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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. Thank you! I didn't think that they would rename/replace that many functions.   After reading your post i searched for SDL2 beginner tutorials and found this one: http://www.opengl.org/wiki/Tutorial1:_Creating_a_Cross_Platform_OpenGL_3.2_Context_in_SDL_(C_/_SDL)   Now everything is working fine.
  2. I recently started programming an engine using SDL 1.2.15 and OpenGl. Now i tried to use Nvidia Nsight as shader debugger, but it needs a higher OpenGl version. Since SDL 1.2 doesn't support changing the OpenGl version i simply tried to use SDL 2.   I exchanged the library and include paths and changed the linker input to SDL2.lib and SDL2main.lib. (+OpenGL32.lib and glu32.lib) Now the problem is that some methods and constants of SDL are marked as undefined.   Just to check i created a new project with the code below with 2 configurations, SDL 1.2 and SDL 2. Like in the other project SDL 1.2 is working and SDL 2 not.   #include "SDL.h" #include "SDL_opengl.h" #include <stdio.h> #include <stdlib.h> #define WIDTH 800 #define HEIGHT 600 static void repaint() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SDL_GL_SwapBuffers(); } static void setup_sdl() { const SDL_VideoInfo* video; int flags = 0; if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); exit(1); } atexit(SDL_Quit); video = SDL_GetVideoInfo( ); if( video == NULL ) { fprintf(stderr, "Couldn't get video information: %s\n", SDL_GetError()); exit(1); } /* Set the minimum requirements for the OpenGL window */ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32); SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1 ); if( SDL_SetVideoMode( WIDTH, HEIGHT, video->vfmt->BitsPerPixel, SDL_OPENGL ) == 0 ) { fprintf(stderr, "Couldn't set video mode: %s\n", SDL_GetError()); exit(1); } } static void setup_opengl() { float aspect = (float)WIDTH / (float)HEIGHT; glViewport(0, 0, WIDTH, HEIGHT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, aspect, 0.1, 10000.0); glMatrixMode(GL_MODELVIEW); glClearColor(0, 0, 0, 0); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); } static void main_loop() { SDL_Event event; while (1) { while( SDL_PollEvent( &event ) ) { switch( event.type ) { case SDL_QUIT: exit (0); break; } } repaint(); } } int main(int argc, char* argv[]) { setup_sdl(); setup_opengl(); main_loop(); return 0; }   Undefined items: SDL_GL_SwapBuffers SDL_VideoInfo SDL_GetVideoInfo SDL_SetVideoMode SDL_OPENGL  gluPerspective SDL_GL_SWAP_CONTROL SDL_WM_GrabInput SDL_GRAB_ON gluErrorString   I'm really clueless why some functions and constants are working and some are not.   Additional Info: I'm using Visual Studio 2010.