• 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.

Archived

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

Pseudo

Cool demo effect

4 posts in this topic

hi,
why do you want to use textures and 3d? I'd prefere going with DDraw.
All you need is a backbuffer, a frontbuffer, and a blur-function. Then just do it like that:
1)roto-zoom backbuffer
2)blur backbuffer
3)draw to backbuffer
4)flip
5)jump back to 1)

should be working...the problem will be the blur which is very slow on high resolutions!

ciao...
...jens

0

Share this post


Link to post
Share on other sites
Ok, now I can explain more specificaly what I mean. I have an idea that goes like this:
1)Blt part of the front buffer to a texture surface.

2)texturemap a polygon on the backbuffer, useing the previously mentioned texture.

3)draw to the back buffer

4)flip, and return to 1)


This will create a feedback effect, and it would be cool, but BltFasting to the texture always fails...and ideas on why?

0

Share this post


Link to post
Share on other sites
I really don't know why, but I'll take a stab. Since the front buffer is what's being displayed, maybe it's not possible to take data from it and slap it on something else. Again, I'm not real positive, but it's an idea. (in other words, i've never tried it myself :-) ).

Oh, what you could probably do is..
0) Draw your goods on the backbuffer
1)Blt part of the back buffer to a texture surface, instead of the front buffer...since the backbuffer gets all the goods first anyways.

2)texturemap a polygon to an offscreenplain surface, using the previously mentioned texture.

3)draw the goods to the back buffer

4)flip, and return to 1)

I don't how/if it would work, but it's a thought. :-)

Kevin

0

Share this post


Link to post
Share on other sites
I is fine to blt from the front buffer...I've done it before...I once made a program that did a zoom from the previos frame, and that didn't have any problems...It must be something with how I create the Texture, so someone please help me out.
0

Share this post


Link to post
Share on other sites
I would like to make a feedback effect, where the previous frame, is roto-zommed, and then the new frame is drawn on top of that. I don't know the best way to do this however. Is it a good idea to blt the front buffer (the previous frame) into a texture, and then texturemap a polygon on the backbuffer? This seems like it would work, but I don't texture have to be in powers of 2? so my texture wouldn't be the same size as the frame buffer, and it would look crazy. I have seen the effect I'm going for on many Winamp plugins, so it must not be very hard. Does my method sound like a good way of doing it, or is there a better way? What do you think?
0

Share this post


Link to post
Share on other sites