• 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.
  • entries
    316
  • comments
    485
  • views
    321013

Major Surgery

Sign in to follow this  
Followers 0
Jason Z

413 views


Major Surgery


In the first steps towards adding multithreading support into Hieroglyph (as discussed here) I have been quite busy with a major surgery on my renderer - and I'm beginning to make some good progress. I decided that I was going to split the functionality of my current renderer into three distinct section. Here's the split:

1. Resource Manager: Used to create and store resources (by resources I mean all D3D resources, including state objects). This roughly follows the device interface for D3D11.
2. Pipeline Manager: Used to manage the state of the pipeline. This includes setting states, knowing what the current state of the pipeline is, and manipulating resources (i.e. Map/Unmap). This roughly follows the context interface for D3D11.
3. Parameter Manager: Used to provide a text based name to a particular resource type. This allows the program to attach constant buffers, shader resources, unordered access views, etc... to a text name which can then be used by the renderer to supply them to a shader with a corresponding name. This object is more or less 'glue' and doesn't follow any D3D objects.

After digging into the renderer, I was surprised to find out that my sub-conscious has been preparing this change for quite some time [grin]... All of the renderer methods that I took out and put into the resource manager were of the sort: Create*** and Get***. In contrast, all the methods that went to the pipeline manager used a Bind*** and Unbind*** naming convention. And finally, all the parameter manager methods used a Set*** Get*** paradigm. I guess its good to have someone working behind the scenes that knows what is going on [grin]!

Anyhow, this is by far the biggest change I've ever made to the renderer. Its always a little scary when I am making changes to the renderer that makes everything stop compiling... there's always an uncertainty that you are doing the wrong thing and you could be costing yourself a bunch of time. However, this doesn't appear to be one of those times - the surgery has been successfully completed, and the patient appears to be doing well.

All together, I have to say that this splitting of responsibilities has really been somewhat of an epiphany. By breaking up the renderer, I can now create pipeline manager objects with immediate or deferred contexts. I can also swap out my parameter manager for a new one to see if I can speed it up, and then if I want to go back I can just use the original one. If I want to log which parameters are being set for a given frame, I can just push a button and dynamically swap out the parameter system to a debug logging instance and record it all, then switch back to the regular one without even having to recompile... It really seems to me like a logical progression of the renderer, and I'm really glad that I'm going down this road. Once all the stitches are removed, I'll be making the jump to adding multithreading support as well - so it will be a busy few days ahead!

One final thought about this change: this will make it much easier to support multiple renderers in the future. By explicitly creating a parameter system that doesn't have direct ties to the objects within the renderer, it can very easily be reused with another API, a ray-tracer, or whatever. Also, the pipeline manager can easily wrap a different pipeline - its object oriented, so its easy to swap out... The general concept of my renderer doesn't depend on any particular feature of DX11, so I am happy to have a bit more clarity about having options going forward :)

0
Sign in to follow this  
Followers 0


0 Comments


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now