• 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
    64
  • comments
    46
  • views
    79894

Dynamic Environmental Reflections in Direct3D 11 and C#

Sign in to follow this  
Followers 0
ericrrichards22

730 views

[font=Arial]


Last time, we looked at using cube maps to render a skybox around our 3D scenes, and also how to use that sky cubemap to render some environmental reflections onto our scene objects. While this method of rendering reflections is relatively cheap, performance-wise and can give an additional touch of realism to background geometry, it has some serious limitations if you look at it too closely. For one, none of our local scene geometry is captured in the sky cubemap, so, for instance, you can look at our reflective skull in the center and see the reflections of the distant mountains, which should be occluded by the surrounding columns. This deficiency can be overlooked for minor details, or for surfaces with low reflectivity, but it really sticks out if you have a large, highly reflective surface. Additionally, because we are using the same cubemap for all objects, the reflections at any object in our scene are not totally accurate, as our cubemap sampling technique does not differentiate on the position of the environment mapped object in the scene.

[/font]
[font=Arial]


The solution to these issues is to render a cube map, at runtime, for each reflective object using Direct3D. By rendering the cubemap for each object on the fly, we can incorporate all of the visible scene details, (characters, geometry, particle effects, etc) in the reflection, which looks much more realistic. This is, of course, at the cost of the additional overhead involved in rendering these additional cubemaps each frame, as we have to effectively render the whole scene six times for each object that requires dynamic reflections.

[/font]
[font=Arial]


This example is based on the second portion of Chapter 17 of Frank Luna's Introduction to 3D Game Programming with Direct3D 11.0, with the code ported to C# and SlimDX from the native C++ used in the original example. You can download the full source for this example from my GitHub repository, at https://github.com/ericrrichards/dx11.git, under the DynamicCubeMap project.

[/font]
[font=Arial]


image_thumb%252525255B3%252525255D%25255B1%25255D_thumb%25255B1%25255D.png?imgmax=800

[/font]
[font=Arial]


Read More...

[/font]

1
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