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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. OpenGL

    [quote name='irreversible' timestamp='1328068686' post='4908274'] I'm pretty sure this is tied to the fact that you're doing your rendering in the main thread, which also handles the user interface. In Windows, sizing (and AFAIR also moving) are blocking calls, which means that you may need to set up a separate thread for rendering. Just remember to keep all of your GL code in one thread as the render context isn't (safely) shared across threads. [/quote] sounds good, i tried this namespace GameLoop { public partial class Form1 : Form { FastLoop _fastLoop; public Form1() { InitializeComponent(); _openGLControl.InitializeContexts(); backgroundWorker1.RunWorkerAsync(); } void GameLoop(double elapsedTime) { Gl.glViewport(0, 0, _openGLControl.Width, _openGLControl.Height); //////////////////// float r = Color.DarkBlue.R / 255.0f; float g = Color.DarkBlue.G / 255.0f; float b = Color.DarkBlue.B / 255.0f; float a = Color.DarkBlue.A / 255.0f; Gl.glClearColor(r, g, b, a); Gl.glClear(Gl.GL_COLOR_BUFFER_BIT); //Gl.glPointSize(25.0f); //Gl.glLineWidth(5.0f); Gl.glRotated(40 * elapsedTime, 0, 1, 0); Gl.glBegin(Gl.GL_TRIANGLES); { Gl.glColor3d(1, 1, 0); Gl.glVertex3d(-0.5,-0.5, 0); Gl.glColor3d(0, 1, 1); Gl.glVertex3d(0.5, -0.5, 0); Gl.glColor3d(1, 0, 1); Gl.glVertex3d(0, 0.5, 0); } Gl.glEnd(); Gl.glFinish(); if (this._openGLControl.InvokeRequired) { this._openGLControl.Invoke(new Action(Refresh)); } } private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e) { _fastLoop = new FastLoop(GameLoop); PreciseTimer _timer = new PreciseTimer(); GameLoop(_timer.GetElapsedTime()); } } } it didn't work, more over, it sometimes make run time errors "access to protected memory" ?????????????????????
  2. OpenGL

    i tried that protected override void OnPaint(PaintEventArgs e) { PreciseTimer _timer = new PreciseTimer(); GameLoop(_timer.GetElapsedTime()); } still not working i don't think this a C# issue, even in NEHE legacy tutorial lesson 4 written in c++, the rotation is stop while window re-sizing and window moving i don't know if this is an intrinsic property in windows or what i still need help
  3. OpenGL

    it is already checked, any other suggestions ?
  4. [color=#333333]Hello all[/color] [color=#333333]i am a beginner in OpenGL, i am using TAO framework with C#,[/color] [color=#333333]i noticed that my render control stooped updating while re-sizing the window, i had overcome the problem of updating the content of the render control by calling the my game loop function in the event handler of the form re-size event[/color] [color=#333333]but the rotation still have some work it is still not updated till the re-sizing process stop[/color] [color=#333333]here is my code[/color] [color=#333333]void GameLoop(double elapsedTime)[/color] [color=#333333]{[/color] [color=#333333]Gl.glViewport(0, 0, _openGLControl.Width, _openGLControl.Height);[/color] [color=#333333]////////////////////[/color] [color=#333333]float r = Color.DarkBlue.R / 255.0f;[/color] [color=#333333]float g = Color.DarkBlue.G / 255.0f;[/color] [color=#333333]float b = Color.DarkBlue.B / 255.0f;[/color] [color=#333333]float a = Color.DarkBlue.A / 255.0f;[/color] [color=#333333]Gl.glClearColor(r, g, b, a);[/color] [color=#333333]Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);[/color] [color=#333333]Gl.glRotated(40 * elapsedTime, 0, 1, 0);[/color] [color=#333333]Gl.glBegin(Gl.GL_TRIANGLES);[/color] [color=#333333]{[/color] [color=#333333]Gl.glColor3d(1, 1, 0);[/color] [color=#333333]Gl.glVertex3d(-0.5,-0.5, 0);[/color] [color=#333333]Gl.glColor3d(0, 1, 1);[/color] [color=#333333]Gl.glVertex3d(0.5, -0.5, 0);[/color] [color=#333333]Gl.glColor3d(1, 0, 1);[/color] [color=#333333]Gl.glVertex3d(0, 0.5, 0);[/color] [color=#333333]}[/color] [color=#333333]Gl.glEnd();[/color] [color=#333333]Gl.glFinish();[/color] [color=#333333]_openGLControl.Refresh();[/color] [color=#333333]}[/color] [color=#333333]private void Form1_Resize(object sender, EventArgs e)[/color] [color=#333333]{[/color] [color=#333333]PreciseTimer _timer = new PreciseTimer();[/color] [color=#333333]GameLoop(_timer.GetElapsedTime());[/color] [color=#333333]}[/color]