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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. That optional argument "const FLOAT *dashes" is a pointer. Means you can either supply actual data - array with dashes lengths, or not supply anything. For pointers/arrays that means passing zero/nullptr. You can't omit it in a sense of C/C++ optional arguments, but you can some give data or not, that's what "optional" means in this case.
  2. C++

    putenv() should be in "stdlib.h". On windows there's _putinv() function in same stdlib.h. In my old app I had to undefine __STRICT_ANSI__ define before including stdlib.h when building for windows, can't remember now which building environment required that, probably mingw32.
  3. There's _putenv() on windows
  4. C++

    Call setlocale(LC_ALL, "") and do putenv() with LANGUAGE environment variable set to desired language. Apparently gettext checks environment variables when choosing translation.
  5. Worked with it long ago with no problems, used in a portable win32/linux app. See quick tutorial here: http://www.labri.fr/perso/fleury/posts/programming/a-quick-gettext-tutorial.html The main "problem" you can hit with gettext - is when you want to change language explicitly. It's important to call setlocale(LC_ALL, "") and have LANGUAGE environment variable set to desired language. Normally gettext returns translations depending on system's settings, so if you want to change language from within the app - just putenv() LANGUAGE var explicitly. Also pay attention to .mo files final location. It must be as described in tutorial, e.g. "top_translations_dir/language/LC_MESSAGES/domain.mo". In bold there's your language (en/fr/ja, etc), and text domain, top_translations_dir is location passed to bindtextdomain()
  6. When you have vertex normals, you don't average them. Something like weighted averaging needed only when you calculating normals on your own, because there's no normals data in obj file. Now you must construct all vertices with all corresponding data (just like that, combined value of position/texture_coord/normal), then build index, removing duplicate vertices, i.e verts that has all the same pos/tex_co/norm. In the end there might be more verts in your vertex buffer than there's 'v' directives in obj file, and that's normal. The first thing you must accept - is that 'v' directive does not create your final vertex. It only describes position in space. Resulting vertex is a combination of all data from all v/vt/vn streams. Face vertex index in 'v' stream will tell about source vertex identity (same index means physically same point, while different indices means unrelated verts even if those are in same position), but that's needed only when you reconstruct normals, so shouldn't bother you at the moment.
  7. Doesn't matter. See Wavefront Object specs pdf: https://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
  8. Working directory could be anything, and probably you don't need to know that at all. What you need to know is where .exe file located, so resources could be read by the path relative to .exe location. See SDL_GetBasePath() function: https://wiki.libsdl.org/SDL_GetBasePath Place your assets near exe file, maybe in subdirectories. Then open it by concatenated name - base path and asset file name.
  9. Can it be that you're creating each tile as separate entity, and then draw every tile with a separate draw call? That's, probably, the only thing that could drop fps drastically. removed stuff that looked offending.
  10. This code would crash if no "Sans.ttf" file could be found in app's current working directory. It doesn't crash otherwise for me. Check what's result from `TTF_OpenFont()`, is it null or a valid pointer.
  11.   Now it might be anything, since it's your actions. You'll have to show minimal crashing example, which we can build and test. Maybe you didn't initialize library properly, or misused it in some other way.
  12. Is there something that doesn't allow you to build your project using visual studio's projects/solution files? It just might be faster to create a solution with projects for all the libs you want linked statically. You will have those libs automatically rebuilt in whatever settings your main project require. It worked for me, including freetype and other opensource libs.
  13.   Check that dll you've copied was compiled for the same runtime as your main project. If something won't match (32-bit dll in 64-bit program, debugging/multithreading settings, etc), then program will fail to start.
  14.   '*.dll.a' is not a dynamic '.dll' library.  If library ends with .a - then this library is linked statically. In your case it's .dll.a, means it's import library, it tells your compiler's linker to search for actual function in some .dll file, linked later dynamically, by system. You still need libSDL2_ttf.dll
  15. Behavior differences between debug and release builds are typically associated with uninitialized variables. Debug build will initialize all variables with some known value that helps to detect uninitialized variable use. If you ignore that, your debug build probably will behave incorrectly (say, boolean value might be not equal to true and not equal to false at the same time), but will be stable, even if exact value in uninitialized variable is not what you expect. Release build won't touch your variables, so behavior will differ from debug build, and even can change between runs.