• 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.


This topic is now archived and is closed to further replies.

Boris Karloff

Direct3D9: Failed to create driver surface

0 posts in this topic

Greetings! Whilst experimenting with D3D9, I''ve hit an annoying snag I just can''t seem to solve. Here''s the deal: I''m testing this thing on an 800x600 desktop resolution. Running a windowed or fullscreen app with a backbuffer of 640x480, using autodepthstencilling with a D16 DSBuffer works fine, no problems at all. Trying to run, either windowed or fullscreen, with a backbuffer of 800x600, gives me heaps of errors:
Direct3D9: (INFO) :======================= Hal SWVP device selected

Direct3D9: (INFO) :HalDevice Driver Style 6

Direct3D9: :Subclassing window 0006017c
Direct3D9: :StartExclusiveMode
Direct3D9: (ERROR) :Failed to create driver surface
Direct3D9: (ERROR) :Error during initialization of surface. CreateRenderTarget/CreateDepthStencil failed
Direct3D9: (ERROR) :Failure trying to create automatic zstencil surface. CreateDevice Failed.
Direct3D9: (ERROR) :Failed to initialize Framework Device. CreateDevice Failed.

Direct3D9: :DoneExclusiveMode
Direct3D9: :INACTIVE: 00000514: Restoring original mode (800x600x22x60) at adapter index 0
Direct3D9: :Unsubclassing window 0006017c
I''m assuming that the error lies in the depth/stencilbuffer, since that''s what the errors tell me. Also, when I disable autodepthstencilling, everything works fine. The strange thing about all this is that the caps viewer tells me a DS format of D16 at 800x600 and the specified backbuffer format should be fine. Also, the CheckDeviceFormat and CheckDepthStencilMatch methods succeed, suggesting that my choice of depth buffer is fine. The code doesn''t fail until it reaches the actual CreateDevice() method. Who can tell me their thoughts on this matter? I''m not positive, but I''m pretty sure that when using DX8.1 this particular depth buffer format was not a problem... Has anything changed with DX9 that I should know about, in this regard? Any ideas what can be done?

Share this post

Link to post
Share on other sites