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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 Squallc

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  1. Hello, I want to render a sky in background of all my geometry. So I tried to set viewport MinZ and MaxZ to 1 (like it says in DirectX SDK documentation) but I still have geometry behind like if z was not to 1. If I change my vertex shader by changing z position to w it works. Any idea why it does works with the viewport ? Thanks
  2. Try to put DirectX Runtime in debug and watch output for error/warning message from DirectX. Thanks to Evil Steve for this post on his blog ;)
  3. Does the sample from shaderx 7 work on your Nvidia 8400 gs video card ?
  4. Hi Crytek describes a technique in this paper : http://developer.amd.com/assets/D3DTutorial_Crytek.pdf In Vertex Shader you create a ray by using coordinate and inverse viewproj matrice. Something like: float3 start = float3(input.uv, 0.f) * InvViewProj; ouput.ray = start - ViewPos; ouput.ray.Normalize(); or float3 start = float3(input.uv, 0.f) * InvViewProj; float3 end = float3(input.uv, 1.f) * InvViewProj; ouput.ray = end - start; ouput.ray.Normalize(); In pixel shader you just have to do : float depth = tex2D(...); //the depth need to be the distance between the camera and the objet in linear (not like in the Depth buffer) float3 pos = input.ray * depth; I never did it but I think it's something like that good luck
  5. You should turn on the directx debug info (http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=300672&reply_id=3123284) and fix your code if the are any error/warning.
  6. Hi Quote:Original post by lollan -How can I select what to render with a scene graph. There is many ways to do it. The node of your graph can be a struct with a type and an union. A node can be an abstract class of object to render and a transformation node and you do the difference with a dynamic cast. Quote:Original post by lollan-Why is it efficient exactly ? Octree is efficient because with one test you can avoid to render 1/8 th of the space. Quote:Original post by lollan-Regardless of the difficulty, what should I use if my only concern is effency and all shader base operation are handle by the mesh, itself? If it's a really very small demo perhaps you can just use a linked list ? But any way I think that octree works fine.
  7. Quote:Original post by Evil Steve Can you make up a minimal sample problem that shows this behaviour? Is that the only ERROR line in the debug spew? Is your app windowed or fullscreen? Are you passing a HWND to Present(), or just NULL? Are you absolutely sure the HWND is valid? I will try to make a small example this week end but I think it will has a lot of code. Yes I only have this error. My app is in windowed but there is the same problem in fullscreen. I call Present with NULL (Present (NULL, NULL, NULL, NULL)). How do you check if the HWND is valid ? (I test if it is not NULL after the call of CreateWindowEx). EDIT : I refactored my terrain engine and it seems that the problem has disapeared [Edited by - Squallc on July 21, 2008 2:47:39 PM]
  8. After some bugs fixed I still have this kind of warning : Direct3D9: (WARN) :Ignoring redundant SetSamplerState Sampler: 0, State: 18 Direct3D9: (WARN) :Ignoring redundant SetSamplerState Sampler: 0, State: 19 Any idea of how to suppress these warnings ? I am using a shader which apply a texture and I never call SetSamplerState. I still have my "Direct3D9: (ERROR) :BitBlt or StretchBlt failed in Present" problem. All Win32 call succeed.
  9. this link can be useful http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=316777&reply_id=2747161
  10. Thanks, I going to search what is exactly my problem. I will working with maximum debug level now. EDIT: I already click on all google link about this error but there is no solution. I have the same message : Direct3D9: (ERROR) :BitBlt or StretchBlt failed in Present
  11. Hi, I am doing 3D engine to learn about DirectX. Sometime my Present call returns an unknown error (value : 0x88760879). Does someone had already had this error ?
  12. Quote:Original post by nirVaan vb->Render(0,TRIANGLELIST,0); This seem bizarre to me. What do the two zero mean ?
  13. Quote:Original post by PdG No.. if the planet has coordinate x,y,z, the world should be x00,0y0,00z, right? No a translation the matrix is 100X 010Y 001Z 0001 Quote:Original post by PdG coords.d3dCoords is the directx coordinates of the planet. Did you mean that these coordantes has been transformed by the world matrix of this planete ?
  14. The world matrix of the planet is the identity ?
  15. there is a method called SetFloatArray ( http://msdn.microsoft.com/en-us/library/bb205717(VS.85).aspx )