit more about your development process? What programming language are you using to dev? What libraries? And how do you compile the code to run in your friend´s MAC if you don't have access to it?   As you said, you must build a specific version of your software to run on Mac, so I dont think you are using Java or HTML or Flash... you may be using some "native code language"... how about telling us a little more about it?
  8. Hi guys,   I think the DiegoSLTS is the 'best' solution... You must approach your problem in a more 'object oriented' way... Trying to verify if "object A is the same type of object B" looks like a 'procedural way of thinking'.... ex: If its just a decision making based on object types so you may stick with method overload ( each object implements its own logic ) and get a 'facade' to collect the result and do the high level stuff...  If you want to decide which object you must instantiate, so try to use some kind of "Factory" pattern...        methinks : Its hard to know how to help you in this case because you just show the 'implementation part' of the problem... if you expand your explanation and tell us why are you trying to do that ( compare the object types ) maybe we could help you to come with a better approach to your problem... :D  
  9. Where do you live?
  10. What do you like to patent?  And how is it related to IA?
  11. OpenGL

    May you post some code?   How are you doing the '#include'?   A simple mistake is to include like it:   #include "SDL\SDL.h"   but your include path has no 'SDL' folder, just the SDL.h file.     Post your Code, and your IDE configurations and I will try to help you.
  12. It will help if you share the portion of code where your server is reading and where you  write to your server...   It will also help if you paste the code where you initialize your sockes and Input/Output streams.