• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

121 Neutral

About yasmin_bd

  • Rank
  1. I tried to figure out error using the following:   ILenum Error; while ((Error = ilGetError()) != IL_NO_ERROR) {        printf("%d: %s/n", Error, iluErrorString(Error)); }   It prints as follows:   "1291: invalid extension/n1290: could not open file/n"   I placed the image file in right directory. What does the eror mean?  
  2. i can't figure out any error, with download, two version of dll, lib come, one in unicode folder, i m not sure whether there is any relation with that.
  3. I downloaded the 32-bit libraries. The program compiles, but texture is not displayed. I don't know what an be the error. Please provide some suggestion.
  4. So you suggest me to download DevIL-SDK-x86-1.7.8.zip ?   The one already installed, I tried to compile using x64 platform, but It didn't compile either. Could you tell me why?
  5. yes, i am trying to compile in debug mode on Win32 platform.
  6. Hi,    I am having the following errors while compiling devil with MS Visual Studio 2010 in my windows 7 machine.     In Linker->Additional dependencies , I put the following:DevIL.lib;ILU.lib; ILUT.lib;   I have added include and lib directories under VC++ directories.  Then I put the dll files under System32 and SysWOW64 directories.   I don't under what else can be the linking problem.  Do I need to do anything else?  I downloaded the following from the website: DevIL-SDK-x64-1.7.8     /****************************************************************************************************************************/ Generating Code... 1>main.obj : error LNK2019: unresolved external symbol__imp__ilutGLLoadImage@4 referenced in function "void __cdeclInitTextures(void)" (?InitTextures@@YAXXZ) 1>main.obj : error LNK2019: unresolved external symbol __imp__ilutRenderer@4 referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__iluInit@0 referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__ilInit@0 referenced in function _main 1>C:\Users\MYG741\Documents\Visual Studio 2010\Projects\Textures\Debug\Textures.exe : fatal error LNK1120: 4 unresolved externals   1>Build FAILED. 1>1>Time Elapsed 00:00:01.26 ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== /********************************************************************************************************************************************/                 
  7. Thank you very much for the reply.I have never done any subject like image processing and I have very little knowledge about it. I need some more clarification.   Can I floodfill using code? Please explain a bit the algorithm. Suppose I have managed to extract the image in the following format: 2 bit representation of white == object black == background.Now how to proceed to step 2. i understand I need check the eight neighbours of white pixel to identify, but  how can i check the neighbours of pixel  in the code? Please clarify it by some simple line of code. I don't need solid object, I just need the boundary, a white pixel may have more than one black boundary pixel. How to process this case?  Thanks again in advance.
  8. Thank you very much for taking time to answer my question.   I think I failed to make you understand properly due to my poor knowledge in this field.   I get the image. Now I need to extract boundaries from the image in terms of ( x, y, z) coordinates. The final result should be the boundary connected with a set of vertices. Yes,I  need to convert the image boundary to a polygon connected by a set of small straight lines lying on xz plane.   I don't have idea how to proceed. I wanted to proceed as follows. If there is any better suggestion, please let me know. I would like to paste the image on some rectangle [(-1,0, -1) to (1,0, 1)] on xz plane. Then I was looking for some technique which help me extract the (x, z) coordinate for a pixel value in the boundary of the image. I don't know how to do this part. Then gradually connecting the coordinates to form the planar polygon. But I don't know how to proceed. How to correspond each pixel to (x, z) coordinate. Then form the edges of the polygon.   I need some suggestion.
  9. I understand how to convert from axis angle to matrix from wiki.http://en.wikipedia.org/wiki/Rotation_matrix  
  10. Could you tell me how to find out the corresponding rotation matrix?
  11. I need  some help about extracting vertices from an image. I have extracted the boundaries of an image from adobe photoshop as shown in the figure. I pasted it on a XZ plane ABCD as texture. Now I need to extract vertices ( for example, v1, v2 etc.) of the boundaries at different positions. How could that be done. Could any one give me some suggestions? Can I convert the boundaries to a set of connected straight lines?  
  12. Thank you, I understand. I need to find the cross product of (ax, by, cz) and (0, y,0) and then use it in glRotatef function.
  13. I have a number of contours which are oriented as shown in the attached figure. I would like to construct surface from these set of contours as defined by the red outline in the figure. Could any  one give me some suggestions? Thanks      
  14. I need some clarification about glRotatef function. I have a rectangular plane with normal ax + by + cz = 0; I would like to rotate it to align along (0, 1, 0) i.e. Y-axis. I can find the in-between angle by dot product. Suppose the angle is theta in degree. Now how can I use glRotatef function to rotate the plane so that the new normal to the plane is along (0, 1, 0) vector; Is the following ok? glRotatef( - theta, a, b, c); If not, what will be the correct version?
  15. Ok, then will the value of 't' be greater than 1 in this case?