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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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noatom

Running DirectX 11 code on Directx 10 gpu

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Is there any way of doing that? Aside from writing all the code using direct x 10?

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Create your device with [url="http://msdn.microsoft.com/en-us/library/windows/desktop/ff476329(v=vs.85).aspx"]D3D_FEATURE_LEVEL_10_0[/url] (or D3D_FEATURE_LEVEL_10_1 if available) and make sure you compile your shaders with shader model 4 (e.g. vs_4_0).

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Right. You can use the latest Direct3D API (11.1) to target hardware all the way down to Direct3D 9, but you still have to take account of the capabilities and features of the down-level hardware -- shader model, texture size, MSAA capabilities, etc.

 

The idea is to make supporting more hardware easier by using a single API -- previously in the times of D3D 9, if you wanted to support Direct3D 8 hardware, you had to provide  rendering paths for both D3D8 and D3D9 whose APIs were quite different. You still have to provide different paths to support, say, D3D11 and D3D10 or D3D9, but more of the code is shared and the API is consistent between all feature levels.

 

 

If what you mean is that you need to play with some feature-level 11 features, but you only have D3D10 GPU hardware, then you either need to upgrade your hardware, or use an emulated device (WARP or REF), which will be slow and slower, respectively.

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