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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.

AtomicOrbital

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  1. OpenGL

    Here is a basic bare bones multiple triangle animation using modern OpenGL 3.x with inline vertex and fragment shaders. compile it using :     g++ -o 005_tri_mo_mu_f8_ver3_simple 005_tri_mo_mu_f8_ver3_simple.cpp  -lGL -lGLEW -lglut -lGLU   // g++ -o opengl_tri_multi_move opengl_tri_multi_move.cpp -lGL -lGLU -lGLEW -lglut // optirun ./opengl_tri_multi_move #include <GL/glew.h> #include <GL/freeglut.h> #include <vector> #include <iostream> #include <string.h> // strlen #include <cstdio> // printf, sprintf in cpp c++ // --------- #include <iomanip> // std::setprecision //#include <locale> // to insert commas into large numbers #include <sstream> #define WINDOW_TITLE_PREFIX "move multiple triangles" int CurrentWidth = 1100, CurrentHeight = 1000, WindowHandle = 0; unsigned FrameCount = 0; #define YES 1 #define NO 0 //#define DEBUG YES #define DEBUG NO int did_load_program = NO; int x1_reached_edge = NO; int y1_reached_edge = NO; GLfloat x_max = 0.9, y_max = 0.9; GLfloat x_min = -0.9, y_min = -0.9; GLfloat min_incr = -0.3, max_incr = 0.3; // GLfloat size_triangle_side = 0.007; GLfloat size_triangle_side = 0.2; struct struct_program { static GLuint Load( const char * vert, const char * geom, const char * frag ) { GLuint prog = glCreateProgram(); if( vert ) AttachShader( prog, GL_VERTEX_SHADER, vert ); if( geom ) AttachShader( prog, GL_GEOMETRY_SHADER, geom ); if( frag ) AttachShader( prog, GL_FRAGMENT_SHADER, frag ); glLinkProgram( prog ); CheckStatus( prog ); return prog; } private: static void CheckStatus( GLuint obj ) { GLint status = GL_FALSE, len = 10; if( glIsShader(obj) ) glGetShaderiv ( obj, GL_COMPILE_STATUS, & status ); if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, & status ); if( status == GL_TRUE ) return; if( glIsShader(obj) ) glGetShaderiv ( obj, GL_INFO_LOG_LENGTH, & len ); if( glIsProgram(obj) ) glGetProgramiv( obj, GL_INFO_LOG_LENGTH, & len ); std::vector< char > log( len, 'X' ); if( glIsShader(obj) ) glGetShaderInfoLog ( obj, len, NULL, &log[0] ); if( glIsProgram(obj) ) glGetProgramInfoLog( obj, len, NULL, &log[0] ); std::cerr << & log[0] << std::endl; exit( -1 ); } static void AttachShader( GLuint program, GLenum type, const char * src ) { GLuint shader = glCreateShader( type ); glShaderSource( shader, 1, & src, NULL ); glCompileShader( shader ); CheckStatus( shader ); glAttachShader( program, shader ); glDeleteShader( shader ); } }; #define GLSL(version, shader) "#version " #version "\n" #shader const char* vert = GLSL ( 400 core, layout( location = 0 ) in vec4 vPosition; void main() { gl_Position = vPosition; } ); const char* frag = GLSL ( 400 core, out vec4 fColor; void main() { fColor = vec4( 0.0, 0.0, 1.0, 1.0 ); } ); //#define total_num_triangles 1500 //#define total_num_triangles 3 //#define total_num_triangles 10000000 // #define total_num_triangles 100000 #define total_num_triangles 10 #define index_ArrayBuffer 0 #define NumBuffers 1 //num_vertex_arrays GLuint vPosition = 0; //GLuint VAOs[total_num_triangles]; GLuint vertex_array_object; GLuint Buffers[NumBuffers]; const GLuint NumVertices = 3; #define X 0 #define Y 1 //GLfloat tri_location[total_num_triangles][2]; GLfloat vertex_locations[ 3 * total_num_triangles][2]; // 3 vertex per triangle, X&Y per vertex //GLfloat incr[total_num_triangles][2]; GLfloat triangle_incr[total_num_triangles][2]; // ------------------------ bool get_direction(GLfloat curr_location, GLfloat min_location, GLfloat max_location) { bool answer = false; if (curr_location < min_location || curr_location > max_location) { answer = true; } return answer; } void setup_opengl() { glGenVertexArrays(NumBuffers, & vertex_array_object); glBindVertexArray(vertex_array_object); glGenBuffers(NumBuffers, Buffers); glBindBuffer(GL_ARRAY_BUFFER, Buffers[index_ArrayBuffer]); // ---------- glVertexAttribPointer(vPosition, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0) ); glEnableVertexAttribArray(vPosition); glBindVertexArray(vertex_array_object); } void display(void) { ++FrameCount; glClear(GL_COLOR_BUFFER_BIT); // glGenVertexArrays(total_num_triangles, & vertex_array_object); // glGenVertexArrays(NumBuffers, & vertex_array_object); // std::cout << "----- top of display ------ " << std::endl; // ---------------- int curr_vertex = 0; int curr_triangle = 0; for (; curr_triangle < total_num_triangles; curr_triangle++) { if (get_direction(vertex_locations[curr_vertex ][X], x_min, x_max) || get_direction(vertex_locations[curr_vertex + 1][X], x_min, x_max) || get_direction(vertex_locations[curr_vertex + 2][X], x_min, x_max)) { triangle_incr[curr_triangle][X] *= -1.0; } if (get_direction(vertex_locations[curr_vertex ][Y], y_min, y_max) || get_direction(vertex_locations[curr_vertex + 1][Y], y_min, y_max) || get_direction(vertex_locations[curr_vertex + 2][Y], y_min, y_max)) { triangle_incr[curr_triangle][Y] *= -1.0; } // triangle vertex 1 vertex_locations[curr_vertex][X] += triangle_incr[curr_triangle][X]; vertex_locations[curr_vertex][Y] += triangle_incr[curr_triangle][Y]; if (YES == DEBUG) { std::cout << "tri " << curr_triangle; std::cout << " X " << vertex_locations[curr_vertex][X] << " Y " << vertex_locations[curr_vertex][Y]; } curr_vertex++; // triangle vertex 2 vertex_locations[curr_vertex][X] += triangle_incr[curr_triangle][X]; vertex_locations[curr_vertex][Y] += triangle_incr[curr_triangle][Y]; if (YES == DEBUG) { std::cout << " X " << vertex_locations[curr_vertex][X] << " Y " << vertex_locations[curr_vertex][Y]; } curr_vertex++; // triangle vertex 3 vertex_locations[curr_vertex][X] += triangle_incr[curr_triangle][X]; vertex_locations[curr_vertex][Y] += triangle_incr[curr_triangle][Y]; if (YES == DEBUG) { std::cout << " X " << vertex_locations[curr_vertex][X] << " Y " << vertex_locations[curr_vertex][Y] << std::endl; } curr_vertex++; } // ---------- glBindVertexArray(vertex_array_object); // glGenBuffers(NumBuffers, Buffers); // glBindBuffer(GL_ARRAY_BUFFER, Buffers[index_ArrayBuffer]); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_locations), vertex_locations, GL_STATIC_DRAW); // glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_locations), vertex_locations, GL_DYNAMIC_DRAW); // // glVertexAttribPointer(vPosition, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0) ); // glEnableVertexAttribArray(vPosition); // glBindVertexArray(vertex_array_object); glDrawArrays(GL_TRIANGLES, 0, 3 * total_num_triangles); // glDrawArrays(GL_TRIANGLES, 0, total_num_triangles); // ---------- glutSwapBuffers(); } // --------------- void process_SHIFT_ALT_CTRL(unsigned char key, int x, int y) { switch(key) { case 27: { // printf ("just hit ESC key\n"); exit(8); } } } // -------------- const char * insert_commas_into_int(int given_integer) { std::ostringstream stm ; stm << given_integer; std::string str_num(stm.str()); int size_str = str_num.size() ; // std::cout << " num digits in " << given_integer << " is " << size_str << std::endl; for( int i = size_str ; i > 0 ; i -= 3 ) { if (i != size_str) str_num.insert( i, 1, ',' ) ; } // std::cout << str_num << '\n' ; return str_num.c_str(); } // -------------- void TimerFunction(int Value) { if (0 != Value) { char* TempString = (char*) malloc(512 + strlen(WINDOW_TITLE_PREFIX)); sprintf( TempString, "%s: %s triangles doing %d Frames Per Second @ %d x %d", WINDOW_TITLE_PREFIX, insert_commas_into_int(total_num_triangles), FrameCount * 4, CurrentWidth, CurrentHeight ); glutSetWindowTitle(TempString); free(TempString); } FrameCount = 0; glutTimerFunc(250, TimerFunction, 1); } GLfloat get_random_in_range(GLfloat minimum, GLfloat maximum) { return(minimum + (float)rand()/((float)RAND_MAX/(maximum - minimum))); } void IdleFunction(void) { glutPostRedisplay(); } static void define_callbacks() { glutDisplayFunc(display); glutKeyboardFunc( process_SHIFT_ALT_CTRL ); glutIdleFunc(IdleFunction); glutTimerFunc(0, TimerFunction, 0); } int main(int argc, char** argv) { // initialize random seed srand ( time(NULL) ); glutInit(&argc, argv); glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE ); glutInitWindowSize(CurrentWidth, CurrentHeight); glutInitContextVersion(4, 0); glutInitContextProfile(GLUT_CORE_PROFILE); glutCreateWindow(argv[0]); glewExperimental = GL_TRUE; if( GLEW_OK != glewInit() ) exit(EXIT_FAILURE); int curr_vertex = 0; int curr_triangle = 0; for (; curr_triangle < total_num_triangles; curr_triangle++) { triangle_incr[curr_triangle][X] = get_random_in_range(min_incr, max_incr) / 50.0; triangle_incr[curr_triangle][Y] = get_random_in_range(min_incr, max_incr) / 50.0; if (YES == DEBUG) { std::cout << " triangle_incr X " << triangle_incr[curr_triangle][X] << " triangle_incr Y " << triangle_incr[curr_triangle][Y] << std::endl; } GLfloat x_curr = get_random_in_range(min_incr, max_incr); GLfloat y_curr = get_random_in_range(min_incr, max_incr); // triangle vertex 1 vertex_locations[curr_vertex][X] = x_curr; vertex_locations[curr_vertex][Y] = y_curr; if (YES == DEBUG) { std::cout << "tri " << curr_triangle << std::endl; std::cout << " vertex 1 X " << vertex_locations[curr_vertex][X] << " Y " << vertex_locations[curr_vertex][Y] << std::endl; } // triangle vertex 2 vertex_locations[curr_vertex + 1][X] = x_curr; vertex_locations[curr_vertex + 1][Y] = y_curr - size_triangle_side; if (YES == DEBUG) { std::cout << " vertex 2 X " << vertex_locations[curr_vertex + 1][X] << " Y " << vertex_locations[curr_vertex + 1][Y] << std::endl; } // triangle vertex 3 vertex_locations[curr_vertex + 2][X] = x_curr - size_triangle_side; vertex_locations[curr_vertex + 2][Y] = y_curr - size_triangle_side; if (YES == DEBUG) { std::cout << " vertex 3 X " << vertex_locations[curr_vertex + 2][X] << " Y " << vertex_locations[curr_vertex + 2][Y] << std::endl; } curr_vertex += 3; // 3 vertex per triangle } // ----------- GLuint program = struct_program::Load( vert, NULL, frag ); glUseProgram(program); // ----------- setup_opengl(); define_callbacks(); glutMainLoop(); }