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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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About spooky_paul

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  1. thanks for your reply i've initially used the table but now i've switched to IDirect3DDevice9::SetVertexShaderConstantF result = app.getDevice()->SetVertexShaderConstantF(0, &matWorldViewProj._11, 4); but now I dont get the geometry on my screen anymore. it worked with the constant table
  2. hi, how would i set a matrix that i defined in my vertex shader like: float4x4 WorldViewProj : register(c0); and it's stored in my c++ code as: D3DXMATRIXA16 matWorldViewProj; thanks
  3. Hi, I've been trying to load binary shaders compiled with fxc.exe using the ps_2_0 and respectively vs_2_0 profiles. I am loading the files into char *buffers for each of the shaders and then passing the buffers to CreatePixelShader() and CreateVertexShader() like so: result = app.getDevice()->CreateVertexShader((DWORD*)&bufferVSH, &vertexShader); result = app.getDevice()->CreatePixelShader((DWORD*)&bufferPSH, &pixelShader); but both methods return failed. What could I be doing wrong? Thanks
  4. hi, until now I've used to compile my shaders at rune time with D3DXCompileShaderFromFile() and then pass them to CreatePixelShader() or CreateVertexShader(). I wish to switch to offline compilation. I am building them with fxc.exe. how can i load the binary shaders so I can pass them to CreateVertexShader() and CreatePixelShader()? thanks :)
  5. OpenGL

    This kinda reminds me of Star Wars... As Anakin was supposed to bring balance to the force OGL3.0 was supposed to bring balance to the rendering APIs being an DX10 equivalent. They both failed. Vader did bring balance in the end but he kinda died soon after. I fear that even if the specs promised for 3.0 will materialize someday if will be to late for the API, gamedev wise.
  6. Hy, I am trying to initialize a ISPEShape in the Simple Physics Engine v3.0 by feeding vertices directly, not by using a ID3DXMesh like its being used in the examples. I know what i have to do in theory, but in practice, that a whole different thing. :D Can you help me with this? Thank you
  7. Quote:Original post by Mike2343 Wow, just flat out admitted to stealing code... you got me all wrong. copy-pasting this simple example licensed "as-is" gives me an app with a simple framework to research and develop later on it. having a practical example that you know it works is a good guide. i do not intend to steal any code, i wont be copy-pasting chucks of ogre, irrlicht, crystal space and any other rendering/game engines. @latentdisposition yes this is true the deadline is self-imposed, but this is how we get things done even this being a hobby project. i have just turned attention to the programing side of game development. having a 3d-artist background i find it sometimes hard to navigate though the api, and an example of the working code make me understand how the different parts work together and get me going i do not understand why inspiring from other peoples work is damned (at this low-level). i am still using the windows api snippet to initialize a window i learned in my first directx tutorial. (even though some parts of it changed in time) when i have asked how to center a window, somebody answered with this "GetSystemMetrics(SM_CXSCREEN)/2-xScreenSize/2". that i just copy-pasted in my app initially, but then spent time on msdn because i wanted to find out more regarding the function`s capacities. is that considered stealing to? [Edited by - spooky_paul on July 14, 2007 3:23:48 AM]
  8. i have some directx experience and regarding physx all i need is rigid body physics and the character controler. i hope i`ll do alright
  9. thanks latentdisposition! this is exactly what i need
  10. i do agree with you. but when there is a deadline looming copy/pasting is great way to speed up the development.
  11. @Palidine I know the principles of working with them together. What I need is an example. A simple app that uses the two.
  12. Quote:Original post by NQ If you don't mind using DirectX through a 3rd party graphics engine, then I can vouch for a setup that works: Ogre3D + PhysX. There's a wrapper which makes things really really simple. I used it myself and it works most splendidly. Actually this is how i started. ogre3d + nxogre. But now i feet that the time came to move on. This is why i want this DX + PhysX example
  13. Thanks for the link, but most of api has changed since the example was written and it wont compile with the latest sdk. Is there any newer one out there?
  14. Hi are there some simple examples on how to integrate PhysX into a DirectX app? Thanks
  15. the sdk link: Quote:We’re sorry, but we were unable to service your request. You may wish to choose from the links below for information about Microsoft products and services. the others work thanks!