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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. OK I understand: the bitmap is stretched to fill the entire texture at load time. r.
  2. > thats the magic that happens when you load a non power-of-2 sized image. > Texture dimensions have to be a power of 2. I must not be making myself clear. TextureLoader has somehow sensed that this image will not use its entire texture and has arranged it for me, the user, so that the uv coordinate (1.0, 1.0) maps to the bottom right hand corner of the image and not of the texture. As far as I can tell, the Texture object returned by TextureLoader is an ordinary Texture object, for which I don't see any facility for remapping texture coordinates. So how does the API know to treat texture coordinates across a Texture loaded by TextureLoader specially? Surely somebody must have come across this before... r.
  3. Yes, I agree I can store the percentages of the texture I need to draw for the various sized images I might place in it. The point I was trying to make is that TextureLoader has somehow conveniently mapped your: (1) Left: 0.0f, Top: 0.0f, Right: .586f, Bottom: .651f To: (2) Left: 0.0f, Top: 0.0f, Right: 1.0f, Bottom: 1.0f i.e. to draw the full image loaded by TextureLoader I do not need to worry about the relation between the image size and the texture size. I just draw it with the texture coordinates in (2) and it works. I thought perhaps when I call device.SetTexture(0, texture); that a TextureTransform is setup, doing the above scaling of texture coordinates. But a call to System.Console.WriteLine(device.TextureState[0].TextureTransform.ToString()); informs me that even after setting the texture, transformations of the coordinate transforms are disabled. Does anybody know how TextureLoader achieves this magic? r.
  4. I am using C# and Managed DirectX. Is there a way to tell a texture how texture coordinates map across its surface? Consider the following: texture = TextureLoader.FromFile(dev, "eye.png", 0, 0, 1, 0, Format.Unknown, Pool.Default, Filter.Box, Filter.None, 0); SurfaceDescription sd = texture.GetLevelDescription(0); System.Console.Write("Height: {0}, Width: {1}", sd.Height, sd.Width); eye.png is an image with dimensions of around 600x500. The above code tells me that TextureLoader has given texture a size of 1024x512, which is to be expected. When I render this, the uv coordinate (1.0, 1.0) maps to the far corner of the *image* of the eye (texel 600x500) and not at the far corner of the *texture* (texel 1024x512). Now consider: destTexture = new Texture(dev, 1024, 512, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default); In this case the uv coordinate (1.0, 1.0) will always map to the far corner of the *texture* (texel 1024x512). Given that the images I intend to put in destTexture are not of this size exactly, I would like to be able to change this mapping in the clean way that TextureLoader seems to do. Does anybody know how TextureLoader is changing this mapping, and how I can do it for textures I create myself? Thanks, r.