• 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.
Sign in to follow this  
Followers 0
SamiHuutoniemi

Deferred rendering tutorials for DirectX 11?

7 posts in this topic

Hello!

I've been looking around searching for a good tutorial or guide on how to implement deferred rendering in DirectX 11. There seems to be some open source engines that use it, but going through a whole framework isn't what I'm looking for. There also seems to be quite a lot for XNA. Is there no good guide for DirectX 11?
0

Share this post


Link to post
Share on other sites
There's at least one book with an example implementation. Practical Rendering and Computation with DirectX 11.
2

Share this post


Link to post
Share on other sites
You're right. I don't see a lot of examples online. I'll add deferred shading with DirectX 11 to my [url="http://gamedevelopedia.com/post/2012/07/25/Future-Topics.aspx"]list of upcoming tutorials[/url].

Cheers!
1

Share this post


Link to post
Share on other sites
[quote name='Hornsj3' timestamp='1344181938' post='4966382']
There's at least one book with an example implementation. Practical Rendering and Computation with DirectX 11.
[/quote]

Yes. I have heard that it is supposed to be good. But as a student with no means, those 50 € seem horribly valuable!

[quote name='JWalsh' timestamp='1344183074' post='4966388']
You're right. I don't see a lot of examples online. I'll add deferred shading with DirectX 11 to my [url="http://gamedevelopedia.com/post/2012/07/25/Future-Topics.aspx"]list of upcoming tutorials[/url].

Cheers!
[/quote]

Nice! How about tomorrow? ;) Just kidding, but that would be terrific! I'll check your site!
0

Share this post


Link to post
Share on other sites
Thanks MJP! I will take a look at that code. Unfortunately I'm running a fever at the moment, so I'm not into too much brainwork right now :(
0

Share this post


Link to post
Share on other sites
[quote name='MJP' timestamp='1344192752' post='4966425']
You have to pay for the book, but the code is free. Posted Image
[/quote]

That's a hell of a lot of code with no book.. I need this book. I have it in my basket on Amazon, I'm glad I've seen it recommended :)

So deffered rendering.. does that mean MeshRenderer::Render(&mesh) ?

I've been doing the rastertek tutorials, and then read something on here 'MeshInterface or AbstractMesh', and it got me thinking.. the way I've got it set up atm I have a model and a model has a texture and one of rasterteks shaderclass (a little different though). I was wondering, since you're a bit ahead of me on the understanding of engines and such, how would I go about exlporing this idea? Are there any basic tutorials out there on this?
0

Share this post


Link to post
Share on other sites
Check out Humus' examples. He has clear code and different implementations of deferred renderers.
Here is his site:
[url="http://www.humus.name/index.php?page=3D&&start=8"]http://www.humus.name/index.php?page=3D&&start=8[/url]

He has really good demos and his framework is pretty easy to understand.
A lot of it is using Dx10.1, but it should be really easy to migrate to Dx11.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0