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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. So when i make a 3d triangle it just misses faces as shown below (with quad)         #include <glfw3.h> #include <stdio.h> #include <iostream> using namespace std; /* Begin Void prototyping */ void error_callback(int error, const char* description); static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods); int main(void) { GLFWwindow* window; /* Initializes error call-backs */ glfwSetErrorCallback(error_callback); /* Initialize the library */ if (!glfwInit()) return -1; /* Create a windowed mode window and its OpenGL context */ window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); // fullscreen glfwGetPrimaryMonitor() (first NULL) if (!window) { glfwTerminate(); return -1; } /* Makes OpenGL context current */ glfwMakeContextCurrent(window); /* Make the window's context current */ glfwMakeContextCurrent(window); /* Receives input events */ glfwSetKeyCallback(window, key_callback); /* Loop until the user closes the window */ while (!glfwWindowShouldClose(window)) { /* Render here */ float ratio; int width, height; glfwGetFramebufferSize(window, &width, &height); ratio = width / (float) height; glViewport(0, 0, width, height); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-ratio, ratio, -1.f, 1.f, 1.f, -1.f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef((float) glfwGetTime() * 50.f, 0.f, 0.f, 1.f); glBegin(GL_TRIANGLES); // Start Drawing A Triangle glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left) glEnd(); // Done Drawing The Pyramid /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); } glfwDestroyWindow(window); glfwTerminate(); return 0; } /* Calls back the program if a GLFW function fail and logs it */ void error_callback(int error, const char* description) { fputs(description, stderr); } /* Gives keys events */ static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { switch(key) { case GLFW_KEY_ESCAPE: glfwSetWindowShouldClose(window, GL_TRUE); break; case GLFW_KEY_W: cout << "W works!!!" << endl; break; case GLFW_KEY_A: cout << "A works!!!" << endl; break; case GLFW_KEY_S: cout << "S works!!!" << endl; break; case GLFW_KEY_D: cout << "D works!!!" << endl; break; } } Ive been trying to fix it for hours i just dont know what too do now 
  2. Hi does any one know of usefull good quality OpenGL/GLFW tutorials all the tutorials i have found dont use GLFW or use a 3> version of OpenGL   Thanks to any one that helps
  3. If your looking to build a team i would be interested seeing where this would be going i have the same aspirations as you to be honest.    If you are interested email me:   [deleted]   Thanks   James
  4.   Ok thanks alot for your help i will look into this and ye i was looking into SDL earlier today
  5. I've been learning c++ and now i'm interested to what it would take to start a basic 3d game engine. Few questions then:   1. would it be good to have c++ & opengl   2. Is there any specific software i need or downloads    3. Where would i start    4. Is there any good tutorials which could start me of     Thanks for any help in advance