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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.


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  1. A SOLUTION IS FOUND. In VB6, go to project properties, click on compile tab. Press the Advanced Optimizations button. Click on Remove floating point exceptions check. I had already done this in my project but for some reason, my partner's VB6 did not have that checked.
  2. You should get information with glGetString and also, make sure you have the drivers from nvidia installed and not MESA3D or some other software junk.
  3. wintertime : the driver that comes on the CD for the video card works fine. Rewriting the entire code would be too drastic and it also doesn't mean that it would solve the problem.   Ohforf sake : yes, I remember reading about that, back in 2000 or 2001. But in my case, is the AMD driver enabling exception? I don't know how to check if it is integer or floating point exception in VB6.
  4. We have a project written in VB6. It uses GL 1.1. It runs fine on multiple Windows versions and different cards. But with the Catalyst 13.1 driver and also previous one, "division by zero" message is getting thrown.   It happens on HD 5450, Win 7 32 bit and also on another HD series card. It happens on simple functions like glScalef and glScissor. The values being submitted to those functions are fine so I don't understand what the problem is. There is some behind the scene thing happening in the AMD drivers.
  5. BTW, if you want to debug, call glGetError(). http://www.opengl.org/wiki/Common_Mistakes#glGetError
  6. glEnable(GL_TEXTURE_2D) doesn't cause memeory leaks. You might have a leak with your PNG loading code. In order to be sure, try replacing it with a hardcoded 1x1 texture.
  7. What do you mean by library? What exactly do you want to do? If you just want to create a GL window, then use freeGLUT, SDL or the several other solutions. If you need a graphics engine, there is Ogre3D and many others out there. mhagain said GL_ARB_vertex_program and GL_ARB_fragment_program but these aren't libraries. These are GL extensions which are quite old by now. I strongly recommend getting a GL 2.0 card at minimum and use shaders for rendering everything. If you really want to stick with Intel, stick to GL 1.1 since their GL drivers are terrible or just go with Direct3D.
  8. http://www.opengl.org/wiki/GLSL_:_common_mistakes#glGetUniformLocation and http://www.opengl.org/wiki/GLSL_:_common_mistakes#Enable_Or_Not_To_Enable
  9. Even if the problem has been found, it isn't a good idea to read a text file as binary because on some systems (Windows), end of lines are in the form of \r\n or was it \n\r. It is better to open the file this way FILE *fp = fopen("MaddEngine.frag", "r"); //changed the "rb" to "r" and the library will automatically convert all the \r\n to \n (newlines). and it is a good idea to NULL terminate the file string yourself.
  10. http://www.opengl.org/wiki/GLSL_:_common_mistakes#glGetUniformLocation
  11. There are quite a few BIG differences. The GLSL part a slightly different. Desktop GL has support for geometry shaders, tesselation shaders. On Windows and Linux, you can create a compatible profile (all the old functions down to GL 1.0 work) or you can create a core profile. EGL doesn't exist on the desktop. Each platform has its own binding API.
  12. [quote name='Erik Rufelt' timestamp='1345993666' post='4973481'] If you actually use a single buffer you can't swap, as you need two buffers to be able to swap one out with the other. What type of flickering do you get with double-buffering? I'm not very familiar with freeglut, but are you even supposed to swap manually, doesn't glut do that by default? If so, you might be swapping twice per frame, which will likely cause a lot of flickering. Also, I wouldn't be surprised if fullscreen mode requires double buffering, which would explain why you can't use fullscreen single buffer. [/quote] No, GLUT and also freeGLUT don't swap. You have to call glutSwapBuffers (in the case of double buffering of course). In the case if single buffer, you must call glFlush. In any case, why use single buffer? It will give graphical gliches and flashing.
  13. OpenGL

  14. OpenGL

    1. You can start out with freeGLUT to get off the ground. It hides the OS specific stuff like creation a window and GL context, user input. 2. There is Nehe but it is ancient and just teaches GL 1.1 and few things like VBO. There is the Wiki for GL 3 stuff http://www.opengl.org/wiki/Tutorials and all this http://www.opengl.org/wiki/Getting_started#Tutorials_and_How_To_Guides 3. The same way you learn the syntax for any other API 4. 2D tic tac toe or Pac Man.
  15. The code looks fine. It is probably some system issue. BTW, what OS, gpu are you using. Do you have the latest graphics drivers?