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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.

skizomik

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  1. Hello, i have a problem in my code, i show you a little part : I'm using code block, and i really don't know what is wrong. Arial.ttf is with the .exe and the sources.. [code] #include <windows.h> #include <SDL/SDL.h> #include <GL/gl.h> #include <GL/glu.h> #include <stdio.h> #include <stdlib.h> #include <math.h> #include <SDL/SDL_ttf.h> GLuint Nom ; GLuint base; // Base Display List For The Font Set HDC hDC=NULL; // Private GDI Device Context GLfloat cnt1; // 1st Counter Used To Move Text & For Coloring GLfloat cnt2; // 2nd Counter Used To Move Text & For Coloring void KillFont() { glDeleteLists(base, 96); // Delete All 96 Characters } void BuildFont(){ HFONT font; // Windows Font ID HFONT oldfont; // Used For Good House Keeping base= glGenLists(96); // Storage For 96 Characters font= CreateFont(-24,0,0,0,FW_BOLD,FALSE,FALSE,FALSE,ANSI_CHARSET,OUT_TT_PRECIS,CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY,FF_DONTCARE|DEFAULT_PITCH,"arial"); oldfont = (HFONT)SelectObject(hDC, font); // Selects The Font We Want wglUseFontBitmaps(hDC, 32, 96, base); // Builds 96 Characters Starting At Character 32 SelectObject(hDC, oldfont); // Selects The Font We Want DeleteObject(font); // Delete The Font } void glPrint(const char *fmt, ...){ char text[256]; // Holds Our String va_list ap; // Pointer To List Of Arguments if (fmt == NULL) // If There's No Text return; // Do Nothing va_start(ap, fmt); // Parses The String For Variables vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers va_end(ap); // Results Are Stored In Text glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits glListBase(base - 32); // Sets The Base Character to 32 glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text glPopAttrib(); // Pops The Display List Bits } int initialisation(){ glViewport(0,0,640,480); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix gluPerspective(80,640/480,0.0001f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations BuildFont(); return 0; } int DrawGLScene(){printf("draw\n"); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(0.0f,0.0f,-1.0f); // Move One Unit Into The Screen // Pulsing Colors Based On Text Position glColor3f(1.0f,1.0f,1.0f); // Position The Text On The Screen glRasterPos2f(-0.45f+0.05f*(float)(cos(cnt1)), 0.32f*(float)(sin(cnt2))); glPrint("Active OpenGL Text With NeHe - %7.2f", cnt1); // Print GL Text To The Screen cnt1+=0.051f; // Increase The First Counter cnt2+=0.005f; // Increase The First Counter return TRUE; // Everything Went OK } /// ********************************************************************************************MAIN int main(int argc, char *argv[]){ SDL_Init(SDL_INIT_VIDEO); SDL_WM_SetCaption("Gestion des palettes",NULL); /*ecran =*/ SDL_SetVideoMode(640, 480, 32, SDL_OPENGL); SDL_EnableKeyRepeat(10,10); bool continuer = true; SDL_Event event; initialisation(); while (continuer){ //Draw_3D(); //Draw_2D(); DrawGLScene(); SDL_WaitEvent(&event); switch(event.type){ case SDL_QUIT: break; case SDL_KEYUP: switch (event.key.keysym.sym){ case SDLK_ESCAPE: letsexit = 1; printf("évènement SDL: QUITTER\n"); exit(0); break; case SDLK_1: caisse1 = 1; //create_palette(1); printf("évènement SDL: ajouter une caisse en 1 \n"); break; case SDLK_2: caisse2 = 1; //create_palette(2); printf("évènement SDL: ajouter une caisse en 2 \n"); break; case SDLK_3: caisse3 = 1; //create_palette(3); printf("évènement SDL: ajouter une caisse en 3\n"); break; case SDLK_r: printf("reset\n"); reset = 1; break; default: break; } } SDL_GL_SwapBuffers(); } //TTF_CloseFont(police); TTF_Quit(); SDL_Quit(); /// arrêt de la SDL return 0; } [/code]