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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.

Coro

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  1. Thank you! Sorry I never replied, I never got an notification. This is really good information.
  2. Hey Everyone I'm currently having a problem with some libraries that I'm trying to import into my project. I have created an OBJ Loader in which you can load the contents of an "obj" file into some C arrays, which then passed into OpenGL (Glut) to render to the screen. My problem is that I have certain libraries conflicting with each other. Glut requires "windows.h" for the "gl.h" file. But I also need some other standard libraries such as: <SDL> <cstdlib> <vector> <string> <algorithm> <fstream> <cstdio> <stdlib.h> <stdio.h> <assert.h> So all together my code looks like this: [CODE] #include <SDL/SDL.h> #include <cstdlib> #include <vector> #include <string> #include <algorithm> #include <fstream> #include <stdlib.h> #include <stdio.h> #include <assert.h> #include <cstdio> #ifdef WIN32 #define WIN32_LEAN_AND_MEAN #include <Windows.h> #endif #include <GL/glut.h> [/CODE] From this I get a whole load of errors: [url="http://imagebin.org/229514"]http://imagebin.org/229514[/url] Any help will be appreciated! P.s. I know that its conflictions between the libraries but I don't know what things to undefine.
  3. Thanks for your reply, I've tried everything so far with no luck. I was thinking that it might be possibily due to the placement of my code? Since everything gets compiled in a linear fashion and the load parameter is near the end of the file. May be it's not locating the file because it isn't being loaded at the right time. (Update: I was about to upload my code into I found out that somehow all of my .cpp files have been overwritten by the same texture loader I built a while ago, which has now angered me. I will try re-writting everything and hopefully may I might figure out my error along the way this time. If not I shall upload the code once I'm finished, Sorry about this and thank you everyone!)
  4. Hey thanks for your reply. I have tried copying the obj file to the folder I compiled the application into and then tried running the program outside of Visual studio. I never create my projects in the default folder that VS selects. I've even tried pasting a copy of the obj file to my "D" drive and change the code to: [CODE] int cube; cube=loadObject("D: est.obj"); //load the test.obj file [/CODE]
  5. Hey Everyone I recently decided that I would create a project based in Open GL to increase my knowledge of the API and create something that may be useful to me. So far I have followed some tutorials from a programmer on youtube called "TheCplusplusguy". Here's the begining tutorial for the "OpenGL (SDL,C++) tutorial 8 - Simple wavefront (.obj) model loader (part 1)" [ [url="http://www.youtube.com/watch?v=849hXuOv0i8&feature=BFa&list=PL0AB023E769342AFE"]http://www.youtube.com/watch?v=849hXuOv0i8&feature=BFa&list=PL0AB023E769342AFE[/url] ]. So I followed the code along and made my adjustments where I saw fit in Visual Studio 2010. The program compiles correctly but for some reason will not load the "test.obj" file that is placed within the same folder as the compiled binary filles. [CODE] if(!in.is_open()) //if not opened, exit with -1 { std::cout << "File not found !" << std::endl; return -1; } [/CODE] Is the algorithm used to tell the user in the console that the file was not opened/found. [CODE] int cube; cube=loadObject("test.obj"); //load the test.obj file [/CODE] Is the code that is used to tell Open GL what the filename is that I would like to use to render into the viewport. I have not mentioned that I have also tried creating two more separate projects in which I've used version 1 and 2 of the programmers obj loader code to see whether it not it was something I was missing. [ [url="http://www.pastebin.com/6Q7zS7tC"]http://www.pastebin.com/6Q7zS7tC[/url] ] Was the place where he uploaded the code. Both projects compiled fine but I have the same problem. I did exactly as he said with blender and even tried downloading and using the same version that he had in the tutorial. I can't seem to figure out why. May be there's something simple that I'm just forgetting. Any help will be appreciated! Thank you Coro
  6. Thank you so much. You've explained that perfectly, I had a good Idea about what was going on but you explained the bits I couldn't figure out!
  7. Hey everyone I was looking at a game engine to see how the different developers structure the code in their projects. I came across this algorithm but cannot figure out what it does exactly. This algorithm is stored in a header file. // Static compile-time assertion [color=#0000ff]namespace [/color]StaticAssert { [color=#0000ff]template[/color]< [color=#0000ff]bool [/color]> [color=#0000ff]struct [/color]FAILED; [color=#0000ff]template[/color]<> [color=#0000ff]struct [/color]FAILED< [color=#0000ff]true [/color]> { }; } [color=#0000ff]#define[/color] ASSERT_STATIC( exp ) (StaticAssert::FAILED< (exp) != 0 >()) Can anyone explain what it does? "ASSERT_STATIC" is implemented in a cpp file. Here's the code: // Check some platform-dependent assumptions // Note: this function is never called but just wraps the compile time asserts [color=#0000ff]static void[/color] __ValidatePlatform__() { ASSERT_STATIC([color=#0000ff] sizeof[/color]( int64 ) == 8 ); ASSERT_STATIC( [color=#0000ff]sizeof[/color]( [color=#0000ff]int [/color]) == 4 ); ASSERT_STATIC( [color=#0000ff]sizeof[/color]( [color=#0000ff]short [/color]) == 2 ); ASSERT_STATIC( [color=#0000ff]sizeof[/color]( [color=#0000ff]char [/color]) == 1 ); } Thank you for reading!
  8. I don't know if its exactly what you're after but there's a pretty good 2D map editor called "Tiled". If you visit [url="http://www.mapeditor.org"]http://www.mapeditor.org[/url] you can download the executables or source code. It runs on Windows and Mac OSX.
  9. [font=tahoma,geneva,sans-serif]Hey everyone[/font] [font=tahoma,geneva,sans-serif]I've been coming to this site for years but have only just decided to sign up. Hopefully I can help out the community and vice versa.[/font] [font=tahoma,geneva,sans-serif]My question is about getting the best performance out of the UDK Package for my levels. I have gone through many different tutorials for the modelling suite "Maya" (2011), and I am currently in the progress of modelling a house that I would like to import into UDK later. I was thinking back to other projects I have seen in which houses had been developed via using the BSP geometry and just attaching textures to them. I was wondering would it be better for me to model my houses via Maya and then import them or to attempt to create them with BSP's instead. [/font]Is there going to be any deterioration in frame rate from using one or the over? [font=tahoma,geneva,sans-serif]Thank you to anyone, and hopefully I don't sound stupid.[/font] [font=tahoma,geneva,sans-serif]Coro[/font]