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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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About kamilzubair

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  1. Wait, is z means the content of z buffer ? I thought by z you mean the z coordinate of the vertex. I got confused, because vertex with z coordinate 0 is a valid vertex.
  2. What is the value of iz if z = 0 ?
  3. It seems in DirectX 9 you can't customize the way it does texturing. There is interpolation modifier to turn off perspective texturing but only for shader model 4 :(.
  4. Let's say I run this simple render to texture code: [source lang="cpp"]m_Device->SetStreamSource( 0, m_Rect, 0, sizeof(Rect) ); m_Device->SetPixelShader(NULL); m_Device->SetVertexShader( NULL ); m_Device->SetFVF( Rect::FVF ); DXSurface BackBuffer, Surface; m_RenderTarget->GetSurfaceLevel(0, &Surface); m_Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &BackBuffer); m_Device->SetRenderTarget(0, Surface); m_Device->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255,0,255), 1.0f, 0 ); m_Device->SetTexture( 0, m_Texture ); m_Device->SetTransform( D3DTS_WORLD, &m_InWorld ); m_Device->DrawPrimitive( D3DPT_TRIANGLEFAN, 0, 2); m_Device->SetRenderTarget(0, BackBuffer); m_Device->SetTexture( 0, m_RenderTarget ); m_Device->SetTransform( D3DTS_WORLD, &m_OutWorld );[/source] Now, what should I do if I want to produce the same result but without render to texture stuff ? I try to write HLSL like this : [source lang="cpp"]m_Device->SetVertexDeclaration( m_VertexDeclaration ); m_Device->SetVertexShader( m_VertexShader ); m_Device->SetPixelShader(m_PixelShader); m_Device->SetTexture( 0, m_Texture1 );[/source] with Vertex Shader: [source lang="plain"]struct VS_OUTPUT { float4 Pos : POSITION; float2 Tex : TEXCOORD0; }; float4x4 InWorld; float4x4 OutWorld; float4x4 ViewProj; VS_OUTPUT main(float3 inPos : POSITION, float2 tex : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; Out.Pos = float4(inPos, 1); Out.Pos = mul( Out.Pos, InWorld ); //reflect vertices to XY plane float f = 2/(2 + Out.Pos.z); Out.Pos.x = Out.Pos.x * f; Out.Pos.y = Out.Pos.y * f; Out.Pos.z = 0; Out.Pos = mul( Out.Pos, OutWorld ); Out.Pos = mul( Out.Pos, ProjView ); Out.Tex = tex; return Out; } [/source] PixelShader: [source lang="plain"]struct PS_INPUT { float4 Pos : POSITION; float2 Tex : TEXCOORD0; }; sampler2D Tex0; float4 main(PS_INPUT In):COLOR0 { float4 Color = tex2D(Tex0, In.Tex); return Color; }[/source] The result is like this: Render to texture: [img]https://dl.dropbox.com/u/33529171/render%20to%20texture.png[/img] HLSL: [img]https://dl.dropbox.com/u/33529171/emulate.png[/img] Anyway, it shows in the pictures that the shape is identical but the result of texture sampling is not. I think the perspective correct texture mapping is disturbed by my reflecting inner coordinate to XY plane. Any idea how to correct this ?
  5. I think I got it, I just create view matrix using D3DXMatrixPerspectiveOffCenterLH and slide it around. Thanks everyone.
  6. Well it's for the animation effect. Maybe an example, will make it clear: Suppose I render a simple 2d rectangle and rotate 90 degrees in y axis, now all it looks is just single line in normal viewport. If I want to slide the result of the rendering I need to slide the whole viewport, I can't just add a translation in world matrix because it will only move the rectangle and will not be rendered as simple line anymore. Of course, this is just a simplified example, I plan to draw more interesting stuff in the actual application. My initial solution is to render it in texture and slide the texture around but many of our material has transparency and we need to draw them on top of each other. If I render them in texture first and blend them later I'll get different color when I blend them directly in back buffer.
  7. Hi, in my application I need to slide my viewport around arbitrary points in the screen. Say, if in a 1024*768 res application I need to slide the rendering viewport to the right until it only show half of it I can set : D3DVIEWPORT9 v; v.X = 512; v.Y = 0; v.Width = 1024; v.Height = 768; v.MinZ = 0; v.MaxZ = 0; But if I want to slide it to the left I can't set v.X = -512 because X is defined as unsigned long. Any idea how to achieve the effect I want ? I know viewport in Direct3D 10 allow negative value for their x/y part but sadly I don't think I can port this application yet because it still need to run in XP.
  8. I have found the solution. The problem is not with the texture but with the vertex buffer. I set the coordinate for the quad in (0, 0) to (ScreenWidth, ScreenHeight) but the right coordinate is (-1, -1) to (ScreenWidth, ScreenHeight). It's kinda embarassing because it explicitly detailed in "Directly Mapping Texels to Pixels" in DirectX SDK manual but I only get the meaning today :)
  9. I noticed that when I create texture using D3DXCreateTextureFromFileEx the end result is always jagged/blurred even if I use no filter and render that texture in transformed vertices. I tried using different filter combination and the results are still ugly. The only way I can get the good quality image is by using LoadImage and manually copy the bitmap bits to texture, but this mean I can only use bmp file. Is there a way to make D3DXCreateTextureFromFileEX produce good result ?