• 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.

PhilTaylor

Members
  • Content count

    7
  • Joined

  • Last visited

Community Reputation

122 Neutral

About PhilTaylor

  • Rank
    Newbie

Personal Information

  1. I have not posted on what Intel is doing for game developers in a while; I wanted to update everyone on some sample updates that happened late last year. In a future post I will cover what Intel provided to game developers in 2011. In that future post I will talk to some of the patterns in what we delivered in 2011. [b]SNB Terrain[/b] is [url="http://software.intel.com/en-us/articles/vcsource-samples-snb-terrain/"]here[/url], its abstract states: This sample demonstrates how to render large-scale terrains on Sandy Bridge in real time by efficiently distributing the tasks between the CPU cores and the processor graphics unit. The input height map is preprocessed into a hierarchical quad tree representation which is used to render the terrain with adaptively selected level of detail (LOD). The adaptive simplified triangulation is compactly encoded to save run-time processing and memory space. LOD construction is asynchronously performed by the CPU cores while rendering is done by the processor graphics unit, which provides stable frame rate. [b]Tasking Update[/b] is [url="http://software.intel.com/en-us/articles/vcsource-samples-tasking-update/"]here[/url], its abstract states: This update to the samples adds two new back-ends to the original Task Manager API. The back-ends replace the original implementation's use of TBB with Microsoft Concurrency Runtime and a custom Windows* Thread based scheduler. In addition to the new backend, mechanisms were added to allow for runtime switching between them. The new back-ends and the runtime switch are applied to the previously shipped Colony, Morphological Anti-Aliasing, and Multi-Threaded Animation samples. These shipped right before Christmas, and might have been missed. The [url="http://software.intel.com/en-us/blogs/2011/02/09/intel-gaming-and-graphics-samples-blog-post-1-introduction/"]Intel Gaming and Graphics Samples Team[/url] would love to hear feedback either here or on the Intel graphics forums [url="http://software.intel.com/en-us/forums/developing-software-for-visual-computing/"]here[/url], both on how you find these samples and what you'd like to see us develop in the future. Thanks for listening, Phil
  2. let me restate, why cant you build the binaries from the source?
  3. I see that the page [url="http://software.intel.com/en-us/articles/shadowexplorer/"]http://software.intel.com/en-us/articles/shadowexplorer/[/url] has a source code link [url="http://software.intel.com/file/34503"]http://software.intel.com/file/34503[/url] does that not work for you?
  4. DX11

    [quote name='CuboDeAgua' timestamp='1297362551' post='4772472'] Nice And... how are the new ones done? (just an idea) [/quote] floating point render targets, to store values >1 directly. there are still steps to be taken after that, but thats the basic idea. check out the DX SDK samples, grep on HDR and you will find the D3D10 samples that do this. HDRPipeline is especially worthy of study.
  5. grep ( find in files ) is your friend. when I grep on particles, I find several samples. AdvancedParticles, DeferredParticles, ParticleSystem, GPUBoids, etc when I grep on sprites, I find that the DXUT UI controls use D3DXSprite, as well as the AntiAlias sample, BasicHLSL, Blobs, CompiledEffect. ConfigSystem, CustomUI, DepthOfField, EffectParam, EnhancedMesh, etc At least in older SDKs ( try March 2009 ). and then try the newer SDKs.
  6. [font="Calibri"][size="3"]Hi, after my [/size][/font][url="http://software.intel.com/en-us/forums/showthread.php?t=79829"][font="Calibri"][size="3"][color="#800080"]SNB samples post[/color][/size][/font][/url][font="Calibri"][size="3"], I have started a new blog to describe who I am and what I do for Intel.[/size][/font] [font="Calibri"][size="3"]You can find the first post [/size][/font][url="http://software.intel.com/en-us/blogs/2011/02/09/intel-gaming-and-graphics-samples-blog-post-1-introduction/"][font="Calibri"][size="3"][color="#800080"]here[/color][/size][/font][/url][font="Calibri"][size="3"].[/size][/font] [font="Calibri"][size="3"]Typical tags will be “Intel gaming graphics samples” with the platform (Sandy Bridge) in there somewhere.[/size][/font] [font="Calibri"][size="3"]Over the next several months, I’ll talk about our sample plans, platform tidbits, where I see the industry going, and more.[/size][/font]
  7. I just posted about the SNB graphics samples Intel has posted for developers, AVX Cloth and Onloaded Shadows, here http://software.intel.com/en-us/forums/showthread.php?t=79829&o=a&s=lr I also talk about 6 other graphics samples Intel has posted, 3 from SIGGRAPH ( Adaptive Volumetric Shadow Maps, Sample Distribution Shadow Maps, Deferred Rendering ) and 3 from the team I work on ( Colony, Fireflies, Nulstein ) and hope developers find these interesting and useful.
  8. try commenting out all the effects code and verify that your non-effects code works. then turn on the code below. that will verify its some sort of state leakage from the effects code above. then try setting the pixel shader and vertex shader to null before your non-effects code. and make sure you have the debug runtime turned on and are watching the output for information.
  9. try commenting out all your D3D resource code ( creation, usage, destruction ) verify the assert doesnt happen, this isolates the issue to your resource handling. then, 1 at a time, turn on the resource code and verify. that will isolate the issue to what resource code is causing the runtime to cough.