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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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Tset_Tsyung

Good Books?

5 posts in this topic

Hi all,

I've been trying to teach myself DirectX11 and have been struggling with it. I've gotten stuck on the tutorials (braynzarsoft and rastertek) where it comes to rendering Text.

It seem that DirectX11 has no EASY way of rendering text to the screen. And since I'm just starting off in Games programming this has become a wall for me.

I feel that to understand how to program games I should understand the basics of the API, then put together a demo using others aspects which I must learn (sound, timing, network etc).

I have since read that OpenGL 4.3 has a much easier to use text rendering system. Even though the drivers aren't out for it yet.

Basically I would like to know if there are any books that could be recommended for learning what I need to use OpenGL (with text) or DirectX11 (with text) to a stable yet basic degree?

Also are there any books that cover the basics of networking, timing (is it Finite State Machines?), sound etc.?

I know aobut the Gems books - but for the whole set that's gonna be a lotta dough I'm gonna have to fork out... :(

Anyway I would appreciate and recommendations.

Many thanks,


Mike
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You could also use a library that gives you some higher level function over directx text rendering like [url="http://slimdx.org/"]SlimDX[/url]. According to the [url="http://slimdx.org/docs/"]Docs[/url] they have example for C++.
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I recommend Frank Luna's books. I read all his books and he has a very comprensive writing, good examples and he includes source code.
You can find hits books at http://www.d3dcoder.net/
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+1 for Luna's book. I haven't read it(the x11 version) But having both the x9 and x10 books, and seeing how much better 10 was(even though 9 was awesome) I can only assume that x11 is just as stellar for the current version of the SDK. Another one to look at would be Practical Rendering and Computation, by JZink here at the forums.

As for timing, google "fix your timestep", which is the best article I've ever read regarding timing and loops for games.

Networking is iffy, many people use a 3rd party library such as raknet, but as I like to see the magic behind the curtain, Beej's guide to Network programming, and the 10000 archers on a 14.4k(or was it 28.8k) article were required reading for me.
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I always tell true beginners to 3d programming to start with dx9 fixed function and work your way into shaders. As far as rendering text, I think the Directx SDK has some classes you can use for drawing not only text but some menus as well.
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Thank you all for your replies!

I've ordered Frank D Lunas Directx11 book through my library already (can take two months as they are having to look out of county). Was also looking at the latest "Red Book" for OpenGL - although I've heard that the style of writing is more like a reference that an instructional guide...

Will look into those tools, libraries and guides - thanks everyone.

Keep it coming :)
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