• 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.

Jao Assy

  • Content count

  • Joined

  • Last visited

Community Reputation

100 Neutral

About Jao Assy

  • Rank
  1. OpenGL

    I´m sorry about the cross posting thing, but i did not know where should i post my doubt, talking about it , its working, was that DemonRad mentioned before, loading the texture after the initialization of SDL and the window, thank you for your kindness
  2. I don´t know why the texture is not appearing at the screen, i ve tryid with GLUT and it works verywell, but i switch to SDL because i think it is a best event handler. i can load the texture because i am using the same method that i used before with glut. Here is my code:[CODE] #include "stdafx.h" using namespace std; //Screen attributes const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; const int SCREEN_BPP = 32; //The frame rate const int FRAMES_PER_SECOND = 60; //The attributes of the square const int SQUARE_WIDTH = 20; const int SQUARE_HEIGHT = 20; //pos double left_pos = 0.0; double up_pos = 0.0; //mov double movimento = 1.0; //Event handler SDL_Event event; unsigned int tex[100]; unsigned int loadTexture(const char* filename,int x,int y) { SDL_Surface* img = SDL_LoadBMP(filename); unsigned int id; glGenTextures(2,&id); glBindTexture(GL_TEXTURE_2D,id); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,x,y,0,GL_BGR_EXT,GL_UNSIGNED_BYTE,img->pixels); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); SDL_FreeSurface(img); return id; } bool init_GL() { //Set clear color glClearColor( 0, 0, 0, 0 ); //Set projection glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glOrtho( 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1, 1 ); //Initialize modelview matrix glMatrixMode( GL_PROJECTION); glLoadIdentity(); glEnable(GL_TEXTURE_2D); //If there was any errors if( glGetError() != GL_NO_ERROR ) { return false; } //If everything initialized return true; } bool Init() { //Initialize SDL if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 ) { return false; } //Create Window if( SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE | SDL_OPENGL ) == NULL ) { return false; } //Initialize OpenGL if( init_GL() == false ) { return false; } //Set caption SDL_WM_SetCaption( "OpenGL Test", NULL ); SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); return true; } void clean_up() { //Quit SDL SDL_Quit(); } void squareShow() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,tex[0]); glBegin(GL_QUADS); glTexCoord2f(0.0,1.0); glVertex2f(100+left_pos,200+up_pos);glTexCoord2f(1.0,1.0); glVertex2f(200+left_pos,200+up_pos);glTexCoord2f(1.0,0.0); glVertex2f(200+left_pos,100+up_pos);glTexCoord2f(0.0,0.0); glVertex2f(100+left_pos,100+up_pos); glEnd(); } int main( int argc, char* args[] ) { tex[0] = loadTexture("minecraft_s1.bmp",256,256); //initialize SDL SDL_Init(SDL_INIT_EVERYTHING); bool quit = false; if( Init() == false ) { return 1; } bool left = false; bool right = false; bool up = false; bool down = false; while( quit == false ) { if(up == true || down == true || left == true || right == true) { cout <<"X: "<<left_pos<<" Y: "<<up_pos<<endl; } //EVENTS while ( SDL_PollEvent(&event) ) { if ( event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE) { quit = true; } // left right move if ( event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_d ) { right = true; } if ( event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_d ) { right = false; } if ( event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_a ) { left = true; } if ( event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_a ) { left = false; } // up down move if ( event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_w ) { up = true; } if ( event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_w ) { up = false; } if ( event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_s ) { down = true; } if ( event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_s ) { down = false; } if ( event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_r ) { glClearColor(1,0,0,1); } } if(right == true) { left_pos = left_pos + movimento; } if(left == true) { left_pos = left_pos - movimento; } if(up == true) { up_pos = up_pos - movimento; } if(down == true) { up_pos = up_pos + movimento; } if( event.type == SDL_QUIT ) { quit = true; } //Clear the screen glClear( GL_COLOR_BUFFER_BIT ); squareShow(); glFlush(); //Update screen SDL_GL_SwapBuffers(); } clean_up(); return 0; } [/CODE]