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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.

Mathimetric

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  1. From the album No category

  2. From the album No category

  3. @ Moudy I can try to find a source for this example (a HEllo World example) but it will be un-related to the Hex editor -converter dipicted in the screen shot.   if thats ok? ; I will attach it to this messge when I have it together.     here is an alternate example of  GetString using OpenGL and windows library -So in function the *strng is updated (represinting a Line) via the stream buffer gBuff [ ] -when the return key check (rtrn) is  (>) greater then (Order) ; the function returns the string length of *strng - and stops updating the *strng   the reason it looks this way is because it is meant to be inserted into a windows Loop or Application window Loop. functions that are inside a window are a little different then the normal console apps' sometimes.   -class interface design- class GLText public:     int BuffPos, sBuffPos,     First, Count1, Count2;     unsigned int base;     unsigned int m_fontListBase;     GLYPHMETRICSFLOAT gmf[256];   // holds orientation and placement                                   // info for display lists      GLText();     ~GLText();     bool Init(char *fontname, int fontsize, float depth);     unsigned int CreateOutlineFont(char *fontname, int fontsize, float depth);     void PositionFont(float xPos, float yPos, float zPos);     void PrintFont(int order, const char *__format, ...);     void CenterFont();     void ReleaseFont(unsigned int base);     int  ScanFont(int order, const char *__format, ...);     void NewLine(float Mult = 1, float X = 0, float Y = 0, float Z = 0, char *Direction = "down");     bool Shutdown();     void Return0(void *var, char *type, int elms); //same as memset (...) for string     int  GetString(int Order, char *strng);     int rtrn;     char *pBuff;     char *sBuff;     char *gBuff;     char text[256]; int GLText::GetString(int Order, char *strng) { if(Order<=rtrn) { if (Order == rtrn ) {  glPushAttrib(GL_LIST_BIT);         glListBase(base);         glCallLists(strlen(gBuff), GL_UNSIGNED_BYTE, gBuff);  glPopAttrib();         strng[BuffPos] = gBuff[BuffPos];         strcpy(strng, gBuff); return 0; } else if(Order <= rtrn) {         glPushAttrib(GL_LIST_BIT);         glListBase(base);         glCallLists(strlen(strng), GL_UNSIGNED_BYTE, strng);  glPopAttrib(); return strlen(strng); } return 0; } else return strlen(strng); } I attached the class function def source code in src.cpp.txt you will need to use your knowledge of C++ to piece them together for compilation/debugging/porting or use in another instance.   You can do 1 of 2 things with it 1. you could just include (src.cpp) it to the appended end of the class body Def? 2. precompile it and link it with the H and the Main.cpp with the OBJ file (this also includes letting microsofts visual studio LInk the resources with (h/cpp))   Summary: this class will allow you, if you are using openGL (v1.0 or greater) 3d perspectives or ortho (ithink), a pixel pallete window application (WIN32); To draw 3d text on to the screen. Givin also the interface' to use input/output UI via keyboard or simulair (drivin) hardware. --another requirement is that the window(x/s) APP must have a procedure for handling the window and its messeges--   your skill level needs to be intermediate to advanced to understand how to compile or port this into your own apps. creating a window App is not an easy task for the beginner. You need to understand your own compiler and interfaces, and some compiler's dont always have the nessesary DLL's included in its default libraies; so sometimes you need to know how to find them and import them.
  4. From the album BuggyRace

  5. From the album BuggyRace

  6. From the album BuggyRace

    bla bla la la
  7. From the album my engine my rules

    Mouse controlled avitar engine driver test
  8. OpenGL

    Just so you understand that Mouse coord' system only uses 2 deminsions X,Y the coord starts from the Top zero and the left zero (going top to  (<, greater) down, and left to  (<, greater) right) You dont need to use Ortho graphic projection to use a 2d (or 3D) GUI.   the default OpenGL matrix is 4 x 4 units, if you do that math and a little guessing or debugging, it is simple enough to match your mouse Position checks with your Cursor and buttons.   when the screen position or size is changed   code: //inside MainWindowProc  (these are your handles for your window and GUI) //(windows messege SIZE) //(windows messege MOVE)   // dispatch messages  switch (uMsg) { //...   case WM_SIZE:   height = HIWORD(lParam);  // retrieve width and height   width = LOWORD(lParam); // ~(update mouse coords' center "relative")~ //   case WM_MOVE: //~(update new mouse postions relative to new RECT screen position)~// // Mouse_.GetRectPos(windowRect); //   Example thumb PIC (JPEG) [attachment=19265:ex1.JPG]
  9. From the album Pong Buster

  10. From the album Pong Buster

  11. From the album Pong Buster

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  13. From the album Pong Buster