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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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Evil Steve

New Forum FAQ

4 posts in this topic

Hi,

As you may have noticed, the new forum software doesn't have a FAQ set up, and given that the [url="http://archive.gamedev.net/community/forums/showfaq.asp?forum_id=10"]Old FAQ[/url] is a bit outdated (And perhaps a bit on the wordy side) I figured it's time to re-write it.

So - is there anything that you'd like to see explicitly mentioned in the new FAQ? Anything particular in the old FAQ that you feel is wrong or shouldn't be there? Any links that are out of date or that you'd like to see added?

I'll hopefully be putting the new FAQ up this weekend (Or possibly today), and any drafts I'll chunk in my GDNet journal.

Cheers,
Steve
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A big note saying "Post your code if you want better (any) decent help and/or feedback" would be a good start.

If specific DirectX/XNA things can be included then:

[list][*]Debug runtimes setup "tutorial", for DirectX/SlimDX/XNA[*]PIX setup "tutorial", for DirectX/SlimDX/XNA[*]An explanation of the differences between DirectX, SlimDX and XNA[/list]
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[font=arial, sans-serif][size="2"]A tutorial teaching how to use the PIX with DirectX9.0 :)[/size][/font]
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[quote name='Mike.Popoloski' timestamp='1294929279' post='4758281']
If you want help with getting some SlimDX information into the FAQ, let me know and I'll see what I can do.[/quote]Thanks, I'll shoot you a PM when I get started with the FAQ :)

[quote name='Mike.Popoloski' timestamp='1294929279' post='4758281']
Also, just recalling some of the most frequently asked questions and answers that we see:

[list][*]Make sure you stress the use of the debug runtimes before posting questions. They end up answering a lot of things on their own.[*]Stress the use of PIX for profiling / debugging.[*]Lay out the differences between D3D 9, 9Ex, 10, 10.1, and 11.[*]A lot of people seem to get confused when trying to use D2D / DWrite from D3D11 (it's not immediately obvious how to do so).[*]There are a lot of questions on animation / skinning. Some links to resources on that would probably be helpful.[*]Locking a texture and running through its pixels is a common question, and one that can be tricky to get right depending on the format of the data.[*]Discuss the lack of font and mesh support in the D3D11.[*]Recommend using XNAMath over D3DX in D3D11.[*]Might want to talk about Effects11, since it's now compiled separately and tends to throw people for a loop.[*]If you want a page discussing the differences between the various managed offerings for DirectX development, we have a [url="http://slimdx.org/features.php#comparison"]comparison page[/url] set up already.[/list][/quote]I'll definitely do some debug runtimes and PIX related stuff. I'm aware of the differences between D3D 9 and 9Ex, but I've [i][b]still[/b][/i] not got round to playing with DX10 / DX11, so all I can really say is what's in the docs. Similarly for the XNAMath and Effects11 points (Inb4 "worst moderator / MVP ever" :P).

Locking a texture and reading pixels is already on my list actually (It was going to be another Journal entry when I got around to it).

Thanks for the feedback, keep it coming!
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