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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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A particle storm...

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Jason Z


A particle storm...

I've been working non-stop on our book, and its starting to take a toll on me... I've been sick for the past two or three days. So I am taking the evening off from writing for the book, and instead am writing in this journal [grin]. Actually, I've been meaning to update here about a new demo that I am working on for the book. The basic concept is to implement a completely GPU based particle system, which creates and destroys particles from within shader programs. I've spent about an hour on it so far, and managed to get the basics set up. At the moment, I have the particles being contained in two buffer resources, being updated in the compute shader, and then being rendered on through the traditional rendering pipeline, with the geometry shader expanding the particles into view space billboards. The preliminary results can be seen below:

As you can see, the particles become lighter the farther from the origin they get. Currently they just use a static velocity for their update function, but that will change soon... Here are a couple other images a few seconds apart from one another.

Still to come is the ability for particles to be created and destroyed in the update shader, and then also a more interesting update function. In addition, I need to pick out a suitable texture to apply to the particles instead of having wireframe quads [grin]. More to come soon...

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I can agree with that - it does look pretty cool the way it is currently. It looks more like a programmer's demo than a fancy consumer oriented demo :)

We can compromise - how about a switch to turn on wireframe mode (aka 'Programmer Mode') or textured mode (aka 'Consumer Mode'). Would that be sufficient?

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