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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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Ryan_001

SharpDx and d3dcompiler_XX.dll

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A few months ago, as my first real foray into C# programming, I wrote a small program/dll that allowed me to compile .hlsl and .fx files directly into COFF files that I could link into my program.  It worked great for a few months.  Now I'm having a small problem.  

 

In writing the dll I used the SharpDx package to get access to the D3DCompiler API.  It seems by default this uses an older version of the d3dcompiler_XX.dll (I think its version 43, I don't remember exactly).  I need to use a more recent version of the compiler dll, in particular I would like to use d3dcompiler_47.dll.  Being somewhat of a noob when it comes to C#, I haven't been able to figure how to do it.  Googling didn't turn up anything useful and I tried copying d3dcompiler_47.dll to various directories with no avail.  Anyone have and ideas? 

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If you are using nuget packages and building desktop applications, it will link by default the old DirectX June 2010 runtime. In order to use more recent d3dcompiler_47.dll (deployed on Windows8.x), you need to setup a config variable in your project

 

If you are referencing manually binaries, simply link against DirectX11_2-net40

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I used the nuget packages, and read through the link you provided (much appreciated) but was still unable to get it to use the newer d3dcompiler_47.dll.  I never used C# before this so I'm probably making a silly mistake.  I added an App.config file (using the project->add new item wizard) and in there added <SharpDXDirectXVersion>DirectX11_2</SharpDXDirectXVersion>.  I'm not sure if I'm not doing the right thing, or if I added it to the wrong place, and TBH I don't even know what a config variable is.

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That worked, thank-you very much smile.png

 

@Fredricvo: This does 1 better.  I used C# because its works as an custom build step integrated with VS.  So I add the .hlsl or .fx files as you would, but under 'item type' I select my task instead of the default hlsl compiler.  It compiles the code and instead of saving it as a .cso file as COFF object which can be directly linked into the executable, and which is done automatically.  I can give it whatever variable name I want and even use namespaces.  It's really easy.  I don't need to worry about custom build steps or anything, its all handled automatically for me.

 

I should also add.  There are only two problems I have with it.  1st is that effects are deprecated for the newer compiler; which both annoys and baffles me to no end.  Also the MSBuild scripting is not well documented, and so there are still small quirks that I need to work out.  The latter I can fix, the former... serves me right for using MS I guess...

Edited by Ryan_001
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