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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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  1. I just started learning OpenGL and I'm using SDL with it. I'm having problems including glew. I've made sure it's included before SDL_opengl.h . I'm getting errors such as: [quote]undefined referance to '_imp___GlewGenBuffers'[/quote] here is the code [b]Graphics.h[/b] [source lang="cpp"]#ifndef GRAPHICS_H #define GRAPHICS_H #define NO_SDL_GLEXT #include "GL/glew.h" #include "SDL/SDL.h" #include "SDL/SDL_opengl.h" #include "Texture.h" #include <iostream> namespace ColdFusion { class Graphics { public: Graphics(); bool initScreen(int w, int h, int bpp, std::string caption); void drawSquare(int w, int h, int x, int y, GLuint tex); void clearBuffer(); void swapBuffer(); ~Graphics(); protected: private: bool initGL(int w, int h); }; } #endif // GRAPHICS_H [/source] [b]Graphics.cpp[/b](Line 60 is where I hit the first error.) [source lang="cpp"]#include "Graphics.h" #include "SDL/SDL.h" #include "SDL/SDL_opengl.h" #include "Texture.h" namespace ColdFusion { Graphics::Graphics() { } bool Graphics::initScreen(int w, int h, int bpp, std::string caption) { if(SDL_Init(SDL_INIT_EVERYTHING) < 0) { return false; } if(SDL_SetVideoMode(w,h,bpp,SDL_OPENGL) == NULL) { return false; } if(initGL(w,h) == NULL) { return false; } SDL_WM_SetCaption(caption.c_str(),NULL); return true; } bool Graphics::initGL(int w, int h) { glEnable(GL_TEXTURE_2D); glClearColor(0,0,0,0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,w,h,0,-1,1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); if(glGetError() != GL_NO_ERROR) { return false; } return true; } void Graphics::drawSquare(int w, int h, int x, int y, GLuint tex) { static const GLfloat g_vertex_buffer_data[] = { 1.0f,-1.0f,0.0f, -1.0f,-1.0f,0.0f, -1.0f,1.0f,0.0f }; GLuint vertex_buffer; glGenBuffers(1, &vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data,GL_STATIC_DRAW); // 1rst attribute buffer : vertices glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glVertexAttribPointer( 0, // attribute 0. No particular reason for 0, but must match the layout in the shader. 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); // Draw the triangle ! glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle glDisableVertexAttribArray(0); } void Graphics::clearBuffer() { glClear(GL_COLOR_BUFFER_BIT); } void Graphics::swapBuffer() { SDL_GL_SwapBuffers(); } Graphics::~Graphics() { } } [/source] [b]Errors[/b] [CODE] D:\cold-fusion-engine\ColdFusion\src\Handler.cpp||In member function 'int ColdFusion::Handler::Execute()':| D:\cold-fusion-engine\ColdFusion\src\Handler.cpp|29|warning: control reaches end of non-void function| D:\cold-fusion-engine\ColdFusion\src\Graphics.cpp||In member function 'bool ColdFusion::Graphics::initScreen(int, int, int, std::string)':| D:\cold-fusion-engine\ColdFusion\src\Graphics.cpp|25|warning: NULL used in arithmetic| obj\Debug\src\Graphics.o:D:\cold-fusion-engine\ColdFusion\src\Graphics.cpp|60|undefined reference to `_imp____glewGenBuffers'| obj\Debug\src\Graphics.o:D:\cold-fusion-engine\ColdFusion\src\Graphics.cpp|61|undefined reference to `_imp____glewBindBuffer'| obj\Debug\src\Graphics.o:D:\cold-fusion-engine\ColdFusion\src\Graphics.cpp|63|undefined reference to `_imp____glewBufferData'| obj\Debug\src\Graphics.o:D:\cold-fusion-engine\ColdFusion\src\Graphics.cpp|66|undefined reference to `_imp____glewEnableVertexAttribArray'| obj\Debug\src\Graphics.o:D:\cold-fusion-engine\ColdFusion\src\Graphics.cpp|67|undefined reference to `_imp____glewBindBuffer'| obj\Debug\src\Graphics.o:D:\cold-fusion-engine\ColdFusion\src\Graphics.cpp|75|undefined reference to `_imp____glewVertexAttribPointer'| obj\Debug\src\Graphics.o:D:\cold-fusion-engine\ColdFusion\src\Graphics.cpp|80|undefined reference to `_imp____glewDisableVertexAttribArray'| ||=== Build finished: 7 errors, 2 warnings ===| [/CODE] Any idea's to what I could be doing wrong? I realize others have asked questions very similar to this but their solution didn't help me.