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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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  1. Every game that I've worked on has had at least onr graphics programmer attached to it, often one on the game side and one of the engine side of things too -- regardless of whether it was in-house or off-the-shelf. Even studios using off-the-shelf engines have to extend/modify them to suit their game. I haven't worked on two games with the same lighting/shading pipelines... or even then, most games have some kind of game-specific special effects or materials, etc.   Pretty much sums it up for me to. i get loads of emails every week or month about graphics programmers here and there. a reminder is that graphics programmers does not only do "triangle math" there is a ton of things to do, vegetation system, tree rendering, clouds, particles, optimization, postprocessing and much more. the graphics area is broad, really broad. and it´s one of the things companies does look for, it´s hard to comeby and as Hodgman said, it´s pretty decent money. im not excellent at math either, but you will get the hang of it. the word typical nonesens of ûber math skills are faulty, you just need to think in the right terms. and most people find it complex and intimidting, thus the "uber skills". If you want to be a graphics programmer, just go for it and fuck what the rest say. with enough passion and drive you will succeed.
  2. As i understand it´s just a naming convention and probably has to do some with how the shaders compiles and optimize. but in the end everything is just bytes. I Dx11, it´s not named F/B/I and just SetConstantBuffer. And thats also why i assume it´s the same here and more of a naming convention than anything.   and if you read on msdn, there is no real hints that it would be anydiffrent.
  3. Hello!   ( Moderators, I´m sorry if this is the wrong subcategory )   So, i have been "Mentoring" a few random dudes over the years. And it come to the point where i new some new "Rokkies" to mentor. This all started a long time ago when i saw a post about "Mentoring some one in your field", and found it pretty interesting, after that i continued to do it all along to gain the experience of teaching to someone else.    So what I am looking for some rokkie from the European timezone, Preferably in Scandinavia. How it has been working so far, is that we have a chat over skype or mail, and you basically just pound questions, and i help you with some of your problems you might end up having.    Some have wanted some tasks to do, some have wanted to rather pick own tasks and then work on them. it? all up to you. But you have to be pretty self going.   What i would require from you : You are dedicated, I Don´t want anyone who will stop because it? hard. You speak English or Swedish. English is kind of like, required anyway since programming is mostly done in English.     And some basic stuff about me : I´m working in the industry with AAA games. Main focus have been Engine & Graphics, And Graphics is my major Field. I´m doing this because it gives pretty good communication skills as well as the ability to explain problems, solutions and technical breakdowns. And its a lot of fun to.   So, Give me a PM if there is any interest from you. Tell me where you live, and something about yourself. ( AND OUTSIDE EU TIMEZONE WILL BE IGNORED )
  4. Depending on how you are using them there is diffrent methods.   If you want to do stuff in your vertex shader, you could just add a float4 to the inputlay out that you store the data in. this will be stored per vertex, so each vertex will have  a set of special data for them there. and from there you can pass it to the pixelshader how ever you want.   You could create a set of extra UV coridnates that correspond to the data you are searching for in the pixelshader.    Thees are two way to do it, i think there is lots more ways to do it, but then you have to do some more research.
  5. You can try out a BSP tree culling, and then start having Occlussion culling if that is needed. and i dont know how many objects you are having in your sceen, but you can easily optimize the matrix multiplication with SIMD & Parrarlism. this will probably have a good effect for you.   But as the previous answer said, is that, there is no "common" way for this, try out some stuff and find the best solution for yourself.
  6. Try multiplying the models worldmatrix with the cameras viewmatrix every frame. this should result in "childing" the model to the camera.
  7. Make sure to keep the rest of gamedev updated aswell :) i am going to follow this thread if you find out more.
  8. If you take a look at this site : http://msdn.microsoft.com/en-us/library/windows/desktop/bb943991(v=vs.85).aspx You will find a detaild guide on how the bytes are pack in the header and how you later can use them for textures and how you bind data to your texture.   This is all withing the dds fileformat! realy neat.
  9. if you just want it infront of the camera, set its local to the position you want infront of the cameraa and multiply it with the view matrix.
  10. This is nothing related to texture input.   How do you handle your textures in the shader? in the cpu code?     How you assign textures in Dx11 is via PS/DS/HS/VS-SetShaderResources.
  11. Are you refering to an orthogonal projection matrix? [url]http://msdn.microsoft.com/en-us/library/microsoft.windowsmobile.directx.matrix.ortholh(v=vs.80).aspx[/url] there you can find out how to do it with xna aswell as the formula for it. [code] 2/width 0 0 0 0 2/height 0 0 0 0 1/(zfarPlane-znearPlane) 0 0 0 znearPlane/(znearPlane-zfarPlane) 1 [/Code]
  12. why do you want to trasfer it back to worldspace? that two extra matrix multiplications. keep borh samples in viewspace, since i assume you save the shadow in the a depth texture, and the defferd position in a depth aswell? then you just the defferd position to the shadow viewspace, and the shadow to viewspace, then compare the depth. This might not help you solve the issue, but it could simplify your algorithm.
  13. I belive they are still usefull today, i mean why would they be "depricated" just becuase gpu´s are more efficent at it? hobbyist might want to use them for 2d games or 3d games. or to do some wierd application that do some cool 3d render when you write text. or what ever i can probably think of some. "And what are the most important target devices today that lack a GPU?" - Thos darn LED displays that are on busses and trains. i hate it that they cant do better effects with their texts. ( There probably are some sort of rendering stuff in them, but probablt not a gpu )
  14. If i remeber correct. #ifndef/#endif are far more efficent to use rather than an "if-branch" in the pixelshader. and you could set your defines in an global header file that you include to all your shaders. you could allso rewrite that file at runtime to set diffrent graphics options.