• Announcements

    • khawk

      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.

Yasaswi Srikanth

Members
  • Content count

    9
  • Joined

  • Last visited

Community Reputation

108 Neutral

About Yasaswi Srikanth

  • Rank
    Newbie
  1. OpenGL

    The link wordware.com/files/openglgd is redirecting to http://www.jblearning.com/ . But the book OpenGL game development is not present in their entire list . can anyone give the link in the web where the source is available.
  2. OpenGL

    hello , Thanks dpadam450 for the answer. I have some how managed to draw the floor and a block on it. by taking two functions like this : drawFloor present in Floor class outside main : void Floor::drawFloor() { glRotatef(45.5f,1.0f,1.0f,0.0f); //Draw floor for(int i = 1;i<6;i++) { for(int j = 1;j<6;j++) { //For hole to appear at 3,3 if(i == 3 && j==3) { glTranslatef(1.0f,0.0f,0.0f); continue; } glBegin(GL_QUADS); // Top Face glColor3f(1.0f,0.0f,0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.500f,0.500f,-0.500f); //top left glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.500f,0.500f,0.500f); //bottom left glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.500f,0.50f,0.50f); //bottom right glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.50f,0.50f,-0.50f);//top right //Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.50f, 0.50f, -0.50f); //Top front glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.50f, 0.30f, -0.50f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.50f, 0.30f, 0.50f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.50f, 0.50f, 0.50f); // Front Face glTexCoord2f(0.0f, 0.0f); glVertex3f(0.50f,0.50f, 0.50f); //top right glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.50f,0.50f,0.50f); // top left glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.50f,0.30f, 0.50f); //bottom left glTexCoord2f(0.0f, 1.0f); glVertex3f(0.50f,0.30f, 0.50f); //bottom right // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.50f,0.30f,0.50f); // top right glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.50f,0.30f,0.50f); // top left glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.50f,0.30f,-0.50f); // bottom left glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.50f,0.30f, -0.50f); //bottom right // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.50f,0.50f,-0.50f); // top left glTexCoord2f(1.0f, 1.0f); glVertex3f(0.50f, 0.50f,-0.50f); //top right glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.50f, 0.30f,-0.50f); //bottom right glTexCoord2f(0.0f, 0.0f); glVertex3f( -0.50f,0.30f, -0.50f);//bottom left // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.50f, 0.50f, -0.50f); // Top right glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.50f, 0.50f, 0.50f); // top left glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.50f, 0.30f, 0.50f); //bottom right glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.50f, 0.30f, -0.50f); //bottom left glEnd(); glTranslatef(1.0f,0.0f,0.0f); } glTranslatef(-5.0f,0.0f,-1.0f); } drawCube present in Cube class : void Cube::drawCube() { glBegin(GL_QUADS); // Top Face glColor3f(0.0f,1.0f,0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.500f,0.500f,-0.500f); //top left glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.500f,0.500f,0.500f); //bottom left glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.500f,0.50f,0.50f); //bottom right glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.50f,0.50f,-0.50f);//top right //Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.50f, 0.50f, -0.50f); //Top right glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.50f,-0.5f, -0.50f); //top left glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.50f,-0.5f, 0.50f); //bottom left glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.50f, 0.50f, 0.50f); //bottom right // Front Face glTexCoord2f(0.0f, 0.0f); glVertex3f(0.50f,0.50f, 0.50f); //top right glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.50f,0.50f,0.50f); // top left glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.50f,-0.5f, 0.50f); //bottom left glTexCoord2f(0.0f, 1.0f); glVertex3f(0.50f,-0.5f, 0.5f); //bottom right // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.50f,-0.50f,0.50f); // top right glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.50f,-0.50f,0.50f); // top left glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.50f,-0.50f,-0.50f); // bottom left glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.50f,-0.50f, -0.50f); //bottom right // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.50f,0.50f,-0.50f); // top left glTexCoord2f(1.0f, 1.0f); glVertex3f(0.50f, 0.50f,-0.50f); //top right glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.50f,-0.50f,-0.50f); //bottom right glTexCoord2f(0.0f, 0.0f); glVertex3f( -0.50f,-0.50f, -0.50f);//bottom left // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.50f, 0.50f, -0.50f); // Top left glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.50f, 0.50f, 0.50f); // bottom left glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.50f, -0.50f, 0.50f); //bottom right glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.50f, -0.5f, -0.50f); //top right glEnd(); } I have placed the hole at 3,3 position look on drawing floor. My main problem is moving the block left and right . For that I have taken a structure called typedef struct { public: float x_pos; float y_pos; float z_pos; float radian; }cube_param; I created an object like cube_param cube_pos; while left key is pressed : case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = TRUE; // If So, Mark It As TRUE switch(wParam) { case VK_LEFT: { cube_pos.x_pos = - 1.0f ; cube_pos.y_pos = -1.0f; cube_pos.z_pos = 0.0f; cube_pos.radian = -90.0f; cube->drawCube(cube_pos); } } return 0; } where drawCube(cube_pos); contains the same code as drawCube() but it has to move it. Here does the structure cube_pos goes away with values to drawCube(cube_param cube_pos) Look at it : // For movement of cube void Cube::drawCube(cube_param cube_pos) { float x_pos = cube_pos.x_pos; float y_pos = cube_pos.y_pos; float z_pos = cube_pos.z_pos; float radian = cube_pos.radian; //glTranslatef(1.0f,1.0f,0.0f); glRotatef(radian,x_pos,0.0f,0.0f); glBegin(GL_QUADS); // Top Face glColor3f(0.0f,1.0f,0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f + x_pos,0.5f + y_pos,-0.5f); //top left glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f + x_pos,0.5f + y_pos,0.5f); //bottom left glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.5f + x_pos,0.5f + y_pos,0.5f); //bottom right glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.5f + x_pos,0.5f + y_pos,-0.5f);//top right //Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.50f, 0.50f, -0.50f); //Top right glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.50f,-0.5f, -0.50f); //top left glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.50f,-0.5f, 0.50f); //bottom left glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.50f, 0.50f, 0.50f); //bottom right // Front Face glTexCoord2f(0.0f, 0.0f); glVertex3f(0.50f,0.50f, 0.50f); //top right glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.50f,0.50f,0.50f); // top left glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.50f,-0.5f, 0.50f); //bottom left glTexCoord2f(0.0f, 1.0f); glVertex3f(0.50f,-0.5f, 0.5f); //bottom right // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.50f,-0.50f,0.50f); // top right glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.50f,-0.50f,0.50f); // top left glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.50f,-0.50f,-0.50f); // bottom left glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.50f,-0.50f, -0.50f); //bottom right // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.50f,0.50f,-0.50f); // top left glTexCoord2f(1.0f, 1.0f); glVertex3f(0.50f, 0.50f,-0.50f); //top right glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.50f,-0.50f,-0.50f); //bottom right glTexCoord2f(0.0f, 0.0f); glVertex3f( -0.50f,-0.50f, -0.50f);//bottom left // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.50f, 0.50f, -0.50f); // Top left glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.50f, 0.50f, 0.50f); // bottom left glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.50f, -0.50f, 0.50f); //bottom right glTexCoord2f(0.0f, 0.0f); glVertex3f( 0.50f, -0.5f, -0.50f); //top right glEnd(); } My idea is when left key is pressed i want to translate each and every vertex by adding or subtracting the x_pos,y_pos,z_pos present in cube_param structure and then translate and rotate it. will it ultimately work for each and every move ? If so how to do it.
  3. OpenGL

    Hi , I want to design the floor of the bloxorz game in photoshop. is it a good idea to design the entire floor as one bmp file and load it ? If so I don't know how to create this floor in photoshop. can anyone please guide me?
  4. OpenGL

    The http://nehe.gamedev.net/ . Yes I have seen them. Do you mean the Legacy Tutorials? I think these are very old like in 2000 . Will it be still useful for beginners in OpenGL to follow them?
  5. Hi friends, I am trying to develop the Bloxorz game in OpenGL. Please see this link http://www.albinoblacksheep.com/games/bloxorz To do that I have draw the squares floor and a rectangle on top of it. By I have trouble starting this. I mean I can't figure out how can I draw the floor like in 3d and a rectangular cube thing. Please guide me. I have googled this item , but haven't got anything.
  6. Hello, I am making a galaxian game in sdl . (For quick watch of galaxians who doesn't know it http://www.1980-games.com/us/old-games/java-games/galaxian.php ) I have drawn the aliens ,ship and bullet . The ship is moving is moving left and right . The bullet is moving up for shooting the aliens. I want to know how to make a new bullet appear after one is gone. How to move the bullet along with the ship. Also i didn't provide any kind of animation for the aliens .How to do it. I didn't use any opengl purely sdl and c++. If i use any opengl is there any benefit for me or I can go with sdl itself? I don't know how to redraw the bullet. Please see here this is my main.cpp that handles the key Events and drawing : #include "SDLGameEngine/cGraphics.h" #include "SDLGameEngine/Defines.h" #include "SDLGameEngine/cInput.h" #include "cGreenAlien.h" #include "cShip.h" #include "SDLGameEngine/Math.h" #include "cBullet.h" //collision detection with screen ends bool shipCanMoveLeft(); bool shipCanMoveRight(); cShip ship; cBullet bullet; int main(int argc,char **argv) { cGraphics* graphics = new cGraphics(WINDOW_WIDTH,WINDOW_HEIGHT,"Galaxians Clone"); SDL_Surface* bitmap = graphics->LoadImage("Data/alien2.bmp"); cInput input = cInput(); //Green Alien cGreenAlien greenalien1 = cGreenAlien(graphics,bitmap,100.0f,210.0f,5,9,28, 20,BIGBUG_SPEED); cGreenAlien greenalien2 = cGreenAlien(graphics,bitmap,140.0f,210.0f,5,9,28, 20,BIGBUG_SPEED); cGreenAlien greenalien3 = cGreenAlien(graphics,bitmap,180.0f,210.0f,5,9,28, 20,BIGBUG_SPEED); cGreenAlien greenalien4 = cGreenAlien(graphics,bitmap,220.0f,210.0f,5,9,28, 20,BIGBUG_SPEED); cGreenAlien greenalien5 = cGreenAlien(graphics,bitmap,260.0f,210.0f,5,9,28, 20,BIGBUG_SPEED); cGreenAlien greenalien6 = cGreenAlien(graphics,bitmap,300.0f,210.0f,5,9,28, 20,BIGBUG_SPEED); cGreenAlien greenalien7 = cGreenAlien(graphics,bitmap,340.0f,210.0f,5,9,28, 20,BIGBUG_SPEED); cGreenAlien greenalien8 = cGreenAlien(graphics,bitmap,380.0f,210.0f,5,9,28, 20,BIGBUG_SPEED); cGreenAlien greenalien9 = cGreenAlien(graphics,bitmap,420.0f,210.0f,5,9,28, 20,BIGBUG_SPEED); cGreenAlien greenalien10 = cGreenAlien(graphics,bitmap,460.0f,210.0f,5,9,28, 20,BIGBUG_SPEED); ship = cShip(graphics,bitmap,SHIP_START_X,SHIP_START_Y,SHIP_IMG_X,SHIP_IMG_Y,SHIP_WIDTH,SHIP_HEIGHT,SHIP_SPEED); bullet = cBullet(graphics,bitmap,BULLET_START_X,BULLET_START_Y,BULLET_IMG_X,BULLET_IMG_y, BULLET_WIDTH,BULLET_HEIGHT,1.0f); bool quit = false; while(quit == false) { if(input.GetEvent()) { if(input.IsQuit()) { quit = true; } switch(input.GetKeyPressed()) { case SDLK_ESCAPE: { quit = true; } break; case SDLK_SPACE: { bullet.pushUp(); } break; } } if(input.KeyHeld(SDLK_LEFT)) { if(shipCanMoveLeft()) { ship.moveLeft(); } } if(input.KeyHeld(SDLK_RIGHT)) { if(shipCanMoveRight()) { ship.moveRight(); } } bullet.MoveVertical(); graphics->ClearScreen(0,0,0); greenalien1.Draw(); greenalien2.Draw(); greenalien3.Draw(); greenalien4.Draw(); greenalien5.Draw(); greenalien6.Draw(); greenalien7.Draw(); greenalien8.Draw(); greenalien9.Draw(); greenalien10.Draw(); ship.Draw(); bullet.Draw(); graphics->Show(); } graphics->CloseImage(bitmap); delete graphics; return 0; } //collision detction of ship with left screen bool shipCanMoveLeft() { SDL_Rect rect = ship.AfterMoveLeft(); // check left extremity if(rect.x < 0) { return false; } return true; } bool shipCanMoveRight() { SDL_Rect rect = ship.AfterMoveRight(); if((rect.x + SHIP_WIDTH) > WINDOW_WIDTH) { return false; } return true; }
  7. Hello, I am a beginner in game programming in sdl. I am following aaron cox's tutorial's at http://www.aaroncox.net/tutorials/ He has given an sdlGameEngine and using it he has explained how to deal with game basics. Everything has worked fine but collision detection is not working. I have included all the source code of the msvc project. The controls to move bigbug are the arrow keys and to move the smallbug are asdw . The bugs should stop while colliding with screen and rock. Thanks in advance.
  8. Hello i have downloaded cocos2d-1.0.1-x-0.12.0 and run build-win32.bat . The build is not successful the tests.exe failed to run after building saying that get data from file Release.win32/images/close.png failed. I didnot run install-templates-msvc.bat because it may cause any error . please find a solution. the console output while building second time : /* * Check VC++ environment... */ /* * Building cocos2d-x library binary, please wait a while... */ Setting environment for using Microsoft Visual Studio 2008 x86 tools. Microsoft (R) Visual C++ Project Builder - Command Line Version 9.00.30729 Copyright (C) Microsoft Corporation. All rights reserved. Build started: Project: libBox2D, Configuration: Debug|Win32 libBox2D - up-to-date Build started: Project: libchipmunk, Configuration: Debug|Win32 libchipmunk - up-to-date Build started: Project: libCocosDenshion, Configuration: Debug|Win32 libCocosDenshion - up-to-date Build started: Project: libcocos2d, Configuration: Debug|Win32 libcocos2d - up-to-date Build started: Project: liblua, Configuration: Debug|Win32 liblua - up-to-date Build started: Project: HelloWorld, Configuration: Debug|Win32 HelloWorld - up-to-date Build started: Project: tests, Configuration: Debug|Win32 tests - up-to-date Build started: Project: HelloLua, Configuration: Debug|Win32 HelloLua - up-to-date Build started: Project: libBox2D, Configuration: Release|Win32 libBox2D - up-to-date Build started: Project: libchipmunk, Configuration: Release|Win32 libchipmunk - up-to-date Build started: Project: libCocosDenshion, Configuration: Release|Win32 libCocosDenshion - up-to-date Build started: Project: libcocos2d, Configuration: Release|Win32 libcocos2d - up-to-date Build started: Project: liblua, Configuration: Release|Win32 liblua - up-to-date Build started: Project: HelloWorld, Configuration: Release|Win32 HelloWorld - up-to-date Build started: Project: tests, Configuration: Release|Win32 tests - up-to-date Build started: Project: HelloLua, Configuration: Release|Win32 HelloLua - up-to-date Build complete: 16 Projects succeeded, 0 Projects failed, 0 Projects skipped /* * Check the cocos2d-win32 application "tests.exe" ... */ /* * Run cocos2d-win32 tests.exe and view Cocos2d-x Application Wizard for Visual S tudio User Guide. */ File not found - *.* 0 File(s) copied File not found - *.* 0 File(s) copied File not found - *.* 0 File(s) copied
  9. Hello Gamedev.net , I am a 23 year old graduate in Information Technology from India. I have recently started doing programming and I want to choose a career in computer games. so I have joined in a start up company with four members and learning programming and graphics on my own from ebooks and net tutorials. Is the thing which I am doing is correct? can anyone do this alone? Because there are no trainers here I am alone learning the whole day searching over the internet for tutorials on programming.A group of three people who actually work in other companies come in the weekends and work in my company have worked a small letter project for children on IPAD that enables to learn the letter by tracing them. I am not into any project but he may put into after some days.Till now he said me practice some c++,data structures and opengl stuff. waiting for your reply.