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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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HappyCoder

DXGI_FORMAT_R8G8B8_UNORM?

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I am working with directx for the first time in a a long time. I am working on generating input layouts and notices that DXGI_FORMAT_R8G8B8_UNORM doesn't exist.  R8, R8G8, and R8G8B8A all exist. For some reason R8G8B8 doesn't. Why is that? Why add support for 1, 2 and 4 normalized byte components but leave out support for 3? It seems like it is a common use case to have a RGB color stored as bytes, yet this is left out.

Edited by HappyCoder
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He wants to use it for input layouts though, but obviously they somewhat unified texture formats and vertex types from DX10+.
You can't use 3-byte aligned vertex formats in D3D9 or GL either. D3D9/10/11 just don't have the formats available, and GL will either return an error, or lie to you and insert the padding behind your back wink.png
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You can always create your vertex buffer as a structured buffer or byte address buffer, and then us SV_VertexID to manually unpack your data in the shader. However it's almost certainly not going to save you any performance.

 

It won't save performance for sure, but it opens lots of doors for you.  Indirect draw calls are much easier to do with a structured buffer as the data storage system for example.

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