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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.

AquaMacker

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  1. VB,IB better than ID3DX10Mesh.    
  2. Thank you very much, Juliean. But my english is so bad. I use DX10.1 (ID3D10Device1) not DX11. Am I change Device to ID3D10Device ? and that source is I loading VB manually. I'm sorry for my bad english...
  3. Thanks I found !!! hr =  D3DX10CreateMesh( pDevice, stVertex::pInputElementDesc, stVertex::nNumElements, stVertex::pInputElementDesc[0].SemanticName, 36, 12, D3DX10_MESH_32_BIT, &pMesh ); pMesh->SetVertexData( 0, vertices ); pMesh->SetIndexData( indices, nIndexCount ); pMesh->GenerateAdjacencyAndPointReps( 0.001f ); pMesh->Optimize( D3DX10_MESHOPT_ATTR_SORT | D3DX10_MESHOPT_VERTEX_CACHE, 0, 0 ); pMesh->CommitToDevice() !!! <- that warning point This part is so simple box making source. so simple so simple. Vertex number 36, index number is 12. Vertex values is wrong ? hr is S_OK. I don't understand. I use ID3D10Device1* pDevice. Is related ?
  4. Please don't pass indifferencely.   I use multithread. Is related to that warnning ? Come on Guy !!!
  5. HI   D3D11 WARNING: ID3D10Device::CopyResource: This ID3D10Device[1] method of the immediate context is locked out because an ID3D11Device[1] device context state is active. [ STATE_SETTING WARNING #3145945: DEVICE_LOCKEDOUT_INTERFACE]   Have you ever seen before this warning message in output window ? What the hell....?! In My All source there is no CopyResource.  I Don't know where to find that error message. Is that no big trouble ? That warning comes out my program slower. I guess that warning is big problem !!! How can I fix that warning ? Thanks in advance.    
  6. Thanks so~~~~~~~~~~~~ much.   Question is solved clearly perfectly.    Have a nice day @L. Spiro, @spazzarama, @Buckeye
  7. I knew that... But I refer to MSSDK Skinning10, MSSDK Skinning10 use R8G8B8A8_UNORM. And I use R8G8B8A8_UNORM, But I don't working, MSSDK working well. I don't understand.  
  8. I solved this problem. ^^a This is not BoneIndex format but WEIGHT format !   First - wrong DXGI_FORMAT { "BONES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 56, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "WEIGHTS", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 60, D3D10_INPUT_PER_VERTEX_DATA, 0 }, Second - correct DXGI_FORMAT { "BONES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 56, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "WEIGHTS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 60, D3D10_INPUT_PER_VERTEX_DATA, 0 }, I solved it ^^; But I don't understand yet. Why float[4] of weight can't use DXGI_FORMAT_R8G8B8A8_UNORM ? Range of Weight value is 0.0f ~ 1.0f. But can't... And... Thanks very much for answer. @L. Spiro, @spazzarama ^^a Have a good day  
  9. HI~   I wonder BoneIndex DXGI_FORMAT.   This is my result. BONE INDEX, Weight. [attachment=20693:BoneIndexWeight.png] I guess, this result is good. But Drawing is wrong. In MSSDK, BoneIndex DXGI_FORMAT is { "BONES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0 } But I Can't.   My vertex struct is   D3DXVECTOR3 vPos; D3DXVECTOR3 vNormal; D3DXVECTOR2 vTex; D3DXVECTOR3 vBiNormal; D3DXVECTOR3 vTangent; UINT nIndex[4]; float fWeight[4];   My BoneIndex DXGI_FORMAT is { "BONES", 0, DXGI_FORMAT_R32G32B32A32_UINT, 0, 56, D3D10_INPUT_PER_VERTEX_DATA, 0 },   Is Wrong ?
  10. D3DXComputeTangentFrameEx( pMesh,                                            D3DDECLUSAGE_TEXCOORD, 0,                                            D3DDECLUSAGE_TANGENT, 0,                                            D3DDECLUSAGE_BINORMAL, 0,                                            D3DDECLUSAGE_NORMAL, 0,                                            0,                                            pAdjacency,                                            -1.01f,-0.01f,-1.01f,                                            &pMeshAfter,                                            0 ); this method DONE. And Vertex data error is my fault. ??;   But ComputeTangent is well done but tangent value is not confirm yet.
  11. Thanks, Buckeye, Burnt_Fyr, I appreciate it. Thanks very much      
  12. Hi ~   D3DXComputeTangentFrameEx() is hard to use.   I use Full Vertex Model.   Let's see source...   D3DXCleanMesh()... hr = S_OK D3DXValidMesh()... hr = S_OK   HRESULT hr =  D3DXComputeTangentFrameEx( pMeshClean,                                                        D3DDECLUSAGE_TEXCOORD, 0,                                                        D3DDECLUSAGE_BINORMAL, 0,                                                        D3DDECLUSAGE_TANGENT, 0,                                                        0, 0,                                                        D3DXTANGENT_GENERATE_IN_PLACE,                                                        pAdjacencyClean,                                                        0.01f, 0.25f, 0.01f,                                                        &pMeshAfter,                                                        0 ); hr is S_FALSE; So...   I don't use "D3DXTANGENT_GENERATE_IN_PLACE" of option is hr = S_OK. But vertex data is changed. ex) -9.776716,0.000000,-9.890399 > 0.000000, -1.000000, 000000   How do I use exactly ?  
  13. http://tvpot.daum.net/mypot/View.do?ownerid=4cphH9T4XiU0&clipid=53291436 Click please....   What's wrong ?   TM bug ?   I just drawing 6 object and terrain.   I don't understand BUG !!!   how can I do ?   Please let me know...
  14. Self answer... Answer is Vertices. POM in MSSDK need XFile vertices(Especially Binormal and Tangent).
  15. TM or Vertices ?   No One ?