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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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  1. Great article. First time I have seen it. The technique described in there is identical to how I implement glow in my game.
  2. DX11

    Cool, that makes sense. Sounds like I got rid of the error (unknowingly) by setting the backbuffer as the render target, in you OMSetRenderTargets() example. Thanks again!
  3. DX11

    Arrgh, simple mistake in the end. I wasn't setting the back buffer as the target before drawing the render target back. In this case, the error reported back was misleading.
  4. DX11

    Thanks man, which call is that though? I'm drawing a blank here - Hehe.
  5. Hi Guys, I am revisiting an old DX11 framework I was creating a while back and am scratching my head with a small issue. I am trying to set the pixel shader resources and am getting the following error on every loop. As you can see in the below code, I am clearing out the shader resources as per the documentation. (Even going overboard and doing it both sides of the main PSSet call). But I just can't get rid of the error. Which results in the render target not being drawn. ID3D11ShaderResourceView* srv = { 0 }; d3dContext->PSSetShaderResources(0, 1, &srv); for (std::vector<RenderTarget>::iterator it = rtVector.begin(); it != rtVector.end(); ++it) { if (it->szName == name) { //std::cout << it->srv <<"\r\n"; d3dContext->PSSetShaderResources(0, 1, &it->srv); break; } } d3dContext->PSSetShaderResources(0, 1, &srv); I am storing the RT's in a vector and setting them by name. I have tested the it->srv and am retrieving a valid pointer. At this stage I am out of ideas. Any help would be greatly appreciated
  6. DX11

    Yeah, it does increase. There are a lot of redundant calls in there. As for the injection part. All self taught. I submitted a request a few years back asking if they would add a function to return the handle of the D3DDevice. It was one of the few requests that ever got through. Which was great, as it allowed me to create the worlds first video player extension where you could manipulate the video as if it were a regular sprite. I still get asked to this day how I pulled that one off. Hehe!
  7. DX11

    I am looking at overriding a large section of the GameMaker renderer. At this stage I can inject models, shaders, textures, etc via DLL. But even in an empty GM project there are over 100 state changes, draw calls, shader changes, etc... just for a simple empty window. I can disable the draw event, which stops the renderer doing anything and was hoping to take over a lot of the functionality myself. In pure DX11 I can render a whole scene in around 8 state changes. So, essentially it is about boosting performance in GM. Could possibly be an OCD optimization thing though, I admit - LOL.
  8. DX11

    Do you know if it is possible to retrieve the address of the swap chain also?
  9. DX11

    Ooh! Nice! That's an awesome idea. Thanks man!
  10. Completely self taught here also. Started out on the C64 in the late 80's. Didn't start learning C++ until 2006, playing with Ogre 3D at the same time. Learning both simultaneously was a hard task as I didn't know any of the concepts of either. Always being interested in way things tick, I tinkered around with DX9c and have now moved on to DX11. Still learning, but have the basics sorted out. Here is a screenie of a game I have been working on for the past few years. Been chipping away when I feel like it, which is very intermittent. (Also in C++ and DX11). I'm quite proud of what I have achieved. Each strand of grass is individually animated and looks awesome swaying gently in the breeze. I'm certainly no guru though. Still learning new things every day. I am a far cry from the masters that help out on the forums here.
  11. Hi Guys, I am just wondering if it is possible to acquire the address of the backbuffer if an API (based on DX11) only exposes the 'device' and 'context' pointers? Any advice would be greatly appreciated
  12. GameMaker isn't 'strictly 2D' as such. It is quite easy to do a full 3D game, but there is no handholding involved. Everything has to be done strictly via code. The game I have been working on for the last few years is actually entirely 3D based. Having said that though, I'd go with the engine that you are most comfortable with. In the end, it is not so much the engine, it is the person driving it.
  13. DX11

    Great explanation guys. Thank you for clearing this up for me.
  14. DX11

    (Sorry guys. Browser wont allow me to format the post correctly. No matter how I edit this thing, I can't separate the last paragraphs out of the code. Tried Chrome and IE)
  15. Hi Guys, Just wondering if you could assist me with some basic theory here. Why is it that CreateInputLayout() requires both the input description and shader input signature.