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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. Thanks for the answers. And yes, Nehe is much to deprecated.    http://www.mbsoftworks.sk/index.php?page=tutorials&series=1 looks very good.   So it isn't necessary to do it the first time "straight forward" to know how it works in the background instead of using the libs? I'm a little bit afraid of ending just using the lib's and doing basically nothing by my self.   Regards
  2. Hey,   I want to start with OpenGL - I have a small background with DirectX but I think it's negligible. Is it good to start with http://www.opengl-tutorial.org/ using GLFW, GLM and GLEW or should I first start by doing it all by my self?   Are there any resources? I've just found the page above and the Super Bible which seems not to be that good any more.   Regards
  3. Thanks, thanks thanks.   Using the 32-bit binaries with target-platform 32-bit  and using    glfw3.lib opengl32.lib   as additional dependencies it works!   Great! Thanks
  4. Hey, I have follow problem.   I wanted to start using OpenGL with GLFW but when I try to run the example I get following errors:   Code: http://www.glfw.org/documentation.html Error:  1>------ Build started: Project: Test, Configuration: Debug Win32 ------ 1> main.cpp 1>main.obj : error LNK2019: unresolved external symbol _glfwInit referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _glfwTerminate referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _glfwCreateWindow referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _glfwWindowShouldClose referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _glfwPollEvents referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _glfwMakeContextCurrent referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol _glfwSwapBuffers referenced in function _main 1>C:\Users\MICHAEL\documents\visual studio 2012\Projects\Test\Debug\Test.exe : fatal error LNK1120: 7 unresolved externals ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== I've set the 'VC++ Directories include' to my include directory of the downloaded binaries and the 'Library Directories' to the lib-msvc110 directory which contains glfw3.dll, glfw3.lib and glfw3dll.lib and I set the 'Linker -> Input' additional dependencies to glfw3.lib and glfw3dll.lib but I still get this error.    I googled it but I didn't found a solution. Does someone has a clue what I have to do?   Regards Helgon
  5. http://docs.unity3d.com/Documentation/Manual/DirectX11.html   I think that Unreal also supports Directx 11   http://www.unrealengine.com/udk/licensing/
  6. I recently had the same problem.   This sample helped me perfect http://jholewinski.org/blog/direct3d-11-with-qt-4/   Few days ago I've tried it with Qt5. Some method names and return types changed but beside of this it also should work with Qt5.
  7. I haven't read it but "Effective C++" shall be really good (to eliminate common c++ mistakes and improve) When I have time I'm also going to read it.   http://www.amazon.com/Effective-Specific-Improve-Programs-Designs/dp/0321334876/ref=sr_1_1?ie=UTF8&qid=1360100498&sr=8-1&keywords=effective+c%2B%2B
  8. http://www.rastertek.com/   and I can suggest you   3D Game Programming with DirectX by Frank Luna http://www.amazon.de/Introduction-3D-Game-Programming-Directx/dp/1936420228/ref=sr_1_1?ie=UTF8&qid=1359958761&sr=8-1
  9. Hi, thanks for your suggestion. It would be great if just this was my whole problem. I gonna give it later today a shot and reply if it works or not.   Regards
  10. Oh, I totally forgot them both.. For me just SharpDX is an option because I want DX11 and it's near to the c++ version. The only thing bugging me is that there aren't any "introduction" tutorials. Just to get a feel for how SharpDX syntax looks like but this probably is the best way because I anyway am a Java guy so it's more to my main language. Thank you very much for the hint. As I said i totally forgot this I already googeled some SharpDX Tutorials but if you can suggest me one I'm open for them Thank you very much for the hint. Edit: Just saw that there are samples in the SDK, but still open for suggestions :P
  11. I want to make a level-animation-etc. editor. To be able to have for example a tree view where I can select assets and then have them in the directX frame to place them. Or Slider to change the area of effect of an terrain-displacement tool, or when I select a entity to get the properties. Just the basic GUI you have when u start up a game editor. For example:   Do you know what I mean?   How would you approach the problem if not in the way i described it. Of course I could do the GUI by myself directly as elements in the DirectX frame or use Crazy Eddies , but why should it be that complicated? Maybe I just don't know the right way.   Regards
  12. Hi, approximately a month ago I already posted a question a little bit like this one. Back then I wanted to know what would be the best "Library/ Way of doing it" to render my DirectX Frame into a GUI. I proposed Qt, Windows Forms, wxWidgets. The feedback was pretty different. So I started to learn Qt and it seems to be a very powerful tool, but maybe a little bit to complex to learn it (with all the different Models etc. and how to implement them for everything ...). So I decided to switch back to "native" Windows Forms (As i anyway use DirectX Qt would not have any advantages because I don't need cross-platform compatibility). So I started to look for some samples how to achieve my goal. In the end I got it working with this ([url="http://www.codeproject.com/Articles/42121/DirectX-9-SDK-with-NET-Forms-C"]http://www.codeproject.com/Articles/42121/DirectX-9-SDK-with-NET-Forms-C[/url]) tutorial but I've encountered a huge problem: the interface between C++/CLI and the managed and unmanaged code is so "strange" that I almost can't use anything because it's "unmanged". Is this normal? Am I doing it wrong? Is there another way to how to solve this problem (Render into WindowsForms)? Or does someone maybe has a tutorial therefore or a sample of one of his projects? I would appreciate any help very much. Best regards