• 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
  • comments
  • views

Advancing Render Views

Sign in to follow this  
Followers 0
Jason Z


It has been a really busy couple of weeks... Between trying to watch as many of the BUILD sessions as possible, downloading and trying out Windows 8, also doing some traveling (we were in Berlin for the weekend), plus actually doing some work on Hieroglyph 3, I have been really burning the midnight oil. However, some really great things are starting to come together and I'm really having a bunch of fun doing the work. Today I am going to talk a little bit about render views as they are used in the Hieroglyph 3 rendering framework.

[subheading]Render Views[/subheading]
The basic unit of work is the render view in Hieroglyph 3. This is basically an object that performs a series of rendering and/or GPU related tasks. The general concept is to group a series of related rendering operations together so that they can be handled as one object. Grouping of work in this manner provides for a fairly easy transition into using the multithreaded rendering capabilities of D3D11 too, so there are organizational as well as performance benefits to using this arrangement.

Choosing the size and amount of operations to include in each view is really dependent on the particular scene being rendered and the algorithms being used to produce the final output rendering. In general, I follow a logical grouping of the operations (so that they can be reused in other applications) and try to size each batch of work to match one another if possible. For example, in the AmbientOcclusion sample I use one view to generate the Depth/Normal buffer of a scene, one view to produce a smoothed occlusion buffer, and one view to do the final scene based perspective rendering. Each of these do a fairly large chunk of work, although not exact same...

I am in the process now of refactoring the DeferredRendering and LightPrePass samples so that they can utilize the full MT support in the engine. Currently, the work done for the samples is broken into multiple render views, but they are processed serially. The coming days will bring some new view types to be added in for the HUD rendering, and then the material system will be used directly to allow all of the views to be processed automatically instead of being directly managed by the application. This should move the rendering logic into the views, which is where it is intended to be.

[subheading]Advancing Render Views[/subheading]
After working with the render view objects for a while now (its been a main concept for several years in my engine) I am starting to realize that they can be used for more unconventional GPU style operations too. More or less, any operation that needs to interact with the GPU can be packaged into a render view - which allows it to be inserted into my material system with very little work on the part of the application. This means that any actions, like loading resources with data, can be done with deferred contexts in parallel to any other threads that are currently working.

This can of course be used for traditional types of things in games that require parallel loading of data like terrain paging or whatever, but could also be utilized for acquiring some newer style data. It isn't quite ready for prime time yet, but I'll add a small teaser to show an example of the types of data acquisition that can be performed:


Going forward, I will be really trying to build up the render view catalog, and try to squeeze out as much multi-threading goodness from the library as I can...

[subheading]In Other News[/subheading]
In separate news, I found out yesterday that I was re-awarded the MVP status for DirectX/XNA!!! This is the third year running, so I hope I can continue to contribute at the same level to the Direct3D community. Especially with Windows 8 coming, I think there is going to be lots and lots of new stuff to learn, so I am really looking forward to the challenge!

Sign in to follow this  
Followers 0


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