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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. I do a X-Plane plugin. Disabling depth doesn't change anything. I nearly get the impressions that most of my stuff simply gets ignored. It worked in xp10 but in xp11 they added ambient shadows etc. Thanks
  2. Hi why do I get black regions foremost in the sky, less on the ground?   http://de.tinypic.com/r/2hrivza/9         /// Tell Xplane what we are doing     XPLMSetGraphicsState(0/*Fog*/, 1/*TexUnits*/, 0/*Lighting*/, 0/*AlphaTesting*/, 1/*AlphaBlending*/, 1/*DepthTesting*/, 1/*DepthWriting*/);     /// Handle day/night     glColor4f(Red, Green, Blue, AlphaR);     //glColor4f(Red, Green, Blue, 1);     glPushMatrix();     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);     glEnable(GL_TEXTURE_2D);     XPLMBindTexture2d(textures[RAIN_TEXTURE].texIMGID, 0);     glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);     glBegin(GL_QUADS);                 glTexCoord2f(1, 1.0f); glVertex2f(right, bottom);    // Bottom Right Of The Texture and Quad                 glTexCoord2f(0, 1.0f); glVertex2f(left, bottom);    // Bottom Left Of The Texture and Quad                 glTexCoord2f(0, 0.0f); glVertex2f(left, top);    // Top Left Of The Texture and Quad                 glTexCoord2f(1, 0.0f); glVertex2f(right, top);    // Top Right Of The Texture and Quad     glEnd();   If I put AlphaR to 1 it's ok, but I want to fade in/out the raintexture. Many thanks  
  3. whole archive gets me closer than trying individual libs:   Building target: lin.xpl Invoking: GCC C++ Linker g++  -Wl,--whole-archive /usr/lib/x86_64-linux-gnu/libcurl.a -Wl,--no-whole-archive,-Bdynamic,-rpath=. -shared -o "lin.xpl"  ./BitmapSupport.o ./main.o ./myList.o   -lopenal -lSDL -lGL Finished building target: lin.xpl   I get this runtime error: undefined symbol: GSS_C_NT_HOSTBASED_SERVICE Any idea? Probably exclude a lib somehow? Thanks   PS: got it working compiling curl to tmp while disabling lots of stuff alike: http://stackoverflow.com/questions/9648943/static-compile-of-libcurl-apps-linux-c-missing-library
  4. You mean pass the *.a to the linker? That's what I've tried a long time ago without success. Should I need to pass all .a, around ten or so for curl alone, to the linker like above?   Building target: lin.xpl Invoking: GCC C++ Linker g++ /usr/lib/x86_64-linux-gnu/libcurl.a /usr/lib/x86_64-linux-gnu/libSDL.a -Wl,-Bdynamic,-rpath=. -shared -o "lin.xpl"  ./BitmapSupport.o ./main.o ./myList.o   -lopenal -lcurl -lSDL -lGL Finished building target: lin.xpl   like this it compiles but is not statically linked like ldd shows:       libcurl-gnutls.so.4 => /usr/lib/x86_64-linux-gnu/libcurl-gnutls.so.4 (0x00007fbce28dd000)     libSDL-1.2.so.0 => /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0 (0x00007fbce2643000)   Thanks again
  5. Hi how to link curl and sdl statically?   Building file: ../myList.cpp Invoking: GCC C++ Compiler g++ /usr/lib/x86_64-linux-gnu/libcurl.a /usr/lib/x86_64-linux-gnu/libSDL.a -fPIC -fvisibility=hidden -static -DCURL_STATICLIB -DLIN=1 -DLWM=0 -DREF=1 -DXPLM200 -DXPLM210 -DIBM=0 -DAPL=0 -I/usr/include/GL -I/usr/include/SDL -I/home/michael/CPP64/SDK/CHeaders/XPLM -O3 -Wall -c -fmessage-length=0 -pthread -std=c++11 -MMD -MP -MF"myList.d" -MT"myList.o" -o "myList.o" "../myList.cpp" g++: warning: /usr/lib/x86_64-linux-gnu/libcurl.a: linker input file unused because linking not done g++: warning: /usr/lib/x86_64-linux-gnu/libSDL.a: linker input file unused because linking not done Finished building: ../myList.cpp   if I remove the -c I get:   Invoking: GCC C++ Compiler g++ /usr/lib/x86_64-linux-gnu/libcurl.a /usr/lib/x86_64-linux-gnu/libSDL.a -fPIC -fvisibility=hidden -static -DCURL_STATICLIB -DLIN=1 -DLWM=0 -DREF=1 -DXPLM200 -DXPLM210 -DIBM=0 -DAPL=0 -I/usr/include/GL -I/usr/include/SDL -I/home/michael/CPP64/SDK/CHeaders/XPLM -O3 -Wall -fmessage-length=0 -pthread -std=c++11 -MMD -MP -MF"BitmapSupport.d" -MT"BitmapSupport.o" -o "BitmapSupport.o" "../BitmapSupport.cpp" /usr/lib/gcc/x86_64-linux-gnu/5/../../../x86_64-linux-gnu/crt1.o: In function `_start': (.text+0x20): undefined reference to `main' subdir.mk:24: recipe for target 'BitmapSupport.o' failed collect2: error: ld returned 1 exit status make: *** [BitmapSupport.o] Error 1   Many thanks and regards  
  6. What I do now is erase also the last two letters (/ or \\) then get the last / or \\. Works as I know the upper directory to contain at least two letters.     InFileCopyFrom.erase (InFileCopyFrom.end()-18, InFileCopyFrom.end());   string::size_type nn = InFileCopyFrom.find_last_of("/\\:");   if (nn == string::npos) XPLMDebugString("The plugin folder is missing.\n");   InFileCopyFrom = InFileCopyFrom.substr(0, nn + 1);
  7. Hi I've a file path: std::string filepath and want to move up one directory. (win/mac/linux) In other words delete until up one directory. Many thanks  
  8. With: Invoking: GCC C++ Linker g++ -Wl,-Bstatic -lSDL -Wl,-Bdynamic,-rpath=. -shared -o "lin.xpl"  ./main.o ./myList.o   -lopenal -lcurl -lGL Finished building target: lin.xpl   I get: dlerror:/media/michael/DATA/X-Plane_10/Aircraft/General Aviation/P4/plugins/p4/64/lin.xpl: undefined symbol: SDL_Quit   Many thanks
  9. @sergamer I use sdl1.2 and static linking @Josh   I do with Eclipse on Ubuntu: Invoking: GCC C++ Linker g++ -Wl,-Bstatic -lSDL -Wl,-Bdynamic,-rpath=. -shared -o "lin.xpl" ./main.o ./myList.o -lopenal -lcurl -lGL Finished building target: lin.xpl without -lSDL at the end I get sdl-quit not found or alike errors. How to link statically sdl and later sdl_ttf for a X-Plane plugin. Thanks   For Ubuntu dynamic linking is ok, but I don't want to ship sdl and sdl_ttf with my app on other os.
  10. I get redirected to: http://www.findingresult.com/?dn=gamedev.net&pid=9PORPU154 for hours. only by clicking several times I got here. Please remove that. Thanks  
  11. Hi is there a bigger font.bmp to this lesson? That texture is so small, probably for 1024*768 resolution that was common 10 years ago. Thanks  
  12. OpenGL

    Seems to need glut, freetype etc., but I don't want dependencies. I'll try to link statically sdl_ttf now.
  13. Hi I do with Eclipse on Ubuntu:   Invoking: GCC C++ Linker g++ -Wl,-Bstatic -lSDL -Wl,-Bdynamic,-rpath=. -shared -o "lin.xpl"  ./main.o ./myList.o   -lopenal -lcurl -lGL Finished building target: lin.xpl   but get sdl errors. How to link statically sdl and later sdl_ttf for a X-Plane plugin. Thanks  
  14. OpenGL

    WiredCat now that looks easy. No additional libs like glut needed? Thanks for the code, I'll try tomorrow.
  15.   Yes me to and no synaptic is very easy to use. One click to install headers etc. while on Windows I thought "no it can't get worse" I was wrong. Mac is a nightmare, also Xcode is the worst IDE that I've ever used. With my C++/Eclipse/Ubuntu development I only feel sorry about people saying needing to rewrite lots of code for compiling on other os. We also get Snappy and Flatpak.