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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. yes i called glewinit() after i created my window and made the window context. I dont know if it supports buffer objects but my graphics card is 330m nvidia.
  2. im using the libary's glew and glfw.
  3. When i try to debug the program i get Access violation reading location 0x00000000.
  4. code seems to crash when i call my make_buffer function or my render function. void Graphics::make_buffer(GLenum object, GLenum type) { int offset = object * numperobj; glGenBuffers(1, buf.buffer); glBindBuffer(GL_ARRAY_BUFFER, buf.buffer[Vertices+ offset]); glBufferData(GL_ARRAY_BUFFER, sizeof(floorverts), floorverts, GL_STATIC_DRAW); glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)); glEnableClientState(GL_VERTEX_ARRAY); glGenBuffers(1, buf.buffer); glBindBuffer(GL_ARRAY_BUFFER, buf.buffer[Colors + offset]); glBufferData(GL_ARRAY_BUFFER, sizeof(floorcol), floorcol, GL_STATIC_DRAW); glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)); glEnableClientState(GL_COLOR_ARRAY); glGenBuffers(1, buf.buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf.buffer[Elements + offset]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(floorinds), floorinds, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); buf.PrimType[object] = type; buf.NumElems[object] = sizeof(floorinds); } void Graphics::render(GLuint object) { int offset = object * numperobj; glBindBuffer(GL_ARRAY_BUFFER, buf.buffer[Vertices + offset]); glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)); glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, buf.buffer[Colors + offset]); glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)); glEnableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf.buffer[Elements + offset]); glDrawElements(buf.PrimType[object], buf.NumElems[object], GL_UNSIGNED_INT, BUFFER_OFFSET(0)); }
  5. Thx that solved my problem.
  6. I manged to fix it. What i did wrong was download the win64 version of glfw instead of the win32. But now i have a new problem every time i call Initglew() my program clashes. //Sets the error callback in case of error glfwSetErrorCallback(Error_callback); //initailize glfw if (!glfwInit()) { exit(EXIT_FAILURE); return false; } //create window window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); if (!window) { glfwTerminate(); exit(EXIT_FAILURE); return false; } glewExperimental=true; GLenum err=glewInit(); if(err!=GLEW_OK) { //Problem: glewInit failed, something is seriously wrong. glfwTerminate(); exit(EXIT_FAILURE); return false; } //set window context glfwMakeContextCurrent(window); //sets Key callback glfwSetKeyCallback(window, Key_callback); return true;
  7. I'm not sure that is a good idea. I'm not familiar with the precompiled build for GLFW but from a quick glance I got the impression glfw3.lib is for statically linking GLFW while glfw3dll.lib is for dynamically linking it. Supplying both to the linker might have you end up with errors like that. That said, I would in general advise to only link something as small and simple like GLFW dynamically if there is a specific need for that. So my advice would be to remove the define for GLFW_DLL and only link glfw3.lib. I tried what you said but i still get the same error
  8. I get this error every time i debug this code. I downloaded the new version of glfw from www.glfw.org. I have linked both the library's  glfw3.lib and glfw3dll.lib to the linker  input and general.   #define GLFW_DLL #include <GLFW/glfw3.h> int main(void) {     GLFWwindow* window;     /* Initialize the library */     if (!glfwInit())         return -1;     /* Create a windowed mode window and its OpenGL context */     window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);     if (!window)     {         glfwTerminate();         return -1;     }     /* Make the window's context current */     glfwMakeContextCurrent(window);     /* Loop until the user closes the window */     while (!glfwWindowShouldClose(window))     {         /* Render here */         /* Swap front and back buffers */         glfwSwapBuffers(window);         /* Poll for and process events */         glfwPollEvents();     }     glfwTerminate();     return 0; } 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwPollEvents referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwSwapBuffers referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwWindowShouldClose referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwMakeContextCurrent referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwTerminate referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwCreateWindow referenced in function _main 1>main.obj : error LNK2019: unresolved external symbol __imp__glfwInit referenced in function _main 1>c:\users\william\documents\visual studio 2010\Projects\test 1\Debug\test 1.exe : fatal error LNK1120: 7 unresolved externals
  9. well I want to make mostly Platformer, RPG, and FPS games. Ill like to do both 2D and 3D games. I'm already pretty good with 3ds max and Photoshop. I guess i want to learn all the platforms, but mainly Windows. and last i guess ill start from scratch just to understand how a game work entirely, but in the future i hope to be able to use the unreal engine.
  10. I have taken classes in c++ and java, I know these langauges but i dont know how to make make a game from c++ or java. Can someone help point me the right way.