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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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About zdkroot

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  1. Actually no, I didn't see that in any of the tutorials o_O Am I really just that blind? I'll test that right now. Edit: Nope, no change. Still won't run with [CODE]SFML_STATIC;[/CODE] set in the preprocessor. In debug or release. It still complains if it doesn't have the DLLs in the folder though...
  2. Serapth: I didn't use the bundled ones, I compiled my own for vs2011 and for vs2008 I used the ones from the sfml site, and compiled my own, to no avail. Dragonsoulj: I just pasted the code I had been toying with trying to get it to work. I'm pretty sure I've tried every possible permutation of that line, and none of them worked. On the up side, while trying out SFML-2.0, I was reading [url="http://www.sfml-dev.org/tutorials/2.0/start-vc.php"]this[/url] and it says you can add [CODE]SFML_STATIC;[/CODE] to the preprocessor, and change the dependencies to use the -s version of the .libs. That worked. Both with 2.0 and 1.6, in vs2008. I guess that just means it's some kind of DLL issue still? I extracted them straight from SFML-1.6.zip to the Debug directory with the exe, and it still won't display a window. If i set the SFML_STATIC; for the Release config, Release will compile and run fine, debug will not. Thoughts? And thank you both for taking time to help [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  3. I've been trying to get SFML to simply create an empty window with a color in it for more hours than I care to admit. I was working through the [url="http://www.gamefromscratch.com/page/Game-From-Scratch-CPP-Edition-Part-1.aspx"]this[/url] tutorial, when I apparently hit a wall. I completed through part 2, everything compiles fine, no errors, but when I run it I just get a blank dos prompt when a blinking cursor that I have to force close. The only debug output is [CODE] The thread 'Win32 Thread' (0x520) has exited with code -1073741510 (0xc000013a). The thread 'Win32 Thread' (0x2c8) has exited with code -1073741510 (0xc000013a). The thread 'Win32 Thread' (0xe98) has exited with code -1073741510 (0xc000013a). The program '[3700] Pang2.exe: Native' has exited with code -1073741510 (0xc000013a). [/CODE] I've tried both vs2011 dev preview, and vs2008 express (too frustrated to install 2010 also...) and I get the exact same results. For vs2011 I compiled SFML myself, everything seemed to go fine there. In vs2008 I tried both the bundled DLLs and compiling my own, same result both times. Eventually I copy/pasted the code right from the tutorial, no luck. I even downloaded the "up to this point" project file from the tutorial, compiled it with no errors, black box, blinking cursor. This code runs with no problems. [CODE] int main() { sf::Clock clock; while (clock.GetElapsedTime() < 5.0f) { std::cout <<clock.GetElapsedTime() << "\n"; sf::Sleep(0.5f); } return 0; } [/CODE] As soon as I try to create a sf::Window or sf::RenderWindow, it just hangs at the blinking cursor. This does not run. [CODE] int main() { sf::RenderWindow Window(sf::VideoMode VMode(800, 600, 32), "SFML Window"); while(Window.IsOpened()) { sf::Event Event; while (Window.GetEvent(Event)) { switch (Event.Type) { case sf::Event::Closed: Window.Close(); break; default: break; } } Window.Clear(sf::Color(255,0,0)); Window.Display(); } return 0; } [/CODE] This also appears in the debug output...I don't know if any of it is bad. [CODE] 'Pang2.exe': Loaded 'C:\Users\Zack\AppData\Local\Temp\ammemb.dll', Binary was not built with debug information. 'Pang2.exe': Unloaded 'C:\Windows\SysWOW64\atigktxx.dll' 'Pang2.exe': Loaded 'C:\Windows\SysWOW64\atigktxx.dll' [/CODE] In the "modules" menu, sfml-window-d.dll and sfml-system-d.dll and ammemb.dll all have a red ! and the tooltip says "The module did not load at the default load address". sfml-graphics-d is listed and does not have the same error. All three DLLs are in the same folder. It also reports "Symbols not loaded" for everything in the module list except for Pang2.exe and ammemb.dll ("symbols loaded", and "binary not built with debug information" respectively). I'm completely at a loss. I've used freeglut before and had no problems creating a window and drawing to it. Am I missing some dependency for building the vs2011 DLLs? Should I try vs2010 also? I'm rather tired of installing software, my system feels so bloated lately. I run win7 x64 on a core2duo 2.93ghz and a radeon 4870 hd; I updated the drivers this morning. Thanks to anybody that feels like they need a headach...err wants to help. If you need any other information just ask. [b][color=#ff0000]UPDATE: [/color][/b]I added SFML_STATIC; to the C++ preprocessor, and used the static lib files (the ones with -s in the name) and now the I can make all sorts of multicolored windows in SFML 1.6 and 2.0. I'm still not sure of the original issue.
  4. Basically, anything related to the [i]fixed-pipeline[/i], is depreciated. OpenGL and DirectX both use shaders now, but OpenGL maintains backwards compatiblity by using [i]immediate mode, [/i]which you don't want [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] The modern 3D programming tutorial I linked uses shaders. Based on your description, it sounds like you want to make an engine, and that's totally fine. Building an engine is something I'm really interested in as well. I've been doing a lot of "game development" research in the last few months, and it seems to me that most people don't have a clear idea if they want to make a game or an engine. Most of the advice is [i]don't reinvent the wheel[/i]; if your goal is a [b]game[/b], then you shouldn't. But if your goal is to play with proceduaral terrain generation, and [b]maybe[/b] make a game out of it, then do whatever you feel like [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I would definitely check out Unity, UDK, Ogre3D and recently CryTek3 (I'm leaving off several, just wikipedia [i]game engine[/i]), if for nothing other than to play with them and see what a real modern engine can do. They are all complete engines with an IDE that use various scripting languages. They handle everything from input to importing 3D models and assests to sound, etc. I've never played with them much, they may already have a built in means for doing prodcedural terrain generation. Best of luck! It's going to be a long road but I'm on it too, lol. Edit: Further [url="http://www.gamedev.net/blog/1302/entry-2250847-bow-shock-a-summary-of-work-done-so-far/"]reading[/url].
  5. All of the things you listed [i]are[/i] pretty standard. They aren't really frameworks, they're just very thin libraries. OpenGL itself [i]exclusively[/i] handles graphics rendering. It doesn't have any way of doing audio, mouse/keyboard input, etc. DirectX has all of those things (DirectSound, DirectInput,etc) so for windows you can simply use DirectX if you want. OpenGL however, actually requires additional libraries. Basically everything you need to know can be found [url="http://en.wikipedia.org/wiki/OpenGL"]here[/url] or [url="http://www.arcsynthesis.org/gltut/"]here[/url]. SDL, SFML and freeGLUT are popular; GLFW is a freeGLUT alternative that also looks good. Only SDL and SFML handle sound, but they all do windowing and input. Qt and GTK+ are for gui building. Vlc for example uses Qt for it's interface. You only need one of those, basically just pick one and use it until you have a reason not to. That being said, if you want to make a game more than you want to learn how to program a graphics/physics engine, you probably want to use an already built one, which will vary depending on what kind of game you want to make. Unity, UDK, LOVE, Ogre3D are all engines that do all sorts of different things. That is, as you said, a whole other can of worms. So what do you want to do? Write an engine or make a game?