• Announcements

    • khawk

      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.

slanker70

Members
  • Content count

    24
  • Joined

  • Last visited

Community Reputation

122 Neutral

About slanker70

  • Rank
    Member
  1. Hi all, First of all I'm not sure in which forum I shoud post this thread so my apology if I mistakenly post this in the wrong forum. For my university project, I'd like to develop a game for a multitouch screen that will support 2 players at the same time e.g. Air Hockey. At first I wanted to develop a game for the iPad but hesitated because the SDK uses Objective-C. I stumbled upon this while searching for an sdk in c++ that supports Multitouch capabilities: http://labs.nortd.com/touchkit/ This is a link of a video presentation for a game demo crated using the above SDK and Hardware http://www.youtube.com/watch?v=TMq2Afac0uA The only problem with the above solution is the price, although the software can be downloaded for free the hardware cost $1500 (with no other functionalities besides the fact that it supports multitouch capabilities) As for XNA, i'm not quite sure whether it suports the new windows 7 multitouch capabilities, also it's not in c++. So please can anyone reccommend a solution (SDK, Hardware) for developing a game in c++ for a multitouch screen (preferably not for mobile devices because of the screen dimension). Regards, Dana
  2. Hi, I'm having problem regarding these 2 math functions using conde::BLocks in Linux: 1. acos 2. sqrt If I include math.h it coudn't find sqrt, and if I include cmath it says that acos is undefined. So I view the cmath header file and inside it includes math.h, but when I try to open math.h it says that file is not found. So ithink my math.h is missing in Linux. Can someone please help. Regards, Dana
  3. Hi, It's just for pervention, cause for example I wouldn't want a game to be able to run 2 instance (window) at the same time unlike mozilla firefox where it's able to. Regards, Dana
  4. Hi, I was wondering if there's anyway to prevent SDL from creating multiple window instances. What I mean is when an SDL application is compiled, in the debug folder there's an .exe file, and at the momment if I run that file and run it again it will create 2 instances (window) of that file, and will do so again limitless. So is there a way to prevent this? Regards, Dana
  5. Hi, Thanks for the reply rip-off. Here's the schematic of what I did. Quote:Text.h - uses forward declaration "class Texture" Text.cpp - includes "Text.h" and "Texture.h" Control.h is an abstract class - uses forward declaration "class Text" Control.cpp - includes "Control.h" Button.h is a child of Control - includes "Control.h" Button.cpp - includes "Button.h" and "Text.h" It compiles fine but please let me know if there's a better way to do it. Regards, Dana
  6. Hi, Thank you all for your replies and sorry for not using any code tags, won't happen again [smile] Quote:This is why so called "master headers" aren't usually a good idea. I've altered all my codes to include individual header files directly rather then using "master headers" and it solved the problem for every pltaform. But why does the error occured only for that particular class? Cause I do have other classes in my game engine that has a member of other Class instance pointer. Quote:Forward declarations could save you here since it's a pointer to the type. IE before that class where the problem is put this: class Texture; So if I do use forward declaration, do I still need to include the necessary header files? Quote:another thing that might work is change this line Texture* fontTexture; <-------------- THE PROBLEM IS HERE to class Texture* fontTexture; <-------------- THE PROBLEM IS HERE What's the difference between the above method and the first one, is it just a matter of preference? Quote:oh and personal pet peeve, why do you put the * next to the type? that implies... int* a,b; //will this give you 2 pointers? no! when... int *a,*b; //the * is a modifier of the variable being declared, not the type! I got use to type that way following a tutorial when I first learn C++. I'll try to remember that from now on [smile] Also in terms of optimisation is it better to use "master headers" or forward declarations? And why does my quotes doesn't display the original poster, do I have to type it manually? Regards, Dana
  7. Hi and thanks for the reply, Just tried your suggestion and instead of including "EngineCore.h" I've included "Texture.h" directly into the class, same problem though for some reason? Regards, Dana
  8. Hi, I've encountered an odd error regarding a Class #ifndef TEXT_H #define TEXT_H // Header files #include "EngineCore.h" class Text { public: // Constructor and destructor Text(GLint in_fontSize, GLint in_fontSpace, string in_filename, string in_fontType); ~Text(); public: // Member functions // Build font texture using display list GLvoid buildTextureFont(); // Draw text GLvoid drawText(GLint x, GLint y, const char* text, ...); // Draw in 2D, must be preceded by iEngineCore-&gt;draw2D() // Get text width GLuint getTextWidth(const char* text); // Get text height GLuint getTextHeight(const char* text); // Set font texture GLvoid setFontTexture(string fileName); // Get font type string getFontType(); // Get font space GLsizei getFontSpace(); // Vector of class instances static vector&lt;Text*&gt; texts; private: // Member variables // The ID that points to a particular font base (display list) GLuint fontBase; // Stores Font texture Texture* fontTexture; &lt;-------------- THE PROBLEM IS HERE // Stores font size GLsizei fontSize; // Stores font type string fontType; // Stores font space GLsizei fontSpace; }; #endif Texture.h is included within EngineCore.h so it should not be a problem. The error in Visual Studio 2008 is: error C2143: syntax error : missing ';' before '*' Whereas in Xcode (OSX) and CodeBlocks (Linux) the error is: iso c++ forbids declaration of Texture with no type The way I solved the problem in Visual Studio and Xcode is by commenting out the line, build, un-comment it, and build again. But that method doesn't solve the problem in CodeBlocks. Can anyone please help me. Thank you, Dana [edit] Added source tags - Apoch [Edited by - ApochPiQ on May 20, 2009 10:59:27 PM]
  9. Hi, So how can I create a .ogg file exactly? Also do you know any sound and audio libary sites for games, preferably free :P Thanks, Dana
  10. Hi, I was just wondering what is most common file format that is used in cross-platform (Windows, Linux, and OSX) game developing and why? At the momment I'm using SDL_mixer for all audio purposes in my cross-platform game engine, and since it supports Microsoft WAVE files,Creative Labs VOC files as audio samples, MIDI files via Timidity, .MOD .S3M .IT .XM. via MikMod, Ogg Vorbis streams as music if built with the Ogg Vorbis libraries, and MP3 using the SMPEG library. To be honest I'm not very familiar with audio programming hence I'm using SDL_mixer since I'm using SDL for windowing and input :p From all the file format that SDL_mixer is able to load, MP3 and WAVE files are probably the only format that I'm familiar with although I've heard of MIDI before but that's about it. Please help, Dana
  11. Hi, I'm creating a simple cross-platform (Windows, Linux, and OSX) game engine (C++ with OpenGL and SDL) and got into a stage where I need to do physics (collision detection etc). Since I'm doing this for my Uni final year project, is it better to build my own Math and Physics Library or should I just use an existing library? I mean in terms of future employment, will it matter if I did or didn't built it myself as long as the engine is is complete and fully functional? Also please point me out onto a good cross-platform Math or Physics Library. Regards, Dana
  12. Hi, First of all I'm not a professional developer, must have use the parethesis wrongly in my first post. I'm actually building this simple engine for my final year project in Uni. What I meant was, which Audio Library (FMOD, OpenAL/ OpenAL Soft) would be worth learning if was to work in the game industry. Also which of those Audio Library has the most support in terms of tutorials. Thank you, Dana
  13. Hi, I was wondering whether the OpenAL SDK is still available and up to date for Linux? Cause I couldn't find it on the download section in the OpenAL website. I'm trying to create a simple 3D Game Engine for Linux, Windows and OSX and at the momment I'm using SDL_mixer. I've also been thingking about using FMOD but it is not free as I understand for commercial project, so is it worth learning? I mean in the long term (as a professional game developer), would it be best to use OpenAL or FMOD? Thank you, Dana
  14. Hi, Need more help here please.
  15. Hi, Thank you for all the replies, I've finally solved it. It seems the error was indeed cause by: int main(int argc, char *argv[]) Spcefied by mistake to: GLsizei (GLsizei argc, GLbyte *argv[]) by mistake when use the "replace all". Found another interesting thing though just as jyk said regarding using the clean & rebuild, and dependencies issues. For the application I did a test by deliberately making a typo and it still builds and runs fine, only when I use clean and rebuild then the error were spotted. Is that a a bug or just a standard thing when using Xcode? Regards, Perdana Putra