• 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
akaitora

Can you do string compares in Shaders?

4 posts in this topic

I am using CG and am passing a string into my shader as a uniform parameter.  I would like to do a string compare in my vertex shader.  Is that possible?  Is so, how?  Thanks!

0

Share this post


Link to post
Share on other sites

I wasn't aware Cg even had a string data type, so perhaps you can elaborate on what you are doing and what you want to do. Are you passing the string as a bool array? (answer is you'd have to write your own function) Are you passing in the pointer and asking if you can use that in the shader to access the actual string that's back out in main memory? (the answer is no) Are you using some library or other tool that adds strings to Cg? (if so, your question isn't related to Cg itself, but the tool/library)

 

If the above didn't make sense, then the answer to your question is basically no, it is not possible.

0

Share this post


Link to post
Share on other sites

Sure, you can encode the string as an array of characters (or packed into an array of 32-bit words, whatever) and have your shader do a comparison and output something. But why do you want to do this? If you are thinking of having a "configuration string" that enables or disables features in your shader, that's not the right way, you want to pass this as an array of integer flags (if doing a uber-shader) OR modify the shader to your needs at compile-time with #define's and #include's. No need for strings here.

 

The main reason "string" types exist in HLSL/GLSL/Cg is to allow shader reflection tools to find and use them in some way. You can't actually do anything with them.

1

Share this post


Link to post
Share on other sites

Thanks guys.  Bacterius, your explanation makes a lot of sense.  Now I understand why cg has a string data type.  Thanks again!

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