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      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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Brittiny Roberts

Sprite movement

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In DirectX 11 with C++, how do I animate a sprite with a spritesheet and present movement across the screen? D3DXSprite is not supported in 11, apparently. I've only been using DirectX for a few days, and yes it's for school, but I'm not looking for someone to do my homework. I just need books, websites, or any kind of resource to help me out. I have tried to find specific tutorials or some kind of documentation on how to do what I'm asking, with no luck. Thank you.
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Hi!

In D3D you would basically create a vertex buffer which contains a unit quad and then scale and move it in a vertex shader to the appropriate size and position. In the pixel shader you would modify the texture coordinate to jump to the right sprite in your sprite sheet and finally fetch the color.
You can check out some of the samples in the DirectX SDK.

Tutorial03 would be a good starting point. It already creates a triangle. First, you would have to extend this a little to a quad. So, simply place two triangles in your vertex buffer. Don’t forget to adapt the ByteWidth of the buffer and the vertex count in the draw call. As vertex positions I would suggest for the bottom left corner (-0.5,-0.5) and for the top right corner (0.5, 0.5). (The z-component is your choice. It encodes the depth and must be in [0,1].)

If you got this you can start moving your quad around. Therefore you can pass a scale and translation vector to your shader and the scale / translate your vertex. The viewport goes from [-1,-1] to [1,1]. For the beginning you can hardcode a scale and translation in the vertex shader.

Finally you need some texture coordinates. You could either extend your vertex buffer to also contain them or you compute them from your position. Texture coordinates are in [0,1]. So, all you have to do would simply be adding a 0.5 to the vertex position the vertex shader received. You pass this texture coordinate on to the pixel shader and do a texture lookup. Tutorial 7 shows you how to do that. (You need to load a texture, get a shader resource view on it, bind that view to the pixel shader stage and you have to declare the texture in the shader.)

At the moment you would display the whole sprite sheet at once. So, last but not least, you’d have to scale and translate your texture coordinate to fit on the right sprite in your sprite sheet.

Feel free to ask if you’d like to have more help.
I always like to see and help people starting with graphics programming very soon.

Bye!
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