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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.

returnONE

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  1. Hi munchor, Your doubts are basically C++ doubts instead of SDL related. I'd totally consider studying C++ and Object Oriented Programming fist before really geting into SDL, OpenGL and etc. Don't get me wrong, but I'm saying that because I was just like you, and could only really get things on my own when I decided to learn this topics. If you already program, it's going to be really fast to learn, and I recommend the book "Sams teach yourself c plus plus in one hour a day". Really helped me to study by myself. []'s
  2. Sorry for the delay! Yes, glGenTextures gives me an ID to each texture that I ask for being loaded. I can simply consider the number it gives me. Everything went better then expected. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  3. Hi guys, I'm having a hard time implementing a dynamic texture loader with OpenGL (and SDL). So far I've created a dynamic list, where the nodes keep pointer to the textures and I can add or delete any members of it, any time, where each scene of the game (splash, menu, in-game, etc) have its list and control its textures to be used, and it works perfectly. Unfortunatelly I've stucked in a point. The function glGenTextures() asks for a predetermined number of textures in the very begining of the application. I've researched about it, and got that glGenTextures() simply determine IDs to the textures, but do not alloc it. My question here is, how can I load my textures dynamically, since OpenGL seems to limit it in a way that I have to predetermine the number of textures? Current texture load source: [code]SetMyImageList(LoadImage("Data/Images/Splash.png"), "Splash"); GetMyImageList()->NewNode(LoadImage("Data/Images/Splash2.png"), "Splash2");[/code] - image is defined in my class - pimage is a pointer to image. the list require the image data as a pointer. [code]GLuint* Scene::LoadImage(char* fileName) { GLuint* pimage; pimage = ℑ SDL_Surface* surface = IMG_Load(fileName); if (!surface) { fprintf(stderr, "Unable to load image: %s\n", SDL_GetError()); SDL_Quit(); } //GLuint* teste = GetImageAddess(); glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, surface->w, surface->h, 0, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels); wTex = surface->w; hTex = surface->h; return pimage; }[/code]