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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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Multithreaded Rendering in Hieroglyph 3

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Jason Z


Multithreaded Rendering in Hieroglyph 3

After some serious debugging, I have true multithreaded rendering working in Hieroglyph 3 now. It is always astonishing to me how much more difficult it is to debug a program when it is multithreaded as opposed to single threaded... Its like the difference between understanding Newtonian physics compared with Relativistic physics - they aren't even in the same league. Even so, when you properly work out the designs ahead of time, the complexity is manageable and you can really come out with a win in the end.

Another interesting part of working with D3D11 Deferred Contexts is the use of PIX. Since each context has a different address, you can clearly see in PIX which thread is executing which statements in which order - which is sometimes very helpful in figuring out if your sequencing is incorrect on the CPU side or if there is something wrong on the pipeline state of the GPU side. At the same time, using deferred contexts robs you of seeing the live render target results in PIX after each draw call (it also doesn't update after each command list is executed... that would be nice...). This is a nice feature to use, but in the end it isn't that important I guess. Perhaps in a later version of PIX more support will be added for this type of debugging.

Next up is to set up the renderer to handle an unlimited number of render views in a single frame. This will more or less just take the number of views to execute and do them in batches of NUM_THREADS. Once this is complete, I'll be adding a sample program to the Hieroglyph 3 repository that creates a couple different types of scenes, and then do some comparisons on how the scenes run on both my laptop (dual core, 8600M GT) and my desktop (quad core, 5700 series Radeon). Also interesting will be seeing how various rendering work loads play into the performance - if the GPU is too busy already then all the multithreading in the world won't help out very much... I'll post again once I get some preliminary results and see how the timing works out.

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