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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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TerminusWolf

Rendering Fur/Hair in DirectX 11

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Hey guys, Ive been learning the DirectX COM for a little while now and have been working through coding in 3D space. At the same time Im also teaching myself 3D modeling and have gotten a fairly decent grasp on all of it and I can create some decent models. I was just curious as to the rendering capabilities of DirectX 11 reguarding Hair/Fur that reacts with wind and movement. If it is possible, what are the limitations, if any.

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I have spent a considerable time on hair rendering, so let me tell you what I've learned along the way: hair is hard. I mean, really realllllly hard. Everything about is a nightmare: it's expensive, it's difficult to get it to look right, and it requires specialized tools to be able to author it. And then on top of all of that you need to simulate, which brings about a whole slew of issues not directly related to rendering. Anyway the point is that it's a rather advanced topic, and doing something cutting-edge could potentially require several months of work even for an experienced programmer.

The demo that slicer mentioned takes a very modern, DX11-centric approach to hair rendering that's probably a good starting point if you want to get an idea of what's possible. However you don't want that link he gave you, you want to download the full version from the Nvidia SDK that includes source code as well as a whitepaper. In terms of DX11 features it makes use of tessellation "spawn" new hairs from guide hairs entirely on the GPU, it uses the geometry shader to expand lines into camera-facing quads, and it performs the simulation on the GPU using compute shaders.

If you want to take an easier path, you might want to consider the older approach of rendering texture-mapped shells with alpha blending. You can use Shave to generate the shells, and then you can still animate or simulate them a bit at runtime if you want.

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