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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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  1. Ok ive started learning openGL over my holidays and wanted to test my knowledge before going on any further with my studies. So im currently at transformation and want to get to the bottom of this obstacle or feel comfortable enough to move on. What currently holding me up is that im trying to move a camera or control the orientation of an object using a reference frame instead of like using gluLookAt() or glRotate() or glTranslate(). The thing is i got everything to work except rotating on the xAxis. What is happening is that after rotating on yAxis and then you rotate on the x axis it continues to rotate on the original xAxis and not the one in which you have rotated to. So im wondering how do you change your vectors to the one that your facing using quaternions since thats the method im using to control my frames.
  2. Well thanks for the advice ill try and give it another shot although the last tutorial i did on bitmap was a total garbage and it seemed as if the writer got fed up at the end and just pasted the rest of the code which was in fact incomplete and had me stuck for a couple hours trying to figure out his gibberish. But i got fed up and just download an incredible library named free freeImage that works but i dont feel satisfied knowing that it wasnt me who wrote the code. So ill give it a next shot
  3. [b] [font="helvetica, arial, verdana, tahoma, sans-serif"][color="#5a5a5a"]@[/color][/font][url="http://www.gamedev.net/user/37987-lc_overlord/"]lc_overlord[/url][font="helvetica, arial, verdana, tahoma, sans-serif"][color="#5a5a5a"] Run-time error when deallocating the [font=courier new,courier,monospace]data[/font] pointer[/color][/font][/b] [b] [color=#5A5A5A][font=helvetica, arial, verdana, tahoma, sans-serif]I have tested your AUX_RGBImage class and for the most part it works until when the program reaches the point of deallocating the byte [font=courier new,courier,monospace]data[/font] variable through either the destructor or when [font=courier new,courier,monospace]data!=NULL[/font]. I have been trying to solve the problem ever since but it keeps crashing when i reach that point and the only conclusion is can come to is that i overlooked something concerning classes and dynamic allocation or the microsoft visual 2010 compiler is not working cause i even realize that from the code you allocated an byte array so to actually deallocate it wold be [font=courier new,courier,monospace]delete[] data,[/font] but thats not working either. I may be wrong in hypothesis and thats the reason for me making this request for your help.[/font][/color][/b]