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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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  1. [quote name='Ashaman73' timestamp='1328271938' post='4909128'] Max, better most modeling tools, allow to assign more than one uv-coord to a single vertex. In this case, you need to split your vertex and assign the different uv to unique vertices. That is the reason, you see no artifacts beside the expected seams when using max (the border vertices got more then one uv-coord), but got warping artifacts when using shared vertices in your mapping code. [/quote] No but when I use the UV's that were exported WITH Max, I get the same result as in Max (the desired result) on excactly the same mesh. So it is litteraly JUST the UV coordinates ons those edges that differ.
  2. Hi, Is there anyone who can guide me in the right direction (or article [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] ). I want to generate UV mapping coordinates for my objects in code. So I would like to generate Plane, Box, Sphere, Cylinder etc. mapping for my objects in code. I am pretty sure there would be standartd algorithms out there to do this. I implemented my own algorithm for box mapping, but I am getting bad results on "edges" (where one vertex is projecting to one face of the box and the other vertex to the other face). I included two images, one with the my generated mapping ("Incorrect Mapping.PNG") and one which it should look like and was generated by 3dsMax ("Correct Mapping.PNG"). Thanx in advance.
  3. [quote name='Hodgman' timestamp='1309760461' post='4830807'] Yes, usually. [/quote] Thx
  4. Thanks, but I actually want to know if the game's screen resolution is directly correlated to the backbuffer width and height of the present params?
  5. Hi, When one adjusts a game's screen resolution (you know typically in the game's "Options->Graphics"), is it actually the BackBufferWidth and BackBufferHeight of the D3DPRESENT_PARAMETERS (D3D) for a device, that is being set?
  6. Hi, I read up on MSDN how to implement Raw Input handling. I only want to handle the mouse buttons for now, just to get it working. Now, I've done the following... [code] /*********** * Register Mouse as a raw input device **/ RAWINPUTDEVICE l_aRawInputDevices[1]; //only one RID will be registered l_aRawInputDevices[0].usUsagePage = HID_USAGE_PAGE_GENERIC; //0x01 l_aRawInputDevices[0].usUsage = HID_USAGE_GENERIC_MOUSE; //0x02 l_aRawInputDevices[0].dwFlags = RIDEV_NOLEGACY; // i've also tried just specifying RIDEV_INPUTSINK l_aRawInputDevices[0].hwndTarget = 0/*l_hWindow*/; // I've tried with and without specifying the window which is applicable if( RegisterRawInputDevices( l_aRawInputDevices, 1, sizeof(l_aRawInputDevices[0]) ) == false ) { System::Windows::Forms::MessageBox::Show( "Could not Register HID" ); } [/code] Now, for our application, we've registered to the Application::Idle event in which we "Run" and handle our Windows Messaging. Something like this.... [code] void Class::AppIdle( Object^ sender, EventArgs^ e ) { MSG l_Msg; MSG l_MouseMsg; while ( !PeekMessage(&l_Msg, 0, 0, 0, 0) ) // No message is recieved { .... ENGINE->Run(); //updates, culls, draws etc. } if ( ::PeekMessage( &l_MouseMsg, 0/*this->m_hRenderWindowHandle*/, 0, 0, 0/*PM_REMOVE*/ ) ) // here I've also specified with { //and without the window handle switch( l_MouseMsg.message ) { case WM_INPUT: { // it does not go in here System::Diagnostics::Trace::WriteLine( "WM_INPUT" ); break; } } } } [/code] It does not switch into the WM_INPUT case when I to anything with the mouse (clicking away and moving it around the window). This is how I've been handling mouse inputs thus far (within the same AppIdle funtion) which works well enough (although it does not always catch the button up case - which is the reason I'm trying WM_INPUT) [code] if ( ::PeekMessage( &l_MouseMsg, this->m_hRenderWindowHandle, 513, 517, 0/*PM_REMOVE*/ ) ) { switch( l_MouseMsg.message ) { case WM_LBUTTONDOWN : { ENGINEMANAGER->GetInputDevice()->SetMouseButtonDown( 0, true ); break; } case WM_LBUTTONUP : { ENGINEMANAGER->GetInputDevice()->SetMouseButtonDown( 0, false ); ENGINEMANAGER->GetInputDevice()->SetMouseButtonClicked( 0, true ); break; } case WM_RBUTTONUP : { ENGINEMANAGER->GetInputDevice()->SetMouseButtonDown( 1, false ); ENGINEMANAGER->GetInputDevice()->SetMouseButtonClicked( 1, true ); break; } default : { break; } } } [/code] Any advise what I'm doing wrong that the switch does not catch the WM_INPUT case?
  7. Hi, Im drawing everything in my scene using effects (ID3DXEffect) and ID3DXMesh::DrawSubset. There are only one type of object (MeasurementLines) that Im rendering using IDirect3DDevice9::DrawPrimitiveUP. Im drawing these MeasurementLine objects after Im rendering all the others, but I cant seem to set the IDirect3DDevice9::SetTransform and the device does not draw these lines the color that I set them when I create their FVF. Im probably missing something fundamental, but dont know what it is. [code] D3DVertexColor l_aVertexPositionData[2]; l_aVertexPositionData[0].position.x = this->m_pStartPoint->GetWorldTransform()->GetPosition().x; l_aVertexPositionData[0].position.y = this->m_pStartPoint->GetWorldTransform()->GetPosition().y; l_aVertexPositionData[0].position.z = this->m_pStartPoint->GetWorldTransform()->GetPosition().z; l_aVertexPositionData[1].position.x = this->m_pEndPoint->GetWorldTransform()->GetPosition().x; l_aVertexPositionData[1].position.y = this->m_pEndPoint->GetWorldTransform()->GetPosition().y; l_aVertexPositionData[1].position.z = this->m_pEndPoint->GetWorldTransform()->GetPosition().z; l_aVertexPositionData[0].color = 0xff000000; l_aVertexPositionData[1].color = 0xff000000; D3DXMATRIX l_d3dmIdentity; D3DXMatrixIdentity( &l_d3dmIdentity ); HRESULT hr; ENGINEMANAGER->GetGraphicsDevice()->SetFVF( D3DFVF_XYZ | D3DFVF_DIFFUSE ); hr = ENGINEMANAGER->GetGraphicsDevice()->SetTransform( D3DTS_WORLD, &l_d3dmIdentity ); hr = ENGINEMANAGER->GetGraphicsDevice()->SetTransform( D3DTS_VIEW, &D3DCAMERAMANAGER->GetActiveCamera()->GetProjectionMatrix() ); hr = ENGINEMANAGER->GetGraphicsDevice()->SetTransform( D3DTS_PROJECTION, &D3DCAMERAMANAGER->GetActiveCamera()->GetViewMatrix() ); ENGINEMANAGER->GetGraphicsDevice()->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE ); hr = ENGINEMANAGER->GetGraphicsDevice()->DrawPrimitiveUP( D3DPT_LINESTRIP, 1, (void *)l_aVertexPositionData, sizeof( D3DVertexColor ) ); [/code] So in summary, it draws the line primitive, but does not take the color I specify or the Word transform into account. How do I fix this?
  8. I have a problem where, after I rendered the whole scene using shaders a draw lines which I just use DrawPrimitiveUP, but I can for the life of me not set the Device's matrices and the color that I assign to the line. Its as if the Device uses the last shader state that it rendered with. Any pointers?
  9. Thanks for the response! I've gone with the DrawPrimitve approach for now. The draw back to this approach is that one can not set a line width. If I want thicker line later on, I'll then maybe try drawing quads, or trying to solve my original problem I had (at the beginning of this post) using the feedback I got from you guys. Thanks.
  10. [quote name='Tom KQT' timestamp='1299744384' post='4783891'] Sorry, you cannot. It's always "1 pixel". (If you're talking about DX9 because I don't know how is it in DX10/11). [/quote] That's a pity! and yes, im using DX9 [quote name='Tom KQT' timestamp='1299744384' post='4783891'] You can render quads instead of lines, that will give you much better control over the result. [/quote] I'll give that a go! G
  11. Hi, I want to set the line width when drawing with DrawPrimitiveUP. Is this possible? NOTE: im just drawing line primitives, but I want them "thicker" G
  12. Cool it worked (after setting the primitive count to 1). Thanks for the help. Can you tell me if I can set the width of the line being drawn?
  13. [code] struct MyVertex { float x,y,z; } MyVertex Line[2]; Line[0].x = ... Line[1].x = ... DrawPrimitiveUP(D3DPT_LINE_STRIP,2,(void *)Line,sizeof(MyVertex)); [/code] pVertexStreamZeroData is the pointer to the vertex data. So the code goes something like as above. Please check for the primitive type since I wrote that from my memory. Also you'll need to set SetFVF or SetVertexDeclaration (or so) and the correct SetTransforms etc etc. Cheers! [/quote] Shouldn't PrimitiveCount be 1 since I want only 1 line betweet 2 points?
  14. What is the difference between the LineList and LineStrip, since I'm getting different results but not sure why.
  15. Great stuff! thanks alot. I'll have a go with it.