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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.

benbon

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  1. anybody can tell me why?
  2. I found that the d3d's present function may cost more time when using slave monitor than primary monitor, why?
  3. Quote:Original post by Stringer Bell Quote:Original post by Erik Rufelt Which means bitwise AND and XOR operations. As far as I know this can't be done, not in DirectX, and as stated in the glLogicOp reference not in OpenGL either for RGBA formats, only for indexed palette color. Colors are usually regarded as floating point values, and as such those operations have no meaning. Perhaps it can be done in a shader if you use a render target with an integer format, and your GPU supports bitwise logic operations, though I've never tried anything like that. Hi, OpenGL indeed supports glLogicOp for for RGBA and INDEX mode. See the official spec here: glLogicOp (i guess yours is outdated). Concerning DirectX 9, 10 or 11, they don't expose this functionnality (but only ROP blend modes. Btw it's not clear if there is dedicated hardware for handling logic operations on current GPU generation/ could be done at the driver level with shaders etc). However, i've successfully have implemented it with decent performances on top of DirectX 10 API in the case of a commercial port of an OpenGL CAD software. I think it would be rather unfeasible in DirectX 9/or extremly slow. Ok, thanks, i see
  4. yes,but i want to know how to implement the function like opengl's glLogicOp or gdi's setrop2 in the directx's fixed-pipeline.
  5. Does the directx9 have the function,how to implemment it?thanks
  6. Quote:Original post by Promit I would start by decoding the DDS without using MMX and then add the MMX later. Can you share your code,thank you
  7. who can give a example about it! thank you!
  8. Quote:Original post by jpetrie You can't, in general. The closest you can get is to render your scene into a render target, bind that target as a texture, and render again, this time reading from that texture. What are you trying to accomplish? Thank you,I see
  9. I want to obtain the back color in the pixel shader! how to obtain it