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      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.

Petrov_VA

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  1. Halley62373: Thanks a lot for yr comment. Win32 version of this article here Nevertheless I believe that MFC platform is rather alive then dead and everithing developed in MFC may be done in Win32 and vice versa.
  2. Adaptation of the codes of 2000 to Visual C++ MS VS pro 2010-2012:   NeHe's demo and codes OpenGL summary
  3. Problem is Glaux.lib. To avoid see adaptation of the codes of 2000 to Visual C++ MS VS pro 2010-2012:   NeHe's demo and codes OpenGL summary
  4. Adaptation of the codes of 2000 to Visual C++ MS VS pro 2010-2012:   NeHe's demo and codes OpenGL summary 
  5. Adaptation of the codes of 2000 to Visual C++ MS VS pro 2010-2012:   NeHe's demo and codes OpenGL summary 
  6. If you are interested in Visual C++ MS VS pro 2010-2012 you may try  NeHe's demo and codes OpenGL summary 
  7. the sample:NeHe's Legacy Tutorials (demo and codes summary provided)
  8. I agree with above. NeHe's OpenGL Win32 projects may provide a good support for the books and tutorials.
  9. You may load into OpenGL any image file Windows available with the CImage class. Technology provided:Codes and Demo.
  10. You must check the mask performance of the image. Which graphics do you use? At least Corel Draw required.  Show me yr pictures I'll try to check.
  11. I believe the best way to learn any language is a work with the ready working projects. Just pick up any and try to modify one as you like and while questions occurred  to apply to books and tutorials. You may try with Concentration of all The Lessons in Common Library GLSummary in MFC The source files are demo  and codes of ready working projects of Visual C++ MS VS 2010/2012 pro integrated the OpenGL lessons from http://nehe.gamedev.net/ . A lot of people feel something like panic with the words MFC but do not trust them, just try yourself.  
  12. I believe the best way to learn any language is a work with the ready working projects. Just pick up any and try to modify one as you like and while questions occurred  to apply to books and tutorials. You may try with Concentration of all The Lessons in Common Library GLSummary in MFC The source files are demo  and codes of ready working projects of Visual C++ MS VS 2010/2012 pro integrated the OpenGL lessons from http://nehe.gamedev.net/ . A lot of people feel something like panic with the words MFC but do not trust them, just try yourself.  
  13. Good sample of 2D graphics program: lesson21( c++ code) The codes and demo of above adapted to MS VS 2010/2012 in source files to: Concentration of all The Lessons in Common Library GLSummary in MFC
  14. The answer is the previous post: Concentration of all The Lessons in Common Library GLSummary in MFC The source files are demo  and codes of ready working projects integrated the lessons from http://nehe.gamedev.net/  also integrated the programming language that handles the graphics with the .cpp algorithm files 
  15. For OIpenGL in Visual C++  MS VS 2010/2012 you may try with Concentration of all The Lessons in Common Library GLSummary in MFC   The source files are demo  and codes of ready working projects integrated the lessons from http://nehe.gamedev.net/