• 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.

Archived

This topic is now archived and is closed to further replies.

Pseudo

D3DIM question

2 posts in this topic

Is is just me, or does setting the ambient light do NOTHING! I am using a single directional light, and it works fine, then I call this every frame: lpD3DDevice->SetRenderState( D3DRENDERSTATE_AMBIENT, RANDOM_COLOR); This should at least change how the image looks considering I am pseudo-randomly changing the ambient color, but it doesn''t change a thing. Is there something I have to do to enable ambient lights? Pseudo
0

Share this post


Link to post
Share on other sites
Most people recommend that you do the lighting yourself, using D3DLVERTEX. Typically, your own lighting model is faster, since d3d takes many things into account that you wouldn''t typically bother with.

If you do it this way, it''s as easy as setting up an ambient light variable and keeping it.

I had your problem too, but I switched to my own lighting model-- not because of it, but because when I compared the speeds of the two, my own model was faster.
0

Share this post


Link to post
Share on other sites
D3DLVERTEX doesn''t contain normal data so how do you use it to do your own lighting model? Don''t you still use vertex normals to shade? I hope you don''t fill the D3DLVERTEX structure after the calculations, because this would mean you have to duplicate every vertex. Please inlighten me.
0

Share this post


Link to post
Share on other sites