• 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
aravind

Does anyone implemented the Gouraud shading algorithm in C# Directx ?

3 posts in this topic

Hi, i am strucked in Lighting.. i need to implement the Gouraud's Shading algorithm in my project but i am beginner in directx so i didnt have any idea about how to implement ..! can anyone suggest some option for me..!!! i am currently working with directx9 in C#.

 

0

Share this post


Link to post
Share on other sites

Gouraud shading is pretty basic ... it is the default lighting model for D3D9 as far as I know. So, you'll just calculate the lighting values per vertex (using what ever lighting model desired such as blinn-phong) and then output the interpolated lighting value for each pixel (instead of recalculating the light for each pixel). 

 

Cheers!

0

Share this post


Link to post
Share on other sites

but i am so much confused and not having much knowledge about it my question seems to be silly so please bare with me,,how we can give the ambient,specular,diffuse color for each pixels in our object?, in other word how can we calculate the color value for per vertex?

0

Share this post


Link to post
Share on other sites

Well you should maybe give a bit more information : what have you tried - what doesn't work. Have you looked into any examples? In the DXSDK there is plenty of simple examples how to draw a triangle, how to light a triangle etc. 

 

Since you are using DX9, you may even start without using any shaders - the fixed function pipeline does all that you need for drawing gouraud shaded objects with ambient, diffuse and specular lighting. No need even for a lighting model or anything.

 

Typically to attain that objective you'll need (assuming that you are using fixed function pipeline) :

 

- vertex buffer (+index buffer) containing a 3d mesh with at least position and normal data

- vertex format declaration or FVF which matches the vertex buffer data

- a material description with desired ambient, diffuse, specular values

- a light structure with required lighting information (position, diffuse, direction)

- a view matrix describing your camera location and orientation

- a projection matrix to describe your view port form and znear and zfar planes

- a world matrix for the object orientation and location

- well of course a back buffer and z-buffer a required too ... and a window 

 

 

Anyway, take a look in to the examples of the DXSDK or google. You'll find source which does more and less exactly what you need.

 

Cheers!

 

[edit] when using the fixed function pipeline, you'll have less control over the lighting calculations. You'll need to use a vertex shader and a pixel shader to implement some specific lighting formulas. Once again, there are samples using VS/PS so it is pointless to write an exact answer for your question.

Edited by kauna
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