• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

208 Neutral

About exoity

  • Rank
    Rainbow Princess
  1. I would recommend http://www.amazon.com/Practical-Rendering-Computation-Direct3D-11-ebook/dp/B00918NNIS/ref=zg_bs_3922_26 . It is currently the most indepth book out there, in my opinion. There is also sample code for the book, which is also well documented.
  2. [url="http://www.amazon.com/Game-Engine-Gems-Eric-Lengyel/dp/0763778885/ref=sr_1_1?s=books&ie=UTF8&qid=1353481621&sr=1-1&keywords=game+engine+gems+1"]Game Engine Gems, Volume 1 [/url]has a great chapter on GUI programming named "A GUI Framework and Presentation Layer".
  3. While I was not in during this occurance, the channel is actually ran rather well. There is an alternative, which is #gamedev on freenode, however, I think you would agree that this channel is much better.
  4. If you want to use D3D11_APPEND_ALIGNED_ELEMENT for the AlignedByteOffset then it will need to be in order I believe.
  5. For avoiding global rendering variables, I create to classes. One named "RenderInterface" and one named "RenderUtility". RenderInterface does much of the heavy lifting of getting the scene ready, such as Begin,Present, setting blend modes, initialize the graphics api, etc. This does not get passed around and stays in my "Application" class. RenderUtility will be used as a utility to create things such as vertex buffers, index buffers and render streams, etc. This will get passed around slightly, but is still rarely passed around. Neither one of these classes are registered as singletons, but in order to build a RenderUtility, it needs to have a valid RenderInterface passed in.
  6. My first suggestion is to not use Dev-C++, please read this article for why http://www.jasonbadams.net/20081218/why-you-shouldnt-use-dev-c/ It would also be helpful to post the error/warning logs so we can see what errors you are getting
  7. For more information on why not to use Dev-C++, check out http://www.jasonbadams.net/20081218/why-you-shouldnt-use-dev-c/ I would also highly recommend using Visual Studio 2010 Express
  8. I would recommend using DirectX, in fact, tomorrow the book "Beginning DirectX 11 Game Programming" will be released on Amazon. I have read the previous two books in the series and they are a great introduction to the API. If you do not want to start with DirectX 11, you can read, "Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach". While it was published some time ago (2006) the information in there is provides a great introduction. You should be prepared to hit some heavy math though for whatever API you want to pick up. You will need to know matrix and vector operations thoroughly. Beginning DirectX 11 Game Programming : http://www.amazon.com/Beginning-DirectX-11-Game-Programming/dp/1435458958/ref=sr_1_1?ie=UTF8&qid=1305571236&sr=8-1 Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach : http://www.amazon.com/Introduction-Game-Programming-Direct-9-0c/dp/1598220160/ref=sr_1_1?ie=UTF8&s=books&qid=1305571327&sr=1-1
  9. [quote name='Ukrzuel' timestamp='1305498992' post='4811244'] I've used C# for a level editor that exports files for my Engine, however I would rather just stay with C++ instead of swapping back and forth. [/quote] By "swapping back and forth" do you mean swapping code files back and forth or do you mean the language change? If by that you mean swapping code files, I would recommend putting them into a .lib or .dll file. If by that you mean swapping languages, I would recommend using wxWidgets. It is great for making tools and several game companies use it for their internal tools (when using C++). However, it might be worth learning C#/WPF for building your tools. Some may consider it fast for prototyping and if you are looking to create tools professionally, a lot of studios use C#/WPF for their tools.
  10. Now this is a story all about how my life got twisted upside down and I'd like to take a minute just sit right there I'll tell you how I became the programmer of a language called Basic In East New Jersey born and raised on the playground where I spent most of my days chilling out, maxing and relaxing all cool and all solving some math outside of school when a couple of guys they were up to no good started making trouble in my computer class I got in one little battle and my mom got scared she said your moving and not bringing your Altair I whisted for a cab and when it came near the license plate said Roberts and had dice in the mirror if anything I could say that this cab was rare but i thought nah, forget it yo bring me to an Altair I-pulled-up to a house about seven or eight I yelled to the cabbie yo home, smell you later looked at my kingdom I was finally there to sit on my throne where I had an Altair
  11. It appears that you may have some sort of alpha blend still on, have you checked the output merger in PIX?
  12. I use macro's only when necessary, for example, I am working on a component factory that has static ids for each component type that is registered to the component factory. In order to have a garuntee that the static variable will be generated in the lib, I use generic static functions. With macro's (and being able to stick tokens), this helps out a lot. Example code, [code] #define COMPONENT_FORFACTORY_DEFINTION(classType, className) \ S32 classType::m_ComponentID = ComponentFactory::GetInstance().AddClass<classType>(className); \ void classType##::##classType##_StaticVerification() { } [/code]
  13. [quote name='jviruss' timestamp='1299078829' post='4781009'] [code] float value = length(position - m_WorldCameraPos); [/code] [/quote] This value is never used in your vertex shader, is this on purpose? Have you tried to render your scene without rendering to the texture, if so, are you able to see your geometry then? Have you tried to render this in PIX and investigate the current results in there?
  14. I do not have a critique on the actual computer science related portions of your resumes, but I would suggest blacking out your name, address and telephone number when positing it on a forum such as this.
  15. It should be obvious, but do not say you are knowledgeable on a subject but can't answer basic questions on it. I am on the interview team for my current employer and I can tell you that nothing makes you worse then you saying "I have experience doing ___", then I ask you how you would solve a basic question and you blank out on it.