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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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lomateron

fast way of Checking hlsl code

9 posts in this topic

So PIX is made to check code that is correct but makes things you don't know, but i want to spot mistakes in my code,because it does not compile, is there any program to do that? Edited by lomateron
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You can compile your hlsl shaders with fxc, which will output compile errors.

What are you currently using to compile your shaders though?
There should always be a way to get the compile error and warning messages.
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Yes i know that I can do that too but I only wanted to know if there was a program that checks as I write the code.
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Any good programmer oriented text editor will support adding custom buttons to run user-commands. So you could configure, say [url="http://www.lancs.ac.uk/staff/steveb/cpaap/pfe/default.htm"]PFE[/url] or [url="http://notepad-plus-plus.org/"]N++[/url] to run FXC and display the output.

Alternatively you could look at a full IDE like [url="http://developer.nvidia.com/content/fx-composer"]fx composer[/url].
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There's [url="http://developer.amd.com/Resources/archive/ArchivedTools/gpu/rendermonkey/Pages/default.aspx"]ATI Rendermonkey[/url], which is similar to FX composer.
Both have been discontinued though.

Personally, I'd hook up fxc to your editor of choice.
It's easy, fast, and the error messages are easy to understand.
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I haven't tried this myself, but Visual Studio 2012 has [url="http://blogs.msdn.com/b/chuckw/archive/2012/05/07/hlsl-fxc-and-d3dcompile.aspx"]native support for HLSL and FXC[/url].
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Try [url="http://developer.amd.com/tools/gpu/shader/Pages/default.aspx"]GPU Shader Analyzer from AMD[/url] - besides compiling shaders, you get static performance analysis and asm ouput, which is great for figuring out exactly what your shaders are doing.
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In Visual Studio, you can associate the fxc compiler with your hlsl code so that when you hit build, hlsl code will compile just like your other other code. In the output window, you can then go to the error lines.
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