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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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About huymoi7

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  1. Just a hypothesis but, when I've installed other libraries (opengl, glut, sdl) in the past I often have to edit the linker settings via "Build options". i.e.     [url=http://imageshack.us/photo/my-images/560/63978376.png/][/URL]   Could there be something I need to do here (I ask because I know it's specifically a linker problem)?    Lastly here is what my "Search directories" tab looks like (in case it helps)   [url=http://imageshack.us/photo/my-images/341/49273218.png/][/URL]    
  2. Alright so I used MSYS to help me compile the library using a ./configure -> make -> make install process. It gave me some new files in the lib3ds directory, as per below It appears that each .c file is given a .o and .ol file, there is also two new directories (there is also a .la file). The .deps directory is full .pol files and .libs directory is full of .o files. Does this look right? There still are no .lib or .dll files. I linked the Codeblocks compiler (Settings -> Compiler -> Search Directories -> Linker) and set them both to the src folder. It didn't work. I then proceeded to set every folder in lib3ds (i.e. ./lib3ds, ./lib3ds/src, ./lib3ds/src/.libs, ./lib3ds/src/.deps), but still the error says I feel like I'm so close I'm following instructions as far as I can tell perfectly but it still just won't work. Does the compilation look right? Any suggestions please? Thanks in advance.
  3. Hey so the readme file just gave me a link to the website in which to download it but there is a file called "INSTALL", but it gives me instructions on how to compile it in linux and I am working in windows.   Is there a way to run make files in windows? Or do I have download it on linux, precompile it there and transfer it to my windows machine?   Cheers
  4. There is no .dll files or .lib files (just .h, .cpp and some make files). So does that mean I do not link anything?   I redirected my compiler in code blocks to the folder with the lib3ds h files (settings->compiler->search directories tab).   Here is a picture of my problem.     [url=http://imageshack.us/photo/my-images/442/20702231.jpg/][/URL]     It detects the included header file <lib3ds.h> It understands the type Lib3dsFile from <lib3ds.h>  but I can't get it to understand the function 'lib3ds_file_open'. It gives me an "undefined reference to 'lib3ds_file_open' error.   but when I hover my mouse over the function it displays the function prototype (as seen in the .h file), I also went to the included .h file for <lib3ds.h> and checked that the function is there (which it is).   Why can I detect the lib3ds.h file, read in a struct from it, but fail to find a reference to the lib3ds_file_open function?
  5. I want to take a model from 3DS MAX and load it into an OpenGL project.   How can this be done?   I just can't find much resources for it but it seems like such a vital part of video games programming. Surely people don't make all their models in the OpenGL code.   The only thing I've found is lib3ds, which I can only find one tutorial for.   I also found this decade old tutorial on NeHe   http://nehe.gamedev.net/tutorial/model_loading/16004/   Surely there is a more recent way of doing this?   Thanks in advance
  6. Hi I am trying to load a 3ds model into OpenGL. I did some research and found that lib3ds is a popular solution. https://code.google.com/p/lib3ds/ I read this tutorial on how to use it, which wasn't too hard www.donkerdump.nl/node/207 but after downloading the zip folder and unzipping I have no idea how to install it.   I've never really installed a library before, is there a generic tutorial on how to do this?   I am using code blocks.   Is lib3ds is a good solution for this?   If so could I get some instructions for installing lib3ds into codeblocks.   Cheers.
  7.   Thanks for clearing that up for me. I'm just following this book right now. I don't know much about the difference between the Win32 and GLUT APIs, but if using both is redundant than you're right I should just use one. I'll also keep this in mind while I go through the book.
  8. Perfect, I never would have worked that out thanks!
  9. Attached is a copy of the source code from chapter 2.
  10. Hi I'm starting out learning OpenGL from the book "Beginning OpenGL Game programming".   I am using Code blocks as an IDE and Windows 7 as an operating system. I've followed the steps in this tutorial to setup Code blocks mingw with GLUT.   http://www.deannicholls.co.uk/tutorials/show/cpp_glut   When I take the source code from chapter 2 on the CD and I copy and paste it into my IDE I get the attached print screen as an error.    The print screen indicates that the SetPixelFormat() method cannot be referenced. I did some research and it appears that the SetPixelFormat() method is under the WGL reference   http://msdn.microsoft.com/en-us/library/windows/desktop/dd369049(v=vs.85).aspx   and I infer that GLUT installs WGL for me. So why can't I reference SetPixelFormat()? What am I missing? Do I have to do some kind of linking first?   Note - I was able to successfully copy, paste, build and run the source code of chapter 1 without any problems.