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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.

UncleRemus

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  1. Yes, it's possible to have multiple windows. They can even be on different displays.   Pieter
  2. I'm at https://soundcloud.com/pserruys
  3. [quote name='BB1995' timestamp='1302681051' post='4797828'] [quote name='Hodgman' timestamp='1302680654' post='4797823'] C is C++ minus all that "gay bullshit" added on. [/quote] Did I forget to also mention I'm excluding ANY and ALL programming languages that start with the third letter in the English alphabet? Thank you... Post again. [/quote] Damn, you just ruled out COBOL.
  4. Westvleteren 12
  5. glVertex3fv(&modello->vertices[3 * triangle->vindices[j]]); Why is the index multiplied by 3 ? Uncle
  6. void Geometry::AddChild(Geometry *g) I think you have to pass g as a pointer or as reference since you're changing it in the AddChild method. Now you change the local copy of g. Uncle
  7. And Windows NT is gaining market share ;-)
  8. Hello, I think you're making it too complicated. Why don't you use a simple array with size scrX*scrY*3 ? unsigned char * rbuf = (unsigned char *)malloc(scrX*scrY*3*sizeof(unsigned char)); or use C++ std::vector<unsigned char> rbuf; Uncle
  9. Can't you catch the exception to see what's going on ? According to the documentation you can get the DB error via the exception.
  10. Are the username and password filled ? Otherwise it could result in a bad query. SELECT * FROM login WHERE username = AND password =
  11. Quote:Original post by ortsa I thought that too but in the documentation it says quotes arent needed for strings without spaces But if someone enters an SQL statement in username, you could get in trouble. Uncle EDIT : but this is probably totally unrelated to the problem you have
  12. Hello, I'm not sure if it has anything to do with your error, but shouldn't there be quotes around username and password ? kind regards Uncle
  13. Hello, Can't you use Graphics.beginBitmapFill ? Uncle edit : linkified
  14. You also should be using glBegin(GL_LINES); insteed of glBegin(GL_LINE); Uncle
  15. First of all, it's not really necessary to store pointers to SDL_Rect, as I don't think you will ever subclass SDL_Rect, so you could define your vector as : vector<SDL_Rect> Coord; (You also don't have to bother with cleaning up afterwards) then you can just use the iterator as you use a pointer to an SDL_Rect if(mX >= it->x ... If you choose to store pointers in the vector, you first have to dereference the iterator, so you have something like this : if(mX >= (*it)->x ... kind regards Uncle EDIT : But as always, ToohrVyk's solution is much cleaner ;-)