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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 timothy_yuanhong

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  1. [quote name='Hornsj3' timestamp='1341100791' post='4954403'] You need to use the version of DirectX that ships with Win8. Need this: D3dcompiler_44.dll It's not included in the JUNE2010 SDK. June 2010 has this: D3dcompiler_43.dll [/quote] Thanks! I tried to load the binary using fread into a buffer, and that seems to work.
  2. Hi guys, I have some trouble to use function D3DReadFileToBlob to load a compiled shader binary, it's not defined. MSDN says the function declaration is in D3DCompiler.h, but I didn't find it there. Thanks, -Hong
  3. Thanks! DirectX has UVatlas, but it always crashes and gives the reason "out of memory". Quote:Original post by eq Most 3d packages have a tool for this (dunno about 3ds or blender though). Look up keywords such as UV-atlas, surface parameterization. Also the DirectX framework contains methods for generating these maps. BTW. I assumed that you wanted a unique piece of the texture for every triangle. A unique UV per vertex doesn't give you that.
  4. Hi all, I want to generate a unique texture for the sponza model(http://hdri.cgtechniques.com/~sponza/). The model has defined texture coordinates, but since some object has repeated parts, those vertices are mapped in the same (u,v). Is there any way to generate a texture for the scene such that each vertex has a unique (u,v)? Can I do it using blender or 3d max? Thanks a lot, -Tim
  5. Thanks, I made it work by using LockBox. The code is a little ugly, still wondering why there is no better way to do this. Quote:Original post by ET3D You get call GetVolumeLevel, then use LockBox on that, and write the data you want. The D3DXFillVolumeTexture page in the docs has an example of what the function should look like.
  6. Hi all, This might be a stupid and naive question: I 'd like to load a 3d volume texture on the GPU and fetch the texture value in the shader. The data stored in the volume texture is specified by myself, for example, a 4 by 4 by 4 array of rgb values. I tried to create such a volume texture: pd3dDevice->CreateVolumeTexture(4, 4, 4,1,0, D3DFMT_A16B16G16R16F, D3DPOOL_MANAGED, &pVolumeTexture,NULL); But I can's figure out how to load my data into the texture. I searched in the DirectX c++ doc, but haven't found an applicable way to do this. Would D3DXFillVolumeTexture(pVolumeTexture, LPD3DXFILL3D, NULL) work? How to define LPD3DXFILL3D then? Thanks, -timothy
  7. Generally, to define the gradient domain on an image is trivial (calculate the pixel difference). Similarly, I'd like to define gradient domain on a 3D mesh, where the vertex positions are the information to gradify about. It might not make much sense to do this (maybe to define it on each triangle patch makes more sense), I am just wondering if there is some elegant way to define it... Quote:Original post by WarAmp I'm still not sure your question actually makes any sense. You want to define a position gradient on a mesh? Can you re-phrase the question or give us more information about what you are trying to accomplish?
  8. The position gradient, thanks! Quote:Original post by bzroom What's a vertex gradient? A gradient is a changing attribute. You could have a color gradient, or a position gradient, or a normal gradient.. or any other vertex attribute. What exactly are you trying to gradientify?
  9. Anybody know how to define vertex gradient on a mesh? Thanks, -timothy
  10. I am thinking that the problem might relate to the application property. The glsldevil specification says multithread is not supported. But when I set my cpu core number to 1, it still doesn't work.
  11. Hi all, It seems glsldevil is a wonderful shader debugging tool: http://www.vis.uni-stuttgart.de/glsldevil/. Is there anyone used this tool before? I have a problem that I cannot view the shader source and debug them as the webpage describes, although I can make my program run or stop at a draw call. Thanks very much!