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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 maya18222

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  1. I've been playing about with tortoise svn and have a few questions.   In the case where I have created a trunk, and then copied that to a branch, modified some files in the trunk, and commited those trunk changes.   Case 1: Step A) I merge from trunk to branch using "merge a range of revisions" with the "revision range to use" left blank, all goes well and I see the latest chnages from trunk in the branch, with the branch folder now having the red icon as expected. I then commit those changes in the branch and the branch icon turns green.   Step B) Without modifying anything, I thought I'd see what happens if I try merging from trunk to branch again. I expected nothing to happen as no further changes have been made. Yet, merging from trunk to branch again with "merge a range of revisions" with the "revision range to use" left blank causes the branch icon to again turn red. I didn't expect this, as no files have been changed. If I right click the branch and view "check for modifications" I see that the folder has a "property change"?   Case 2: If I do the exact same thing, but this time not leaving the "revision range to use" blank, but instead selecting the revisions where the files changed. Step A) gives the same results, but Step B) now works as I would expect, in that the branch remains with its green icon and there are no changes.   Can someone explain the behaviour in the first case?   secondly, if I'm wanting to periodcially merge from branch to trunk, should I be using "Merge a range of revisions" or "Reintegrate branch"?
  2. If I have a datatemplate that will end up using a scrollbar in one form or another, how can I retain the scrollbars position when the datacontext changes back and forth? I've read that you generally store the state of the UI in the ViewModel. This makes sense for things like selected item, or is expanded type states, but Im not sure how to apply it to the scrollbar state. As in general, the scrollbar will automatically appear disappear. Ive posted an example of what I mean below. When you select a tab and move the scrollbar, then select another tab and move its scrollbar. Upon returning to the first tab, the scrollbar has moved. I believe this is due to the View being shared, and so it retains the percentage scrolled from the previous view?   <Window x:Class="WpfApplication13.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"> <TabControl ItemsSource="{Binding Data}"> <TabControl.ItemTemplate> <DataTemplate> <TextBlock Text="{Binding Count}"/> </DataTemplate> </TabControl.ItemTemplate> <TabControl.ContentTemplate> <DataTemplate> <ListBox ItemsSource="{Binding}"/> </DataTemplate> </TabControl.ContentTemplate> </TabControl> </Window> namespace WpfApplication13 { public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); Data = new List<string[]>(); for (int i = 1; i < 10; ++i) { string[] strings = new string[i * 10]; for (int j = 0; j < i * 10; ++j) { strings[j] = new string('z', 100); } Data.Add(strings); } DataContext = this; } public List<string[]> Data { get; set; } } }  
  3. Thank you for the replies. Im actually trying to come up with a way of updating winForms controls in a wpf application at a rate of several hundred FPS. My first approach was just DispatcherTimer dt = new DispatcherTimer(); dt.Interval = TimeSpan.FromMilliseconds(1); dt.Tick += new EventHandler(OnProcessViewports); dt.Start(); which as mentioned, gives me arounf 60 FPS. Ive now tried Loaded += (s, a) => { BackgroundWorker bw = new BackgroundWorker(); bw.DoWork += (ss, aa) => { while (true) { Thread.Sleep(16); Dispatcher.Invoke(new EventHandler(OnProcessViewports), new object[] { null, null }); } }; bw.RunWorkerAsync(); }; This works, and gives me several hundred FPS (with a low sleep time), which is what I wanted. But, something odd is happeneing with the CPU usage. If I set the sleep time to about 16ms, then I get around ~55FPS, but, .. the CPU usage goes to about 20-30%. using the dispatch timer approach as coded above, I get 60 FPS, and around 2-3% CPU usage. Any ideas why this would be the case? Both versions run at around 60FPS, yet the 2nd approach uses a lot more CPU usage.
  4. I'm trying to devise a way of a getting some kind of timer to signal an event in my WPF application with an interval of around 5ms. My attempts with using a DispatchTimer or a Timer and having the interval set to 1ms, lead to their "tick" events being triggered at only around 60 times a second, which isnt fast enough. Is there any way I can achieve something faster? either through some event mechanism or by any other means? I would like something similar to that of a win32 application, as shown below. int Application::run(){ while(msg.message != WM_QUIT) { if(PeekMessage( &msg, 0, 0, 0, PM_REMOVE )) // If there are Window messages then process them. { TranslateMessage( &msg ); DispatchMessage( &msg ); } else // Otherwise, do my work { } return (int)msg.wParam;} I assume this is how WPF is doing it in the background with its Application.Run(Window()) method. Is there anyway of getting some kind of callback on that "else" branch?
  5. Is this possible? I tried it with the DX api math library and it doesnt work as expected, so is there anyway of adapting the creation of of the perspective matrix? The reason Im asking is because Im trying to draw lines that are drawn by transforming 3d points by a viewProj matrix, and then sending the XY values to a 2D line drawing library. This creates problems when one of the 3d points defining a line is behind the camera. I could solve this by "sliding" the vertices to clip with the view frustum in 3d space, but im hoping the above would be an easier approach. Im not using the depth either, so precision isnt a problem. Any ideas?
  6. If I have 2 computers connected to the same router/switch, is it possible to write an application that can be running on both so that they can discover each other with only knowing a port number? I havent really done much socket programming, but from what Ive done you usually have the server listening for connections on some port and the client is able to connect to the server by knowing the ip of the server and the appropiate port to send the request to. How can I set it up so that clients can still connect to the server, .. but without knowing the servers IP? Would it be a case of just repeatedley sending requests to a range of address you know the server could be on? or is there a better way?
  7. If you were to use Datatemplates to separate UI from data, such as the following - [CODE] namespace WpfApplication1 { partial class Data { public string SomeData { get; set; } } public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); Data d = new Data(); d.SomeData = "SomeValue"; Content = d; } } } //=============================== <ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:WpfApplication1" x:Class="WpfApplication1.Data"> <DataTemplate DataType="{x:Type local:Data}"> <Button Content="{Binding Path=SomeData}"/> </DataTemplate> </ResourceDictionary> [/CODE] How would you then handle events on that Data template? Say for example I wanted to perform some task on the SomeData property in response to the button being clicked.
  8. Ah, I see. I didnt realise it was doing stuff behind the scenes like that.
  9. Yes but both the ContentControl and the listbox are being bound to an ObservableCollection. All the ContentControl sees is the ObservableCollection. How is it somehow seeing the current item in the listbox/Selector/Items.
  10. Taken from one of the MSDN examples : http://msdn.microsoft.com/en-us/library/aa970558.aspx I don't understand how the information in the lower three textboxes of the ContentControl stays synced up with the current selection in the list box. The binding for the ContentControl is bound to an ObservableCollection, which doesnt have any "CurrentItem" functionality. So what is the "IsSynchronizedWithCurrentItem" doing to make this all work?
  11. so you're able to select a RTV or DSV, and still see the scene being constructed in those views as you flip through draw calls that render into those views? Are you also able to see the depth buffer? Edit - I've managed to view the depth buffer to some extent, by selected the DSV Tex2D resource, and then setting the Colour format to some kind of floating point format in the image properties window, ...but its still not really useable, as apparently all image editing is done in 8bits per channel, not floating point. [attachment=11300:Untitled.jpg]
  12. I was kinda hoping you could select the depth or colour target object as the current object, and then be able to see the each draw call being rendered onto the buffer as you click over drawcall commands. However, if I do this, I dont see anything, just the clear colour for the colour target, and the checkboard pattern for the depth target. Anyone got this to work?
  13. One of my shaders wasn't producing the results I wanted and so I check it out with PIX and got underscores for some of the components. I assume this means that the data is invalid? nan? View and Proj are paramaters passed in through a cbuffer, and the data is definately ok on the C++ side, right before I update the the cbuffer. Any ideas? [attachment=11169:Untitled.jpg]
  14. [quote name='TheTroll' timestamp='1345330418' post='4970941'] 1. In C# you don't. In general when you add a reference you add the debug version. When you are ready to release just include the release version. 2. The only real difference between the two is when in debug the optimizations are disabled. This makes it harder to debug. But you can include either one and they will both work. [/quote] But lets say you're working on a project with lots of references, and if as you say, you just set the debug references, but having to change these to the release versions each time you want to build a release version (which could be quite often, especially if you're keeping track on performance), is a real pain.
  15. 1. How do you set your project to refer to different references based on the build mode? For example, how do I reference "Libs\someDebugLib.dll" in my debug build and "Libs\someReleaseLib.dll" in my release build 2. How come when using .net libraries you dont have to select debug or release versions? ... is the correct one being chosen under the hood? .. if so, how?