• 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
Catwheel

Managing your own Depth Buffer

2 posts in this topic

So I have a program that draws to screen space. I would like to set up a depth buffer and draw and manage it myself. However, I am very unfamiliar with depth buffers and I'm not really sure how you can simply draw and manage it yourself.

Essentially, what I want to do, is take any call to drawprimitiveup on the back buffer, and make a similar call to the depth buffer, but have it simply say that the shape is as close as possible to the view. I also do not want it to clear the depth buffer, but rather degregate the vertexes in the depth buffer so that they are slightly further away.

 

Note: I plan to later use this depth buffer to create a left and right view of the image. I would rather do it in this manner than simply rendering the scene twice, because this method is more desirable for my project.

 

Any advice on how to bring this concept to practice would be appreciated, as well as references for depth buffer usage, besides just the pipeline doc, or just useful tidbits that I might be able to put together (for example, I am wondering if a depth buffer can be considered a surface in the same way as any other buffer). I'm very new to DirectX so you're advice is appreciated!

 

-Thanks!

 

Edit: Some other questions I have:

Is it possible to look at the backbuffer and "move" each pixel based on it's depth value? If so, what are the calls for that?

Edited by Catwheel
0

Share this post


Link to post
Share on other sites

So I'm adding on to my previous post and giving this a bump since I'm still working on this. It looks like, although the draw calls are directly to screen space, they do specify a z value. Would this mean that I could simply enable the depth buffer and it will draw onto the depth buffer the same time that it draws onto the render target? It sounds like a no-brainer, but I still want to ask the community here.

0

Share this post


Link to post
Share on other sites

I did not undrstand what you want to do and why you cannot do it. But I will comment on some of your sentences giving general informations about targets with depth buffer.

 

 

Would this mean that I could simply enable the depth buffer and it will draw onto the depth buffer the same time that it draws onto the render target?

you can disable depthwrite for a single draw call, as well as disable/enable depth test. This allows you to test against depth buffer without altering it in draw call, or not test, or test and alter. You can also specify z function as to when the z test/z write, passes (greater,less,equal).

 

 

Is it possible to look at the backbuffer and "move" each pixel based on it's depth value? If so, what are the calls for that?

You would have to unbind the target of which z buffer you wish to read from and perform your resulting deeds to be drawn into another target buffer. You would simply use this previous buffer as a texture, and perform those "move" out to the other one. You cannot read from a buffer you are writing into.

 

but have it simply say that the shape is as close as possible to the view

it is not very possible to test depth buffer events on a draw call out onto the CPU. Occlusion queries will give you only an information wheather a drawcall has altered at least a single pixel.

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