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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 AK2012

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  1. Hi, I do understand the file format of OBJ files, and understand a little of how the parsing/storing/rendering works too. What I'm getting confused, actually, is in which part of a given code I should call my .obj models for them to appear on the screen. This, obviously, changes in each code, and that's where I'm getting stuck. None of the codes I've found have a documentation that I could understand. Sorry if I'm confusing more the situation... Just to clarify, this obviously is a college task, but my task is not to write my own obj loader. The task is to load several .objs from an existing loader, and then set camera views and mouse + keyboard interactions to each one of them. But since I'm stuck in the first part... =( Btw, thank you for your answer!
  2. Hi everyone! I've been searching on the web and forums for the last few days for a SIMPLE .obj loader for OpenGL in C++, and though there are several available out there (and even here), I'm not being lucky when it comes to finding a simple one (that allows textures as well). As you can tell, I'm away from being an experienced programmer, and most of the codes I've found so far seem to have problems I am not being able to solve. I did got in touch with great examples (e.g. Assimp), but they are way too over the top for the simple solution I need [i](loading at least 3 .objs together)[/i] and got me lost. This one, for example, ([url="https://code.google.com/p/obj-mesh-libs/source/search?q=trunk&origq=trunk&btnG=Search+Trunk"]https://code.google.com/p/obj-mesh-libs/source/search?q=trunk&origq=trunk&btnG=Search+Trunk[/url]), compiled correctly to me, but I didn't find the right place to call for the [i]Mesh * m = new WavefrontObject("MyObj.obj");[/i], and therefore I couldn't get it to work too. Do any of you know where I can find a suitable code for my case? Appreciate any help, AK