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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. Check: /* Function prototypes */ /* * Retrieve the current state of the mouse. * The current button state is returned as a button bitmask, which can * be tested using the SDL_BUTTON(X) macros, and x and y are set to the * current mouse cursor position. You can pass NULL for either x or y. */ extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int *x, int *y); With: /* Used as a mask when testing buttons in buttonstate Button 1: Left mouse button Button 2: Middle mouse button Button 3: Right mouse button Button 4: Mouse wheel up (may also be a real button) Button 5: Mouse wheel down (may also be a real button) */ #define SDL_BUTTON(X) (1 << ((X)-1)) #define SDL_BUTTON_LEFT 1 #define SDL_BUTTON_MIDDLE 2 #define SDL_BUTTON_RIGHT 3 #define SDL_BUTTON_WHEELUP 4 #define SDL_BUTTON_WHEELDOWN 5 #define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) #define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) #define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) in SDL_mouse.h
  2. Quote:How old are you? 24 Quote:How long have you been programming? Started at 16. 8 Years total now including 2 years professional. Quote:What would you say is the hardest thing about being a programmer? I am not sure, maybe fixing code created by someone else :) ? Quote:What personal programming achievement are you proudest of?
  3. How did you check the memory ? Did you use Task Manager for that ? In that case you don't have to worry it is normal behaviour for any windows application. If you want to check if memory leaks are really occuring then you need to use crtdbg.h
  4. Hmm I got the same problem with my canon photo drivers. There is some service they are starting and can't start because I have disabled it. To find exactly what is delaying it look in the event viewer under administrative options in the control panel. Check the error messages and google them :)
  5. Quote:Original post by louisx Whoa... that's a great snowfall :D i love it very much ^^ umm... can you take a look of my code and..tell me which part that should i change into?and how much the value? Thanks all :) Well I would rewrite it all together and make it simple, but I don't have time for that. Sorry. I can suggest though that you check Crystal Space 3D engine. This is what inspired me to make a snow effect :)
  6. Hi Don't know if it might help but for the most simple particle simulation like this clicky there are only few things needed: 1. The particle speed is always constant and it doesn't accelerate. Otherwise they would look more like rain and unrealistically. 2. Each frame the particle should get small random direction for X,Y,Z coordinates. This would make it look more realistic . You need to pick the value carefully so it would work with the speed value properly. Thats probably it.
  7. I think you should put the LoadGLTextures() in the resize function at the end and not in the Draw() . And yes try to enable GL_TEXTURE_2D because it may disable the states also.
  8. It would be good if you could show the resize code. I can however make a guess that you are recreating window context with new screen width and height parameters. When you usually do that in windows then all the data that is stored in OpenGL is cleared (textures for example) (This may be the issue specific to only OpenGL + SDL - I am not sure, but I am getting the same results). You just need to reload the textures. The resizing is not so widely used with openGL. Usually it is a fixed size window windowed/fullscreen. I guess this is the reason for this. I don't know how it works in linux though.
  9. Hi. The C++ doesn't have delegates as part of the language. It has only function pointers. However the function pointers are different depending on if you are trying to point to the member function or a regular function. I would suggest you look at fastdelegate "hack". I found it to be one of the best examples of delegates for C++
  10. Well, you can check our project we have finished Blazetris. It was also part of IOTD a year ago :) video can be found here Current project is still under heavy work, and not much to show right now.
  11. I am a little bit skeptical. However if the movie would have randomly generated levels then I will be happy ! :)
  12. OpenGL

    P.S. Also don't forget to build the program as Release, otherwise it would ask for visual studio debug dlls.
  13. Quote:Original post by superpig Quote:Original post by Skizz The drivers are for the PhysX physics accelerator hardware that is available. They give away the SDK and software implementation of the engine so that people are tempted to buy the hardware.Yes, that's what I figured. But I couldn't see a way of installing the PhysX runtime - on a machine without the accelerator hardware - that didn't involve installing drivers. If they seriously think that people will be more likely to buy the hardware "because they already have the drivers installed," they're insane in the membrane. The drivers should be installed with the hardware and the software SDK should do a check to see if they are present. There is a way with a simple hack to make physX app work without the requirement to install drivers. Just place dlls into physx folder manually and set the path in the registry. I think the ageia is aware of this problem and probably working on the solution.
  14. This is really awesome ! :)
  15. It is probably related to the drivers, I have seen plenty of problems on system with different video cards. What video cards you have there ? Usually this is related to the problem with your own code. I can recommend that you leave everything you don't need or create a really simple demo. That way you can quickly get a picture where it is failing exactly.