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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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About w0dk4

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  1. So there is no *proper* way to detect this? [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] How do other games do this then that use deferred rendering? Or if you have developed a deferred renderer, do you care about this / have you implemented something that works well?
  2. Hey there, my problem is that I am coding a deferred renderer on Direct3D9 and when you force Anti Aliasing through the driver, nothing gets rendered for obvious reason, Is there a best practice to prevent this behaviour? Or if it is not possible to prevent, how could I detect if AA is forced? Direct3D does not seem to throw any errors...
  3. Yeah, they go from the left to the right. Anyways, I found what the issue was. For some reason, I was using 64bit floating point textures. Switching to D3DFMT_A8R8G8B8 completely solved the issue. Im not sure why though. /oh hi LS :) [Edited by - w0dk4 on April 25, 2010 8:52:26 AM]
  4. Hello there, I have a very weird problem where I really doubt wether Im seeing things clearly, so please have a look if Im doing something obviously wrong here. So, I got a scene rendered to the backbuffer, I stretchrect it to a 4 times smaller texture. Now I apply a brightpass, rendering to a new texture of the same size: So, now I'll apply the following gaussian blur, as found on many sources on the internet, to blur the texture, in order for the highlighted parts to shine over the X-Wings front. Only that it does the exact opposite, it actually blurs inwards: float g_blurRadiusX; float g_blurRadiusY; static const int kernelSize = 9; //Blur Weights static const float BlurWeights[kernelSize] = { 0.05f, 0.09f, 0.12f, 0.15f, 0.16f, 0.15f, 0.12f, 0.09f, 0.05f }; float4 BlurH_PS( VS_OUTPUT In ) : COLOR0 { float4 color = 0; float2 texCoord = In.TextureUV; for (int i = 0; i < kernelSize; i++) { texCoord.x = In.TextureUV.x + ((i-4)*g_blurRadiusX); color += tex2D(Tex0Sampler, texCoord) * BlurWeights[i]; } return color; } float4 BlurV_PS( VS_OUTPUT In ) : COLOR0 { float4 color = 0; float2 texCoord = In.TextureUV; for (int i = 0; i < kernelSize; i++) { texCoord.y = In.TextureUV.y + ((i-4)*g_blurRadiusY); color += tex2D(Tex0Sampler, texCoord) * BlurWeights[i]; } return color; } (blurRadiusX is 1/TexWidth and so on) Anybody might have any idea on whats going on here? A note: After I rendered the brightpass, I use the downsample texture as a rendertarget, and so on. So I dont always create a new texture, but reuse the old ones, after Clearing them with 0 0 0 0.
  5. Yeah, thanks, as I said I already hooked the device, but I tried to draw the "hook successful" text, and yeah it worked :) Guess I now have to learn some more DirectX basics, but my problem is: All of those bloom effect tutorials use some sort of HLSL shader.. Does Direct3D8 support HLSL? If not, would there be some way to convert those shaders.. sorry, Im really a newbie ;)
  6. Hi there, I'm currently looking for a way to add a bloom effect to an older Direct3D8 game (Freelancer if your interested). I hooked the d3d8.dll interface and my idea is to apply the effect on the Device->Present(..) hook (I know, that way also the menus and fonts and whatsoever will get bloom, but well, bloom everywhere better then no bloom at all^^). First question: Is such an effect actually doable with the Direct3D8 interface? I read some tutorials that render the scene to a texture, then apply a shader that darkens and then blurs the picture, and then re-applies it to the backbuffer... or something like that ;) Since Im a complete DirectX noob I would be glad for any code examples on how to do that with Direct3D8. thanks in advance w0dk4