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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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Kurt-olsson

Have i understood index-buffers?

5 posts in this topic

I have a question about index-buffers.

Is this correct?

1, Indexbuffers are used so that you can draw portions of the vertex-buffers instead of every vertex of the total vertex-buffer
2, if you need to update your vertex-buffers all the time, you dont need index-buffer (since everything is redrawn)
3, if you have a static house rendered with vertex-buffer, use index-buffer to draw all the buffers except the house on every frame

I normaly create a vertex-buffer for each of my geometry and then on frame_render i ->unmap copy ->map
i don+t use index-buffers.

is this the correct way to do it?

have i understood index-buffers correct?
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Index buffers are used to reduce the size of a vertex buffer. Vertices might be part of multiple adjacent triangles. You can either use triangle strips or triangle fans if you want to be able to use them for multiple triangles. But sometimes it's hard if not impossible to construct a model out of triangle strips or triangle fans. That's when you use a vertex list instead and use an index buffer to tell the graphics card which vertices form a triangle. This way it's easy to use vertices for multiple triangles. Also only the indices in the index buffer are redundant and not the vertices which require in most cases more memory than the indices.

But you might also use them to render only portions of a vertex buffer, as you said. You could also use the parameters IndexCount, StartIndexLocation and BaseVertexLocation of the DrawIndexed method to specify which parts of the index buffer and vertex buffer to render. Edited by CryZe
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[quote name='CryZe' timestamp='1348215104' post='4982276']
Index buffers are used to reduce the size of a vertex buffer.
[/quote]
Additional to that, a indexbuffer, more general indexed vertices, helps performance, because already transformed vertices are cached and follow up vertex transforms which targets the same index don't need to execute the vertex shader again, if it already exists in the cache.
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You can also use an index buffer to stitch together multiple strips or fans (or a model consisting of both strips and fans) without needing to use degenerate triangles.
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Hm. it looks like i have to laborate some to get full understanding. But this line makes me understand a bit:Index buffers are used to reduce the size of a vertex buffer

it is optimization that cut off the overhead that vertexbuffers have.


By the way, i noticed last night that DX11 can render pointlist with just one pixel, didnt get this to work with DX9. How cool is this!!! i am going to create particles effect the whole weekend! and this without using any sprites textures!
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