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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. Greetings, after reading several OpenGL documentations I understand that glVertexAttribPointer takes a numeral value between 1 and 4 for its second parameter (size) as information how many vertices are taken into consideration to render a single triangle. But I do not understand how to use other then three vertices for a triangle. Also trying different values and seeing the result doesn't help me. What exactly does this do and what is it used for? Cheers, Jan
  2. Why is that? Running it with "3" (as the tutorial does) does actually work, but renders only one triangle (the first three vertices). I do aim to render six vertices making up two triangles forming a square. //Edit: having VertexAttribPointer at 3 and DrawArrays at 6 seems to work and makes sense now. I did not see the functions context and that it does not refer to the vertex count of the entire buffer but to the format thereof.
  3. I also use glew on Visual Studio and compile for x86 and x64. I ran into the same problem and I fixed it by adding GLEW_STATIC to the preprocessor variables (you can also add a #define) and put the includes in my project folder and added the glew.c to my project. In a way I am not using it as a library but include it directly in my code. I would gladly provide a project template as I see many people run into this problem, but I have a different error that currently blocks my project. If you want I can upload it later...
  4. Greetings, I am trying to learn OpenGL with the tutorials at opengl-tutorial.org and started modifying tutorial two that basically draws a simple triangle. In addiction to changing some of the utility code that seems to work for me I tried to add another triangle to draw a square that I would want to texture later. Now I ran into my first problem that I cannot identify. I am getting an access violation at position 0 at glDisableVertexAttribArray. My Code:[CODE]#include <GL/glew.h> #include <GL/glfw.h> #include <glm/glm.hpp> #include <string> #include <fstream> #include <streambuf> #include <iostream> using namespace glm; using namespace std; GLuint loadShaders(const string vertexShaderPath, const string fragmentShaderPath) { GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER); GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); string vertexShaderCode; ifstream vertexShaderStream(vertexShaderPath); vertexShaderStream.seekg(0, ios::end); vertexShaderCode.reserve(vertexShaderStream.tellg()); vertexShaderStream.seekg(0, ios::beg); vertexShaderCode.assign((istreambuf_iterator<char>(vertexShaderStream)), istreambuf_iterator<char>()); string fragmentShaderCode; ifstream fragmentShaderStream(fragmentShaderPath); fragmentShaderStream.seekg(0, ios::end); fragmentShaderCode.reserve(fragmentShaderStream.tellg()); fragmentShaderStream.seekg(0, ios::beg); fragmentShaderCode.assign((istreambuf_iterator<char>(fragmentShaderStream)), istreambuf_iterator<char>()); const char *vertexShaderSource = vertexShaderCode.c_str(); glShaderSource(vertexShaderID, 1, &vertexShaderSource, NULL); glCompileShader(vertexShaderID); const char *fragmentShaderSource = fragmentShaderCode.c_str(); glShaderSource(fragmentShaderID, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShaderID); GLuint programID = glCreateProgram(); glAttachShader(programID, vertexShaderID); glAttachShader(programID, fragmentShaderID); glLinkProgram(programID); glDeleteShader(vertexShaderID); glDeleteShader(fragmentShaderID); return programID; } int main(int argc, char* argv[]) { glfwInit(); glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwOpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, GLFW_WINDOW); glfwSetWindowTitle("RTS"); glfwEnable(GLFW_STICKY_KEYS); glewExperimental = GL_TRUE; glewInit(); glClearColor(0.0f, 1.0f, 0.0f, 0.0f); GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); GLuint programID = loadShaders("VertexShader.glsl", "FragmentShader.glsl"); const GLfloat vertexBufferData[] = { -1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f }; GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertexBufferData), vertexBufferData, GL_STATIC_DRAW); do { glClear(GL_COLOR_BUFFER_BIT); glUseProgram(programID); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glVertexAttribPointer(0, 6, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableVertexAttribArray(0); glfwSwapBuffers(); } while(glfwGetKey(GLFW_KEY_ESC) != GLFW_PRESS && glfwGetWindowParam(GLFW_OPENED)); glDeleteBuffers(1, &vertexBuffer); glDeleteProgram(programID); glDeleteVertexArrays(1, &VertexArrayID); glfwTerminate(); return 0; }[/CODE](original on [url="http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/"]http://www.opengl-tu...first-triangle/[/url]) The shader code is the same as the original, it compiles fine and the original code does run perfectly. Please help me fix my code, thank you! Cheers, Jan