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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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Opwiz

WPF and SlimDX (DirectX 11) interop

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Hello, posted this on StackOverflow ([url="http://stackoverflow.com/questions/9888847/wpf-and-slimdx-directx-11-interop"]http://stackoverflow...ectx-11-interop[/url]) but figured that this might be a better forum to post my question. Here it is:

[color=#000000][hr][/color][color=#000000]I've managed to integrate SlimDX and DirectX 11 graphics in a WPF application by using D3DImage and shared textures. However, but I'm getting some really poor performance (20 FPS) when rendering simple scenes (e.g. GameOfLife in the SlimDX samples) at high resolution (2560x1440).[/color] [color=#000000][font=Arial,]I've tried doing some performance profiling of my render method and it looks like most of the time is spent on locking the D3DImage when invalidating the backbuffer.[/font][/color]

[CODE]_d3dImage.Lock(); // <- this call takes 78,5 % of the time when rendering the frame
_d3dImage.AddDirtyRect(new Int32Rect(0, 0, _d3dImage.PixelWidth, _d3dImage.PixelHeight));
_d3dImage.Unlock();[/CODE]

[color=#000000][font=Arial,]A lot of time is spent flushing the device after drawing:[/font][/color]
[CODE]_device.ImmediateContext.Flush(); // <- 20,6% of the time when rendering the frame[/CODE]

[color=#000000][font=Arial,]Anyone know the problem and how to optimize this? Can you expect to get descent performance when integrating WPF and SlimDX?[/font][/color]
[color=#000000][font=Arial,][hr][/font][/color]
[color=#000000][font=Arial,]I've used the same rendering code and initialization as in the SlimDX WPF interop sample (for DirectX 10), just modified it so it uses DirectX 11 instead. Seeing as it spends much time waiting for the D3DImage to get unlocked, it seems to me that WPF is keeping it locked alot for some reason (I'm not updating any WPF controls). Any Ideas?[/font][/color]

[color=#000000][font=Arial,]Thanks[/font][/color]
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