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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. [quote name='meeshoo' timestamp='1332516192' post='4924659'] Are you using the binary version of DevIL? You could try to compile the source code, link it to your project and debug it, so you can see what is happening. Or, simpler, you could just get the error code out of DevIL and see what does it mean. DevIL will store error codes for you, so immediately after your code encounters an issue, try finding out what error code you get. [/quote] At the moment, I use the SOIL-Library. I tried it also with DevIL but then I had the problem, that all of the textures are completely black.
  2. Hey, the problem is, that I have to use these images. I am working on a project for my computer graphics course and the images are given from the professor. i uploaded the tex2.jpg to [url="http://s14.directupload.net/file/d/2838/38q8p6v5_jpg.htm"]http://s14.directupl...8q8p6v5_jpg.htm[/url]. The curious thing is, that nobody else has such problems with the images - thus I thought it might be a problem with my pc oder something like this. Edit: The crash is caused by [CODE] else { /* user want OpenGL to do all the work! */ glTexImage2D( opengl_texture_target, 0, internal_texture_format, width, height, 0, original_texture_format, GL_UNSIGNED_BYTE, img ); check_for_GL_errors( "glTexImage2D" ); /*printf( "OpenGL DXT compressor\n" ); */ } [/CODE] within the SOIL-library. [quote name='Ashaman73' timestamp='1332515199' post='4924652'] Maybe some trouble with an missing alpha channel ? Where exactly does it crash (=>debugger) ? Try this in gimp: save the file as tga, reload it, save it as jpg . What happens when using some other other format (png) ? [/quote] Done. I get the same error. [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img]
  3. Hey guys, last week, I had the problem, that I could not load jpeg-Files with devil (and with no other library). This problem is solved, but today I run into a new problem. I have 2 jpg-files tex1.jpg and tex2.jpg When I want to load tex1.jpg, everything is fine. But when ! want to load the second texture, I get an assertion fault. I checked the textures, both are ok, in the right folder and I could open them with GIMP without any problems. I also tried to load a different texture (tex3.jpg) which is twice as large as tex2.jpg and everything was fine. So my problem is: I dont know why, but I can load several jpg-files, without any problems. But when I try to load tex2.jpg, everything crashes. Are there differences between jpg-files? Even when they are created by the same program (i.e. GIMP)? I tried different libraries as DevIL, SOIL, etc. Everytime I get the same error. Does anybody know what that might be? Thanks a lot [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Here is a piece of code: [CODE] bool loadTexture(GLuint* tex_id, const char* filename){ // load image file as opengl texture cout << "Texture " << filename; *tex_id = SOIL_load_OGL_texture(filename, SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y); if(*tex_id == 0){ cout << " could not be loaded!" << endl; return false; } else{ cout << "...ok" << endl; } .... return true; } int main(int argc, char** argv) { glutInit(&argc, argv); // init display mode: glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); center(); glutInitWindowSize (mainw_w, mainw_h); glutInitWindowPosition (mainw_x, mainw_y); glutCreateWindow(mainw_title); // init OpenGL initGL(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMainLoop(); return 0; } [/CODE]
  4. Hey guys, sorry my laptop broke down last week after I posted my question. -.- Thanks a lot for your answers. I tried the first one and it worked directly I have also another solution: I tried my "old" code together with visual studion 2010 premium and visual studio 2008 express...and it works. So, I am not sure, but for me it seems like there is a bug with respect to visual studio 2010 professional. So again...thank you
  5. Hey, I have problems to load an jpg-image. I googled for a while and in general, using DevIL seems to be a good way to do this. But unfortunately, everytime I call ilLoadImage("texture.jpg"), IL reports the error 1291 ([size=3][size=3]IL_INVALID_EXTENSION[/size])[/size] and I just don't know why. Does anybody know, where the problem in my code is? Now, I'm really at a loss and would be grateful for any hint. Thanks a lot for your help [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [CODE] #include "stdafx.h" #include <cmath> #include <iostream> #include <fstream> #include <string> #include <assert.h> #include "Terrain.h" #include <GL\SDL.h> #include <SDL_image.h> #include <GL\glext.h> #include <IL\il.h> #include <IL\ilu.h> #include <IL\ilut.h> using namespace std; //#define NO_VBOS // If Defined, VBOs Will Be Forced Off bool g_vbo_supp = false; // ARB_vertex_buffer_object support bool g_multitex_supp = false; // ARB_multitexture support bool g_texcombine_supp = false; // ARB_texture_env_combine support //global variables for the heightmap ... GLuint map_tex; ... ILuint maptex_id; void initGL(void){ LoadGLTextures(); ... } int LoadGLTextures(){ ilGenImages(1, &maptex_id); ilBindImage(maptex_id); if(!ilLoadImage("texture.jpg")){ ilDeleteImages(1, &maptex_id); ILenum error = ilGetError(); std::cout << "Image load failed - IL reports error: " << error << " - " << iluErrorString(error) << std::endl; return false; } else{ ... }// Return Success } int main(int argc, char** argv) { ilutRenderer(ILUT_OPENGL); ilInit(); iluInit(); ilutInit(); ilutRenderer(ILUT_OPENGL); glutInit(&argc, argv); // init display mode: glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); glutInitWindowSize (mainw_w, mainw_h); glutInitWindowPosition (mainw_x, mainw_y); glutCreateWindow (mainw_title); // init OpenGL initGL(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMainLoop(); //Quit SDL SDL_Quit(); return 0; } [/CODE]