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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. I'm having troubles rendering a billboard quad, that's generated from a single vertex in the geometry shader. For some reason I can only emit 3 vertices. Here's my shader: [source lang="cpp"]struct QuadVertexInput { float4 position_local : POSITION0; float4 color : COLOR0; }; struct QuadVertexOutput { float4 position_projection : POSITION0; float4 color : COLOR0; }; struct QuadGeometryOut { float4 position_screen : SV_Position; float4 color : COLOR0; }; struct QuadPixelOutput { float4 color : SV_TARGET; }; QuadVertexOutput QuadVertexMain(QuadVertexInput input) { QuadVertexOutput output; output.position_projection = mul(input.position_local, world_matrix); output.color = input.color; return output; } [maxvertexcount(4)] void QuadGeometryMain(point QuadVertexOutput input[1], inout TriangleStream<QuadGeometryOut> stream) { QuadGeometryOut output = (QuadGeometryOut)0; float3 y_axis = float3(0.0f, 1.0f, 0.0f); float3 right = cross(y_axis, camera_direction); float3 up = cross(camera_direction, right); float3 center = input[0].position_projection; float4 vertex0 = float4(center + up * 0.5f + right * 0.5f, 1.0f); float4 vertex1 = float4(center - up * 0.5f + right * 0.5f, 1.0f); float4 vertex2 = float4(center - up * 0.5f - right * 0.5f, 1.0f); float4 vertex3 = float4(center + up * 0.5f - right * 0.5f, 1.0f); vertex0 = mul(mul(vertex0, view_matrix), projection_matrix); vertex1 = mul(mul(vertex1, view_matrix), projection_matrix); vertex2 = mul(mul(vertex2, view_matrix), projection_matrix); vertex3 = mul(mul(vertex3, view_matrix), projection_matrix); output.position_screen = vertex0; output.color = float4(1.0f, 0.0f, 0.0f, 1.0f); stream.Append(output); output.position_screen = vertex1; output.color = float4(0.0f, 1.0f, 0.0f, 1.0f); stream.Append(output); output.position_screen = vertex2; output.color = float4(0.0f, 0.0f, 1.0f, 1.0f); stream.Append(output); output.position_screen = vertex3; output.color = float4(1.0f, 1.0f, 0.0f, 1.0f); stream.Append(output); } QuadPixelOutput QuadPixelMain(QuadGeometryOut input) { QuadPixelOutput output; output.color = input.color; return output; } technique10 Quad { pass P0 { SetVertexShader(CompileShader(vs_4_0, QuadVertexMain())); SetGeometryShader(CompileShader(gs_4_0, QuadGeometryMain())); SetPixelShader(CompileShader(ps_4_0, QuadPixelMain())); } }[/source] Can anyone help me out with what I'm doing wrong? Here's an image of what it looks like: [url="http://imageshack.us/photo/my-images/836/picnj.png/"]http://imageshack.us/photo/my-images/836/picnj.png/[/url]
  2. OpenGL

    [quote name='Sneezy' timestamp='1309769272' post='4830846'] Is it possible to use "dataFieldTex.Sample()" in the geometry shader? dataFieldTex is a Texture3D [/quote] No, you can only use sample in pixel shaders. You'll need to use something like Load or SampleLevel if you want to sample in VS or GS.
  3. Was a solution to this problem ever found? I currently am trying to do the exact same thing. I have yet to find a complete example on how to render into a texture volume and then sample from it later in another pass. My code looks very similar to the above, but it doesn't work either... In the second pass, when I'm sampling the volume, I can only get the clear color.
  4. I am a programmer that is fooling around with DirectX 9. I downloaded Anim8tor so that I could create my own meshes and load them into my programs, but whenever I create something in Anim8tor and convert its .3ds file to a .x file and load it into my program none of the materials reflect any light they just stay black. I am pretty sure that it is not my programming because my meshes made by scratch work and .x files that I have found on the net have worked fine as well. Suggestions?