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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 Andru-kun

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  1. [center][img]http://zengl.org/logo.png[/img][/center] After a while new version of [b]ZenGL[/b] has been released. [b]ZenGL[/b] is a crossplatform game development library written in Pascal, and designed to provide necessary functionality for rendering 2D-graphics, handling input, sound output, etc. More details can be found [url="http://zengl.org/features.html"]here[/url]. This new release provides next features:[list] [*]support of [b]iOS[/b](with few commercial projects behind) and [b]Android[/b] [*]support of [b]zip[/b]-archives [*]multithreaded resource loading [*]video decoding subsystem with support of [b]theora[/b] [*]build with bindings and demos for [b]C/C++[/b] [/list]
  2. Hello, A few days ago I have completed to translate the comments in demos into English(but my English is not well) and want to present my own cross-platform library for game development :) It's fully written in Pascal without using any third party libraries, except some API's like OpenGL/OpenAL and Direct3D/DirectSound. Current version: 0.2 RC5 (2010.11.21) Official website: http://zengl.org SVN repository: http://zengl.googlecode.com/svn/trunk/ Help: Compilation Supported OS: GNU/Linux, Windows, MacOS X Supported compilers: FreePascal 2.2+, Delphi 7+ Graphics API: OpenGL, Direct3D 8/9 Sound API: OpenAL, DirectSound License: GNU LGPL version 3 Main - can be used as so/dll/dylib or statically compiled with your application - rendering to own or any other prepared window - logging - resource loading from files and memory - easy way to add supporting for new resource format Configuration of - antialiasing, screen resolution, refresh rate and vertical synchronization - aspect correction - title, position and size of window - cursor visibility in window space Input - handling keyboard, mouse and joystick input - handling of Unicode text input - possibility to restrict the input to the Latin alphabet Textures - supports tga, png and jpg - correct work with NPOT textures - control the filter parameters - masking - render targets for rendering into texture Text - textured Unicode-font - rendering UTF-8 or ANSI text - rendering text with alignment and other options like size, color and count of symbols 2D-subsystem - batch render for high-speed rendering - rendering different primitives - sprite engine - rendering static and animated sprites and tiles - rendering distortion grid - rendering sprites with new texture coordinates(with the pixel dimension and the usual 0..1) - control the blend mode and color mix mode - control the color and alpha of vertices of sprites and primitives - additional sprite transformations(flipping, zooming, vertices offset) - fast clipping of invisible sprites - 2D camera with ability to zoom and rotate the scene Sound - works through OpenAL or DirectSound in depends on configuration or OS - correct work without soundcard - supportы wav and ogg as sound samples - playing ogg files in separate thread - control the volume and playback speed - moving sound sources in 3D space Mathematic - basic set of additional math functions - triangulation functions - basic set of collision functions Additional - reading and writing ini-files - functions for work with files and memory [Edited by - Andru-kun on November 21, 2010 4:43:20 PM]