• 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

122 Neutral

About Pulsar79

  • Rank
  1. :):):):):):):):):):):):):):):):):):):):):):):):) Eureka!!!!!! I do it!!! The device is removed because the ConstantBuffer is bad created. It must multiple of 16!!! http://www.gamedev.net/community/forums/topic.asp?topic_id=502039 http://www.gamedev.net/community/forums/topic.asp?topic_id=585627 There is other thing that must multiple of "x"???
  2. Because I use Compute Shader for calculating data from one image, and later I need this data for my program in .NET. ReadRange o read from datastrem is fast, it is slow UNMAP the resource...
  3. My question is that it is necessary to do map/unmap always when I want to get data from GPU. My code is: Me._ge3d.Device.ImmediateContext.CopyResource(BufferRectangles, Me.buf2) Dim databox2 As SlimDX.DataBox = Me._ge3d.Device.ImmediateContext.MapSubresource(Me.buf2, 0, Me.buf2.Description.SizeInBytes, MapMode.Read, SlimDX.Direct3D11.MapFlags.None) databox2.Data.Seek(0, IO.SeekOrigin.Begin) If _arrayRectanglesMaximos Is Nothing Then System.Array.Resize(_arrayRectanglesMaximos, CInt(MAXRECTANGLES)) End If For i As Integer = 0 To Me._numRectanglesLeidos - 1 'Metemos los valores en el array... Me._arrayRectanglesMaximos(i).X = databox2.Data.Read(Of Integer)() Me._arrayRectanglesMaximos(i).Y = databox2.Data.Read(Of Integer)() Me._arrayRectanglesMaximos(i).Width = databox2.Data.Read(Of Integer)() Me._arrayRectanglesMaximos(i).Height = databox2.Data.Read(Of Integer)() Next Me._ge3d.Device.ImmediateContext.UnmapSubresource(Me.buf2, 0) ----------------------------------------------- The last line is very slow (order of 30 mseg.) and I want to do it fast. Each frame I have to get this data from GPU and i do a copy of buffer. What ocurrs when I don`t have "unmap"??? Memory exception?? Thanks.
  4. Hello. If I modify the code, it seems that now they go better calculate them shader. But I have some doubts still. In wich order is the best to execute the Compute Shader? How is better order these lines of code? **************** device.ImmediateContext.ComputeShader.SetConstantBuffer(BufferParameters, 0) device.ImmediateContext.ComputeShader.SetShaderResource(InputTexture, 0) device.ImmediateContext.ComputeShader.SetUnorderedAccessView(computeResult, 0) device.ImmediateContext.ComputeShader.Set(compute1) device.ImmediateContext.Dispatch(800, 600, 1) device.ImmediateContext.ComputeShader.SetUnorderedAccessView(Nothing, 0) device.ImmediateContext.ComputeShader.SetShaderResource(Nothing, 0) device.ImmediateContext.ComputeShader.Set(Nothing) ******************** The function "ImmediateContext.Dispatch" is a synchronous or asynchronous function? If I call often to the function MapSubresource/UnmapSubresource can I have problems? Thank you very much.
  5. When I render many Compute Shaders the application stop and Windows give me a message: "The controller of screen stop answering and recover correctly, Kernel driver...". Why? I use Direct3D 11 with SlimDX June 2010. It is more stable the compiler of ComputeShader in Direct3D 10? When I "Dispatch" a compute shader and I use the UAV texture of this as input of other compute shader (as SRV), when I concatenate 3 or 4 compute shader, the texture UAV generate is black. Why? It is for memory? Order of assignations?? Help me please. I need to finish a project that use it. Nothing has experimented this issue? There is few documentation over CS5.0 and I don´t know if I'am using well the Compute Shaders. There is a basic rules? Thanks.
  6. Grualia 3D Engine. Free library high level DirectX for .NET www.grualia.com
  7. I wanted to be grateful before that nothing to the members that make possible the wonderful library of graphs SlimDX since our tool rests on this one. We have created an engine of graphics in very high level in order that everybody has access to a simple programming and without complications basing on the library SlimDX that offers us the whole potential of the DirectX. Thank you very much SlimDX!!
  8. www.grualia.com Hi, Grualia has available the new software 3D engine. Grualia 3D Engine is a program for development of games and virtual reality. It is still a BETA version. In a few days to activate as 64bits. To download files, you must register on the website http://www.grualia.es To download the files, you must go to the top menu: DOWNLOADS ....... 3D ENGINE MODULE Download and install only these program: Grualia_3D_Engine_SDK_(2009_04_April).msi RunTime (Only libraries; use when exists updates): Grualia_3D_Engine_Runtime_(2009_04_April).msi Pack with Resources (No need): Resources_for_SDK_(2009_04_April).msi You can run the examples of engine directly, or run Visual Studio and run the code. Quick Tools: Run the engine and press ESCAPE: Trigger a quick menu where you can configure the characteristics of the SCREEN.INI and the USER.INI. View the active map and other options. You can change the menu LANGUAGE. ESCAPE: Menu for configuring the engine. You can configure the display characteristics, characteristics of user, View map loaded and select different maps with different loads of objects. F1: It launches the full screen in the native resolution on the engine. If you want more resolution Screen ... (Display Settings ...) you can change the native resolution. F2: Points, triangles or textures. F3: It is activated show the information of the camera: FPS, angles, UTM ... These parameters are configured in the cameras. F4: Display the console. To view information on the starter motor. Movement keys .... All keys are configured in the menu KEYBOARD. Sincerely, Marcos Ménedez Alonso Director of the Technology Corporation Grualia S.L Corporación Tecnologíca Grualia S.L. ESB54004080 (Europe) B54004080 (Spain) WWW.GRUALIA.ES 03130 ALICANTE SPAIN Tf: +34 966 38 70 67 (Customer service, only in spanish) Fax: +34 966 38 70 67 GSM: +34 670 45 45 85 (Customer service, only in spanish) GSM: +34 686 13 40 95 (Customer service, only in english) Customer service: service@grualia.com Director: marcos.menendez@grualia.com Marcos Menéndez Alonso Projects: proyectos@grualia.com Offers and budgets: ofertas@grualia.com
  9. Yes, I want from an example (this is an example) of volumetric fire writted in Native C++ use the Device that I have created with SlimDX. I can pass with ComPointer? How? My Engine library is written in .NET and I create the device here, but I want to instantiate a fire volumetric compiled in C++.NET and pass the device to the code C++ without have to use SlimDX in C++ code (in C++ code I use DirectX native). Do you understand me? I'm spanish and my english... hehehe Thanks!
  10. Good days. I want to do an a bit complicated question, I believe. It is for the people that there have done SlimDX or people who has studied the source code of this one. We are doing a library in .NET using SlimDX and we would like to incorporate some examples that we have seen in native C++, as particles of smoke, fire, procedural terrains, etc. An option was to translate it to .NET, but I believe that it is heavy and in addition we knew that a managed C++ existed (CLI), with which would can to use these examples in native C++ almost directly. The question is that these examples use DirectX C++, and I would need to use SlimDX inside them, but equal would be some way of passing the objects IDirect3D9, IDirect3DDevice9... from SlimDX up to these examples and this way to avoid myself to have to implement SlimDX inside them. I say this because I know that SlimDX is a wrapper of DirectX. Not if I have explained well, any doubt to ask it me, to seeing if we clarify it... Thank you.
  11. I believe that 32 or 64 bit library choice is managed by GAC (C:\Windows\assembly). In this folder there are the two libraries. How can I do this? With a Setup Project? Thanks.
  12. Hello friends of SlimDX. I am delighted with this library since I have said other times. I have a doubt on the compilation. I am using her with a project generated in 64 bit but this one has the reference to your library of 32 bit but nevertheless, continues compiling me in 64 bit and I can manage more memory and others. But clear, why you have two libraries: one for 32 and other one for 64? Is it enough to me to use the library of 32 bits though my project is of 64 bits? There is some difference between they? Thank you very much.
  13. Thanks! But how can I apply shadows with post-processing? It is better, no? This is a lot of work add code for shadows to all the shaders that I have. I would like any example of shadows with post-processing.
  14. Good evenings boys. I have a doubt with shadows. I want to implement several types of shadows in the engine 3D that I am doing, but the doubt is: if I for example have an object (for example a teapot) to which, I am applying a metallic effect with a shader ..., this implies that then at the moment of shadows apply type shadow mapping to this object I am not going to be able to use for shadows because already I am applying a shader to it. Or if that can? If it can do to it, I would like that you were putting the code of how doing it or some example or link where this is done. Thank you very much to all.
  15. Already I have managed to obtain effects by means of Mesh.GetEffects () changing a line into Mesh:: FromFile. What I have done is to change in the line: Result -> SetEffects (EffectInstance:: FromBuffer (instanceBuffer, instanceCount)); I have changed the variable "instanceCount" for "materialCount", since "instanceCount" always it is 0 inside this function. This way already he returns InstanceEffect's[] array to me. But I suppose that equal you will have to look how to do it. At the moment this way it me goes, but I say it to you for to seeing if you it can solve in future versions. Thank you very much again. Sorry for my english.