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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 kidman171

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  1. As a side note, you should not be clearing and displaying the window inside the while-loop that you are using to poll events. You should only clear and display once per frame.
  2. SeanMiddleditch,     Your solution works perfectly. Thanks so much!
  3. @Nypyren - Ah I see now. The picture clarifies what you mean. That sounds like it would work as well.   @SeanMiddleditch - Good notes I will keep this in mind.
  4.   Not sure I entirely follow. I am going to try to implement SeanMiddleditch's solution tomorrow. Thanks for your response!
  5.   I understand exactly what you mean. I thought of D being the center of a circle with radius 2 earlier but I have never worked with tangents before so my thought train ended there. I will try to work out a solution with this tomorrow, it looks like a sound solution. Thanks so much!
  6.   I thought it might not be possible but I needed another set of eyes to confirm. Thanks for taking the time to respond.
  7. I've been trying to figure out a solution for this math problem. It might be simple, it might be impossible. I don't know because I am still very inexperienced in this domain.   I will be referring to this drawing:     The Problem: This drawing depicts two rectangles lying on the x-z plane. Think of it like you are looking at them top-down (down the -y axis). The black points (H, I, and J) are given as input. The width of the rectangle is always 4. I need to compute the positions of each green point (A through G).   My Partial Solution: Computing points D through G is easy:  vec3 forward = normalize(I-J); // direction from J to I vec3 right = cross(forward, vec3(0,1,0)); // direction from F to G G = J + (right * 2); // 2 = width/2 F = J - (right * 2); I can use the same formula to compute D and E.   Where I Need Help:   I don't know how to compute A, B or C!  Any help or advice is greatly appreciated!  
  8. You have to use the string in order to use the getline function. SiCrane's example seems to be the easiest way to solve the problem. As an alternative, you could eat the newline character after the number like this: for (int i = 0; i < size; ++i) { cout << "Name " << i + 1 << ": "; getline(cin, name[i]); cout << "Number " << i + 1 << ": "; cin >> number[i]; char newline = cin.get(); } The only problem with this solution is that if you enter something like a space after the number then the newline does not get eaten.
  9. Hello, big city building fan here. I'm also the creator and webmaster of http://xlnation.net, the largest community for the Cities XL series.   I like city building games because they allow me to be creative. I love fine-tuning my cities' inner workings and to see the complex interaction of a bustling city in full 3D. Cities XL is my favorite city building game because it has nice graphics and I can create beautiful large cities with it. I did not buy the new Sim City because EA really botched the game.   P.S. I am also (very slowly) playing around with my own city building game project. Good luck!
  10. If I am not mistaken, you are required to have a vertex array object bound with 4.0 core profile.   I successfully used transform feedback in an experiment to flatten terrain a little while back. Here is the code I used to run the transform feedback portion. : _transformProgram.enable(); glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, _transformer); glBindVertexArray(_VAO); glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, _yBuffer ); glEnable(GL_RASTERIZER_DISCARD); glBeginTransformFeedback(GL_POINTS); glDrawArrays(GL_POINTS, 0, _vertexCount); glEndTransformFeedback(); glDisable(GL_RASTERIZER_DISCARD); glBindVertexArray(0); glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); _transformProgram.disable(); My draw call was just a few lines because all the buffers are associated with the VAO: _renderProgram.enable(); _renderProgram.setUniform("ModelViewProjMat", modelViewProjMat); glBindVertexArray(_VAO); glDrawElements(GL_TRIANGLES, _elementCount, GL_UNSIGNED_INT, 0); _renderProgram.disable(); Edit: see this example as well: https://github.com/progschj/OpenGL-Examples/blob/master/09transform_feedback.cpp
  11. If you don't want to use any libraries like glut or glew, check out rastertek's opengl series (www.rastertek.com). Once you create a window from scratch and you load the opengl function pointers from scratch, you will most likely realize how much time you have wasted and you will go grab yourself a copy of glew :)
  12. [edit] Alvaro beat me to it.
  13. What about using the best of both worlds?   int doSomething(int x) { int y; // ... do complex operation return y; }    
  14. You can compile makefiles on windows with MinGW32-make. Just check in your mingw installation and see if there is a binary called mingw32-make. If so, open a command prompt, cd to the folder with the makefile in it, and run mingw32-make.
  15. OpenGL

      Just a side note: make sure to clear the depth buffer as well: glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );