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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 Sylverstorm

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  1. OpenGL

    mColors->PopulateData(colors, sizeof(GLbyte) * 9) The variable colors is an array of GLfloats and you use sizeof(GLbyte) here.   glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -8.0f)); glm::mat4 viewMat = glm::lookAt(glm::vec3(0.0f, 0.0f, -8.0f), glm::vec3(0.0f, 0.0f, -2.0f), glm::vec3(0.0f, 1.0f, 0.0f)); Triangle and view are both placed at the same location.
  2. DX11

    I made a depth buffer (see code below) and checked if it is the same size as the render target. Unless I'm making a huge mistake somewhere it is. The result of adding in the depth buffer like this is that I do not see any model at all. The code for creating the buffer is straight below the part where I create the render target. It's probably something simple, but I cannot see what it is. When I have some more time and still cannot fix the problem I might try remaking the project from step 1. [source lang="csharp"] Texture2DDescription depthBufferDes = new Texture2DDescription() { ArraySize = 1, BindFlags = BindFlags.DepthStencil, Format = Format.D32_Float, Height = form.ClientSize.Height, Width = form.ClientSize.Width, CpuAccessFlags = CpuAccessFlags.None, MipLevels = 1, OptionFlags = ResourceOptionFlags.None, SampleDescription = new SampleDescription(1, 0), Usage = ResourceUsage.Default }; var depthBuffer = new Texture2D(dx11Device, depthBufferDes); DepthStencilViewDescription dsViewDes = new DepthStencilViewDescription() { ArraySize = 0, FirstArraySlice = 0, Dimension = DepthStencilViewDimension.Texture2D, Flags = DepthStencilViewFlags.None, Format = Format.D32_Float, MipSlice = 0 }; var depthView = new DepthStencilView(dx11Device, depthBuffer, dsViewDes); DepthStencilStateDescription dsStateDes = new DepthStencilStateDescription() { IsDepthEnabled = true, DepthWriteMask = DepthWriteMask.All, DepthComparison = Comparison.LessEqual, //IsStencilEnabled = false, /*FrontFace = new DepthStencilOperationDescription(){FailOperation = StencilOperation.Keep, Comparison = Comparison.Always, DepthFailOperation = StencilOperation.Increment, PassOperation = StencilOperation.Keep}, BackFace = new DepthStencilOperationDescription(){FailOperation = StencilOperation.Keep, Comparison = Comparison.Always, DepthFailOperation = StencilOperation.Decrement, PassOperation = StencilOperation.Keep}*/ //FrontFace = StencilOperation StencilFailOp/DepthFailOp/PassOp/Func }; var depthState = DepthStencilState.FromDescription(dx11Device, dsStateDes); context.OutputMerger.DepthStencilState = depthState; context.OutputMerger.SetTargets(depthView, renderTarget);[/source]
  3. I started with C# and SlimDX (again) recently and use the dx11 tutorials at Rastertek as a guide for learning it. Now that I am at tutorial 8 - loading an obj model - I have encountered my first serious problem. Everything looks fine when it is just a box, but anything more complex than that and parts of the model that should be obscured by parts that are in front of it a are shown. I have attached a screenshot where you can see this and a second one where you can see that a small part of the object (it's rotating) does not have that problem. Below is my code, excluding the model loading. I do not think the problem is in there, but if anyone wants the full version let me know. I have googled around (mostly for depth problems and render problems in both SlimDX and DX11) and tried playing around with variables/parameters, but nothing so far. Also searched for depth buffer problems and what I could do about those, but creating one specifically either makes my object disappear (comparison.less) or I still have the same problem (comparison.all). Other options also did not seem to solve my problem. [source lang="csharp"]namespace Dx11Playground { static class Program { static void Main() { var form = new RenderForm("Dx11 Playground"); var description = new SwapChainDescription() { BufferCount = 2, //BufferCount = 1, Usage = Usage.RenderTargetOutput, OutputHandle = form.Handle, IsWindowed = true, ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm), SampleDescription = new SampleDescription(1, 0), Flags = SwapChainFlags.AllowModeSwitch, SwapEffect = SwapEffect.Discard }; Device dx11Device; SwapChain swapChain; ShaderSignature shaderSignature; VertexShader vertexShader; PixelShader pixelShader; Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, description, out dx11Device, out swapChain); RenderTargetView renderTarget; using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0)) renderTarget = new RenderTargetView(dx11Device, resource); var context = dx11Device.ImmediateContext; var viewport = new Viewport(0.0f, 0.0f, form.ClientSize.Width, form.ClientSize.Height); context.OutputMerger.SetTargets(renderTarget); context.Rasterizer.SetViewports(viewport); ShaderBytecode effectByteCode = ShaderBytecode.CompileFromFile("../../render.fx", "fx_5_0"); Effect effect = new Effect(dx11Device, effectByteCode); SamplerDescription sampleDesc = new SamplerDescription(); sampleDesc.AddressU = TextureAddressMode.Wrap; sampleDesc.AddressV = TextureAddressMode.Wrap; sampleDesc.AddressW = TextureAddressMode.Wrap; sampleDesc.Filter = Filter.MinPointMagMipLinear; SamplerState sampleState = SamplerState.FromDescription(dx11Device, sampleDesc); Texture2D texture = Texture2D.FromFile(dx11Device, "../../testtex.jpg"); ShaderResourceView textureResource = new ShaderResourceView(dx11Device, texture); context.PixelShader.SetShaderResource(textureResource, 0); effect.GetVariableByName("DiffuseTex").AsResource().SetResource(textureResource); effect.GetVariableByName("TextureSampler").AsSampler().SetSamplerState(0, sampleState); float fieldOfView = (float)Math.PI / 4.0f; float aspectRatio = (float)form.ClientSize.Width / form.ClientSize.Height; Matrix view = Matrix.LookAtLH(new Vector3(0.0f, 15.0f, -40.0f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f)); Matrix projection = Matrix.PerspectiveFovLH(fieldOfView, aspectRatio, 1.0f, 250.0f); Matrix world = Matrix.Identity; matrixBuffer mBuf = new matrixBuffer(); mBuf.world = Matrix.Transpose(world); mBuf.view = Matrix.Transpose(view); mBuf.projection = Matrix.Transpose(projection); var buf = new Buffer(dx11Device, new BufferDescription { Usage = ResourceUsage.Default, SizeInBytes = Marshal.SizeOf(typeof(matrixBuffer)), BindFlags = BindFlags.ConstantBuffer }); var mBufData = new DataStream(Marshal.SizeOf(typeof(matrixBuffer)), true, true); mBufData.Write(mBuf); mBufData.Position = 0; context.UpdateSubresource(new DataBox(0, 0, mBufData), buf, 0); context.VertexShader.SetConstantBuffer(buf, 0); using (var bytecode = ShaderBytecode.CompileFromFile("../../render.fx", "VShader", "vs_4_0", ShaderFlags.None, EffectFlags.None)) { shaderSignature = ShaderSignature.GetInputSignature(bytecode); vertexShader = new VertexShader(dx11Device, bytecode); } using (var bytecode = ShaderBytecode.CompileFromFile("../../render.fx", "PShader", "ps_4_0", ShaderFlags.None, EffectFlags.None)) pixelShader = new PixelShader(dx11Device, bytecode); var elements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 12, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 20, 0)}; var layout = new InputLayout(dx11Device, shaderSignature, elements); var vertexBuffer = new Buffer(dx11Device, vertexStream, Marshal.SizeOf(typeof(Vertex)) * vertexCount, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); context.InputAssembler.InputLayout = layout; context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, 32, 0)); context.VertexShader.Set(vertexShader); context.PixelShader.Set(pixelShader); float triangleRotation = 0.0f; MessagePump.Run(form, () => { context.ClearRenderTargetView(renderTarget, new Color4(0.2f, 0.4f, 0.8f)); mBuf.world = Matrix.RotationY(triangleRotation); mBuf.world = Matrix.Transpose(mBuf.world); triangleRotation += 0.0015f; mBufData = new DataStream(Marshal.SizeOf(typeof(matrixBuffer)), true, true); mBufData.Write(mBuf); mBufData.Position = 0; context.UpdateSubresource(new DataBox(0, 0, mBufData), buf, 0); if (triangleRotation > 360.0f) triangleRotation = 0.0f; context.Draw(vertexCount, 0); swapChain.Present(0, PresentFlags.None); }); texture.Dispose(); vertexStream.Close(); vertexBuffer.Dispose(); layout.Dispose(); shaderSignature.Dispose(); vertexShader.Dispose(); pixelShader.Dispose(); renderTarget.Dispose(); swapChain.Dispose(); dx11Device.Dispose(); } } } [/source] [source lang="csharp"]Texture2D <float4> DiffuseTex; sampler TextureSampler; cbuffer matrixBuffer : register( b0 ) { matrix world; matrix view; matrix projection; } struct VS_IN { float4 position : POSITION; float2 texCoord : TEXCOORD; float3 normal : NORMAL; }; struct PS_IN { float4 position : SV_POSITION; float2 texCoord : TEXCOORD; float3 normal : NORMAL; }; PS_IN VShader(VS_IN input) { PS_IN output = (PS_IN)0; input.position.w = 1.0f; output.position = mul(input.position, world); output.position = mul(output.position, view); output.position = mul(output.position, projection); output.texCoord = input.texCoord; output.normal = mul(input.normal, (float3x3)world); output.normal = normalize(output.normal); return output; } float4 PShader(PS_IN input) : SV_TARGET { float4 lightColour = float4(1.0f, 0.0f, 1.0f, 1.0f); float3 lightDirection = float3(1.0f, -2.0f, 1.0f); lightDirection = normalize(lightDirection); lightDirection = -lightDirection; float lightIntensity = saturate(dot(input.normal, lightDirection)); float4 colour = lightColour * lightIntensity; return colour; }[/source] I hope I have given enough information, if more is required please let me know.