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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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About Minion

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  1. OpenGL

    Quote: The driver should replace the system header files? or it ships with it's own headers and I should include the driver's ones in my program... You shouldn't have to change anything in your program. If you create an OpenGL application, the operating system will use the software renderer if an OpenGL-supported graphics card is NOT present. Hopefully this answers your question.
  2. Eventually you'll want some good books, but to get your feet wet, tutorials are great. You can find many great (and many not so great) tutorials with google. I think there is an old edition (2nd ed., iirc) of Teach Yourself C++ in 21 Days floating around somewhere on the web, but I don't think that's entirely legal. A very good book is Thinking in C++ 2nd Ed., which is available freely from the author's website: http://www.mindview.net/Books/TICPP/ThinkingInCPP2e.html. I wouldn't recommend that book to a complete newbie, but once you have the basics of C++ down, or any programming experience for that matter, it is a great resource. As far as Game Maker, I would have to agree with Captain P. It is useful for learning some of the basics of 2D game development, but it won't be too helpful when it comes to learning C++. Personally, I would rather focus my efforts on learning C++ than on learning to use Game Maker and GML. But that's just my two cents... Hope this helps.
  3. I'm not sure as I don't use Visual Studio at all, but if you have an older version maybe you could add the directory for includes and libs from the old one in the new one. Like if the originals were stored in C:\Program Files\Visual Studio\Includes and C:\Program Files\Visual Studio\Libs then just set up the IDE to compile with those directories. And as I don't use VS I couldn't tell you how. Also, those example directories I gave are probably wrong because, again, I don't use VS (or Windows for that matter). Mark
  4. From the SxDL web site: Quote: SxDL is a powerful and an easy to use 2D and 3D Game Development Framework for MS Windows and MS DirectX. From the jujubean's "wish list": Quote: -Cross platform (as much as possible)
  5. Quote: I just fundamentally think downgrading should be for a good reason, not because somebody disagrees with your opinion. That's just not a good reason, and I wouldn't do it. Somebody who downgrades you for just disagreeing should not do so. I think he understands that, and that is why he said: Quote: Why not give a second little checkbox next to the rating system, forcing someone to give the reason they are rating someone else? Personally, I agree with what he's saying. I'm not sure if it is true that helpfulness is not the reason for rating someone, but it is obvious that someone could use this feature to rate someone else down just because they don't agree with something the first someone said. This is childlike, even moronic behavior, I know, but unfortunately there are still a lot of morons in the world and some have found their way into this otherwise great community. Mark
  6. To the Anonymous Poster: I'm not trying to be mean, but you really should not post your questions in someone elses thread. It is basically equivalent to interrupting them. I'd help you out with your problem if I could, but I don't use Dev-C++ at the moment.
  7. Quote: Hmmmm... What happens if there are more than MAX_CHARS in the file? Quote: MAX_CHARS is not the number of characters in the file (in fact there isn't even a file), it is the number of possible character values. The array chars[] is the count of all the occurences of a particular character, where the value of the character is the index into the array. ApochPiQ is correct here. Quote: I suspect the problem is in your histogram output loop. I really can't tell what you're trying to accomplish here. The first for loop prints each row, and the second for loop checks whether or not char[j] (where j is an ascii value) appears at least i times in input. If so, I print an asterisk. If not, I print some blanks to keep the output lined up correctly. Quote: I think the loop for(j = 0; i < MAX_CHARS; ++j) is causing the error, because you're checking i<MAX_CHARS, not j<MAX_CHARS, but you're accessing chars[j]. That's exactly the problem. Thanks :) I don't know why I couldn't catch that... I appreciate all the help. Thanks guys. Thanks, Mark
  8. I am having a problem with a simple program that should print a histogram displaying the frequency of different characters in its input. I would try using gdb, but it is not installed on my system at the moment, and it would take forever to reinstall the compiler. Here is the code: #include <stdio.h> #define MAX_CHARS 256 /* maximum number of chars to count */ /* 1-14; print a histogram showing the frequency of characters in input */ main() { /* declare vars */ int c, i, j, charsmax; int chars[MAX_CHARS]; /* initialize vars */ charsmax = 0; for (i = 0; i < MAX_CHARS; ++i) chars[i] = 0; /* get chars */ while ((c = getchar()) != EOF) ++chars[c]; /* which character appears most often? */ for (i = 0; i < MAX_CHARS; ++i) if (chars[i] > charsmax) charsmax = chars[i]; /* now for the histogram */ for (i = charsmax; i > 0; --i) { printf("%3d |", i); for (j = 0; i < MAX_CHARS; ++j) { if (chars[j] >= i) printf(" *"); else printf(" "); } putchar('\n'); } printf(" "); for (i = 0; i < MAX_CHARS; ++i) printf("----"); putchar('\n'); printf(" "); for (i = 0; i < MAX_CHARS; ++i) printf("%4d", i + 1); putchar('\n'); } And the output when I run it on the source file ([pre]./a.out < charfreq.c[/pre]): [mark@hendrix ~/code/kandr]$ ./a.out <charfreq.c 129 | * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Segmentation fault [mark@hendrix ~/code/kandr]$ I'd appreciate any help. As I said I don't have access to gdb at the moment and my efforts of reviewing the code have not been productive. Thanks, Mark