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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 Medic8712

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  1. Based on the tutorials and the OpenGL books I have everything on NeHe seems pretty standard to the books (not saying the books arn't outdated either). I'm honestly not sure if they are up to industry standard but there still really good for learning basics in OpenGL. I say this because in my experience in 2d programming and a few different Graphic API's usually the newest updates usually don't change much as far as what code you use but more of what the code does internally.
  2. Ok, I have ended up answering my own question. Its pretty simple really and i kick myself for not thinking about it yesterday. The two different bmp file were saved with 2 different bit depths. Apparently my code won't handle but the one bit depth, so I converted the one that didn't work to same as the one that did and now both are working. If anyone else has this problem try checking that.
  3. I've been toying with opengl for a little while now and have made my way down into NeHes 6th and 7th tutorials. I have no problem at all understanding the tutorials (even though I have to gut the windows code from them cause I'm using SDL). I successfully got tutorial 6 working in my own coding method with SDL. I moved onto tutorial 7 and decided to do a recode on my load texture function to include all 3 filter methods shown. I of course wanted to test my new function so I skipped the light portion and went ahead and compiled and ran the code. This is where the error pops up. The program crashes at startup. I run in debug and it gives me an Access violation that it says is no where in my code (kinda hard to explain that one but when i try to be shown where in the code the violation takes place it tells me no source code applicable). Now heres the weird part. If i compile and run the code using the bmp file from tutorial 6 it runs perfectly. When I switch out the bmp with the one from 7 it crashes on startup and spits out the Access Violation. I've tried completely closing the IDE and restarting it. I've tried commenting out lines until i found the one that crashes it. I've tried pretty much everything i can think of. Its just wierd cause it works with the one but not the other. Here's my code. [code] //Loading Texture to GLuint texture[] is declared as GLUint texture[3]; texture[0] =LoadTexture("Crate.bmp", 1); //Funtion to load img and convert to texture int LoadTexture(const char *file, int TexFilter) { SDL_Surface *tex = IMG_Load(file); GLuint texture; switch(TexFilter) { case 1: if(tex) { glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, 3, tex->w, tex->h, //IF commented out the program will run but will be just a black screen with no crashing 0, GL_BGR, GL_UNSIGNED_BYTE, tex->pixels); SDL_FreeSurface(tex); return texture; } break; case 2: if(tex) { glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, 3, tex->w, tex->h, 0, GL_BGR, GL_UNSIGNED_BYTE, tex->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); SDL_FreeSurface(tex); return texture; } break; case 3: if(tex) { glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); gluBuild2DMipmaps(GL_TEXTURE_2D, 3, tex->w, tex->h, GL_BGR, GL_UNSIGNED_BYTE, tex->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); SDL_FreeSurface(tex); return texture; } break; default: SDL_FreeSurface(tex); return NULL; } SDL_FreeSurface(tex); return NULL; } [/code] And heres my specs (shouldn't matter for something this simple for programming though I would think. Using VS Studios 2010 Ultimate Win 7 Ultimate 32 bit 4 gigs ram Nvidia 9800 Geforce graphics card Core 2 duo Intel processor SDL with OpenGL both updated to latest releases Come to think of it I think it may be because I didn't free the texture? Its late here where i'm at and I'm done fooling with it tonight but if that might be it please say so and i'll test it tomorrow after a reboot.