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      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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D3D11 Pipeline - In Depth...

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Jason Z


D3D11 Pipeline - In Depth...

I haven't had too much time lately to come around, and haven't really posted much in this journal. I have been keeping a fairly strict schedule of working on our book, but decided to take a bit of a break get some info into the journal. Over the past two weeks I have been studying the D3D11 rendering pipeline in great detail, and while it has been somewhat exhausting it has also been extremely interesting. It seems that regardless of how much you think you know about the pipeline, there is additional details floating about that are quite hard to find.

The most interesting bits that I've been looking into lately are the system values and where/when they are available. Some of the system values have been around for a while (such as the clip and cull system values) and some have new meanings in D3D11 (like the primitive ID in a Hull shader), while still others are completely new for D3D11 (all of the compute shader SVs, plus the tessellation related ones). All together, the system values contribute a significant amount of information that can be used by your algorithms without spending really any effort to get it - it just works.

In particular, when authoring algorithms that make use of the system values, there have been several times when I have replaced existing operations from older shaders with some new system values. Getting the pixel location in a Pixel Shader with SV_Position is a prime example - you don't have to worry about adding the 0.5 shift or anything like that anymore. You can just pop the system value in and use it.

I'm trying to encapsulate as much information about the system values as well as the other forms of communication between stages (i.e. regular attributes) into the book as I can - it is an integral part of using the pipeline, and I hope to shed as much light on the topic as possible...

I'm heading back to writing, but I'll peek my head back in soon with another progress update [grin]!

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