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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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NathanRidley

[SharpDX] After changing my noob code to use a technique instead of shaders directly, nothing displays anymore

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I normally wouldn't ask anything like this, I hate it when people dump code on forums and expect you to debug it for them. I am however completely stumped and have nowhere to turn, so I figure if I can keep things succinct, maybe one of you fine folks might be able to spot where I am going wrong.

 

Also, I'm a big fan of the concept "give a man a fish and you'll feed him for a day, teach a man to fish and you'll feed him for a lifetime", so I'll be describing the problem below, but I'd really appreciate if you could help me understand how I could have debugged the problem myself. Normally when developing software I am able to debug almost anything via a process of elimination, narrowing the problem range, observation of values while in debug mode, following stack traces and so forth, but in this case it's completely unclear what I need to look for mainly due to my inexperience working with the Direct3D APIs.

 

Note: any linked words below go directly to source code on Github for your reference.

 

Ok, so I've been learning basic 3D programming with Direct3D 11 using SharpDX. I had a nice test project (source here) working that would display some animated rainbow-coloured cubes and was shading them using individually-compiled vertex and pixel shaders. The vertex shader was just for the basic transforms and the pixel shader just picked an interpolated colour. This all worked fine, as you'll see if you feel like compiling the source code.

 

The next chapter in my book has been talking about using effects files and so I copied my source to a new project (source here), and took my vertex and pixel shader code, put them both in the same .fx file and added code into that file to describe the technique that should encapsulate both shaders, with the intention to apply the technique in my code rather than hooking up the shaders directly.

 

My new class for making use of the technique replaced my shader classes I had in the old version of my project and I started using "pass.Apply" to render, rather than setting the vertex and pixel shaders manually before calling my Draw() methods. So my renderer now calls directly into my effect class to do the drawing. Note also that my initialization of the input layout now takes the input layout from the signature of the first pass in the technique, rather than directly from the vertex shader which it did in the old version.

 

Even though my code seems to be straightforward and I've attempted to follow examples and understand what I'm doing, no cubes are rendering anymore. All I get is a blank background.

 

Any help would be much appreciated, and in particular any suggestions on how I could have figured out the problem myself, for future reference.

Edited by axefrog
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