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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.

SIIYA

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  1. Damn, what's wrong with quotes
  2. This is it. Thank you very much for this link, I didn't know this. And thank you all guys
  3. <blockquote class="ipsBlockquote" data-author="mhagain" data-cid="5022477"><p>&nbsp;<br />Is this on a Vista/7/8 machine?&nbsp; On these a pure device <em>may</em> be disabled - see: <a data-cke-saved-href="http://msdn.microsoft.com/en-us/library/windows/hardware/ff539634(v=vs.85).aspx" href="http://msdn.microsoft.com/en-us/library/windows/hardware/ff539634(v=vs.85).aspx">http://msdn.microsoft.com/en-us/library/windows/hardware/ff539634(v=vs.85).aspx</a><br /><br /></p><blockquote class="ipsBlockquote"><p>When the fixed-function vertex or pixel shader converter is used, the pure device is disabled. When an application requests the pure device, the Direct3D runtime creates a HAL device.</p></blockquote>&nbsp;<br /><p><br /></p></blockquote><br /><br />This is it. Thank you very much for this link, I didn't know this.<br /><br />And thank you all guys<br />
  4. It seems that you are transforming light position into projection space. You should multiply light position by matView not res.
  5. It works in regular mode also...I was curious about why I'm getting D3D9 warnings in debbug mode about ignoring setting redundant states when using pure device. And then I saw that these illigal functions also worked so I thought maybe pure device functionality was obsolete on new drivers. But like I said, i don't really use any of these functions...just wanted to see difference in performance between pure and non-pure device and as far as I can see there isn't one (in my case instancing helps a lot).
  6. It works on reference device too. So what does this mean? Is it driver specific and I can't count on it to work on other drivers? I don't use these illegal functions anyway, I just wanted to know.
  7. Hi all, DirectX documentation says that GetRenderState() and some other functions don't work when device is created as pure. It also says that pure device doesn't filter redundant states. But it seems that all GetRendersState functions work correctly when I create device as pure. I don't get any errors in debbug output when using these functions on pure device. Also I get warnings of dx ignoring setting redundant states. Why is this so? I use ATI Radeon HD 5770. Thanks!
  8. If FrameTransforamtion matrix is identity matrix then mesh points are relative to the orign(0,0,0), otherwise points are transformed (multiplied) by this matrix.
  9. I think I solved it. I haven't used perspective correct depth interpolation, and now I have fixed it. I did it this way: I write z/w and 1/w per vertex In rasterizer I do linear interpolation of both (z/w)' and (1/w)' PixelDepth = (z/w)'/ (1/w)' Please, can someone confirm this is OK? Occlusion map looks good but I want to be sure this is how it's done. Thanks!
  10. Hi, I have implemented a software rasterizer for occlusion culling. However, In some cases I get strange depth map results when polygons get clipped by frustum, especially when clipped by near plane. I am clipping points in homogenous coordinates (before w division) using -w <= x,y,z <= w. Point interpolation along the edge (for near plane) is done like this: newPoint = p1 + (p2-p1) * t; where: t = (-p1.w - p1.z) / (p2.z - p1.z + p2.w - p1.w); Depth map with wrong depth interpolation is in the attachment. Does anybody know what is wrong here? Thanks!
  11. I am not surprised as its stalker engine ....I cant tell you for sure but you could try something like this: float l = length(sunpos); sunpos = normalize(sunpos); sunpos.x *= cos(Angle); sunpos.z *= sin(Angle); sunpos *= l; (do this before the above code) I am not sure which component(s) should be modified or whether to use sin or cos. Try all combinations
  12. Just make sure that sun world position is correct when you send it to the shader. What about sun direction? You get that from sun position as in code above.
  13. Thanks! I will try it now.
  14. [CODE] // Transform sun position to screen space SunPos = mul( SunPos, ViewProj ); float4x4 TexAdj = { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.0f, 1.0f }; SunPos = mul( SunPos, TexAdj ); // Calculate vector from pixel to light source in screen space. float2 deltaTex = (TexPos - SunPos); [/CODE]