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      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.

HPSC

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  1. I looks like you are linking the vs2010 lib. You say you built the other one fine, when using that demo that is for 2010 in 2012 are the compiler settings still using the 2010 compiler? Project properties->General->Platform toolset try setting it to v100 (use the 2010 tools) and see if it works.
  2. I found a different solution that meets my needs, just pass the Scan0 pointer over and memcpy from one bitmap to another. Though if anyone have a better solution I am all ears.
  3. I am creating a gdiplus bitmap then a graphics object and getting an HDC from teh graphics object. I pass the HDC into a DLL to be drawn on (it used gdiplus in the dll to draw lines, polygons etc) [CODE] Gdiplus::Bitmap mem_dc(Width, Height, PixelFormat32bppARGB ); Gdiplus::Graphics g(&mem_dc); HDC hDC = g.GetHDC(); DllObject->Render(hDC); g.ReleaseHDC(hDC); [/CODE] In the DLL I have a 3rd party sdk that can use the hDC or a gdiplus bitmap, I have tried both ways but I have having a problem rendering transparency. [CODE] Gdiplus::Bitmap mem_dc(m_CanvasWidth, m_CanvasHeight, PixelFormat32bppARGB ); m_pView->Render(mem_dc); Gdiplus::Graphics g(hDC); g.DrawImage(&mem_dc, 0.0f, 0.0f); [/CODE] The sdk draws an blended overlay that I draw on top of another image, but when I render with these methods it seems to have already blended with black. Using the sdk directly rather than in a DLL and a bitmap works as I want it. You might ask why I don't do that, well I am doing terrible things... The sdk is old so I am wrapping it in a DLL with a pure virtual interface so I can use it a different compiler, my test set up for this seems to work (this is based on a codeproject article http://www.codeproject.com/Articles/28969/HowTo-Export-C-classes-from-a-DLL#CppMatureApproach ), and that is why I am passing a HDC across the boundary. If anyone knows if this is somehow possible with gdiplus objects that would be great. Thanks
  4. I have a collection of what I will call attributes. (thetype, value) Based on what is contained in that collection I want to find the best match in another collection of (thetype, value). If a collection I am trying to match against contains thetype but a different value it is not a match. It will match empty if there is no better match. Example: MyCollection = {(1,2), (4,2), (5,6)} Matchiing Collections c1 = {} //empty c2 = {(1,1)} c3 = {(1,2)} c4 = {(1,2), (4,3), (5,6)} c5 = {(1,2), (5,6)} So in this case it would match c5 thetype will be int, value at the moment is a string, but I kind of want to make it a variant since it could be several types, I know what it is based on thetype, but I am ignoring this for now. Is there a non brute force method I could do here using some sort of data structure and sort mycollection a specific way that would speed this up? Thanks. PS: I tagged it c++ since it is what the actual solution is in, so if there is already a library that does this or something similar feel free to point me in that direction
  5. I have an ordered set of polygons and I am intersecting them with a rectangle, how do I tell when the rectangle is filled so I can stop checking? This is in 2D. I am trying to get the minimal set of polygons with cover the rectangle. The order of the set is the priority of use and the polygons are simple (don't have holes or self intersecting). So if my set is {A,B,C,D} and A B D intersect the rectangle but A contains B than I want a the set that contains just {A, D}. Tried googling but wasn't sure what to google really, I was thinking it would fall under polygon coverage but that didn't seem to produce results of what I was looking for. Thanks