• 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
jacknbiecdr

Questions about Updating SDK. Visual C++ (.NET)

10 posts in this topic

will i receive errors in my source code if i update my SDK? my current SDK is december 2005 and seems it's too outdated and i want to update it to june 2010 will i receive errors if i compile my solution?
0

Share this post


Link to post
Share on other sites
I don't think so. I think these changes on the SDK are more on the features like compilers debugger etc...
And you shouldn't use them embedded on your application. Only for debbug purposes. So you should be fine
0

Share this post


Link to post
Share on other sites
I see so if i update my DirectX9 codes to DirectX11 is it the one who handles graphics enhancements? Edited by jacknbiecdr
0

Share this post


Link to post
Share on other sites
D3D 9 and D3D 11 has several differences and upgrading a D3D9 to D3D11 program will require more and less of work. Updating the SDK doesn't make your program to use D3D 11 automatically. The D3D11 API has several differences and you should look into it before starting to work with it.

However, you should be able to use the D3D9 interfaces with the newest SDK too.

Cheers!
0

Share this post


Link to post
Share on other sites
thanks for the answer Such1 and kauna, now im just wondering how can i improve the game graphics smoothness. I have really no idea where it should update or something.
0

Share this post


Link to post
Share on other sites
You mean you want to improve the FPS of your game? You have several ways to do that. But it depends a lot on what kind of game you have.
And on how much do you need to improve. Definetely DirectX 11 is faster than 9, but it is not as compatible.
0

Share this post


Link to post
Share on other sites
[quote name='jacknbiecdr' timestamp='1352397316' post='4998944']
now im just wondering how can i improve the game graphics smoothness
[/quote]

This is rather huge question in the sense that there are lots of things that affect performance.

There are several guide lines for typical scenarios such as:
- reduce drawcalls, state changes, shader changes, texture changes etc
- to reduce drawcalls you may and should use instancing

- if you are CPU bound (ie. you can't feed enough data/draw calls to your GPU) you'll have to look where to optimize your CPU usage

Cheers!
1

Share this post


Link to post
Share on other sites
As others have said, this is a huge area for discussion.

There is no magic bullet that you can apply and suddenly get improved performance with reasonably little effort involved; your example of updating to a newer SDK will be much more likely to bring you bugfixes instead. Upgrading to a newer D3D version is going to involve a huge porting effort, and if you do a naive port you're going to end up putting in a LOT of work only to end up slower.

You're going to need to get your hands dirty for this.

What you have to do is get a known good profiler, profile your application, determine it's bottlenecks, and target optimizations at those areas. That on it's own is a big enough topic, but you can get some rough ballpark guesses if you've set things up to be reasonably modular; e.g. by commenting out your particle drawing calls and comparing times with and without particles you can get a feel for how much time you're spending in your particle system (this is just an example; things may be different in your own code). Do this for other subsystems of your renderer and you begin to get an idea of what the overall picture looks like. PIX is also a good tool for helping you know where time may be being wasted in a frame.

I'd also recommend that you read the MSDN article "[url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb172234%28v=vs.85%29.aspx"]Accurately Profiling Direct3D API Calls[/url]".

when you've done that, maybe come back with some more specific questions relating to individually identified bottlenecks and you'll be able to get better advice on how to tackle them.
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