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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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About betawarz

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  1. Hi all,   I'm using D3D11 and VS2012.   I've read that VS2012 can automatically compile FBX files during the build phase, similar to HLSL files. I haven't been able to find any documentation on how to do this, though. What build action do I set for the FBX files?   Also, what function or functions should I look up on MSDN / Google that relate to loading the compiled FBX file? A tutorial or stackoverflow link, etc, will work. I just have nothing to go on at the moment, so I don't even know what to Google for. My searches haven't turned up anything.   Thanks
  2. I'm learning how to program games using C++ and D3D11. I've got a basic 3D application that I re-factored from one of the simple tutorials; the one with a single spinning cube. I'm about to write a basic object manager, and pull the code for the cube out into an object class.   Now, I've been reading about object managers and game objects, etc. I've read two different takes on it.   Each game object is responsible for updating and drawing itself. So each object has its own draw method that the object manager would call. Game objects only contain the information needed to draw itself; the object manager actually handles the drawing logic using that information. I'm familiar with the first method, because it's pretty simple to wrap my head around. I've seen it used in quite a few examples and stuff. I'm trying to grok the 2nd way, though. Wouldn't the draw function of the object manager need to iterate over each object, and depending on the type do specific stuff? This would result in a pretty massive draw function with a bunch of if-else branches based on the object type. Is that good? I know it consolidates all the drawing logic into one area, so it's not spread out over many different object classes, so I could see that being a bonus.   Just looking for some advice on which method to go with, I guess. Thanks!
  3. Is there an official site for information regarding DXUT? Perhaps news on the most current version, or full blown docs? I found DXUT by browsing the DirectX samples, inside of a sample that I randomly picked. I'm going to persue using DXUT because it seems like it's going to make things simpler. I've found the MSDN documentation on it, but it seems pretty lacking. It just goes through a simple generic description of setting up DXUT. I recently purchased Game Coding Complete, by Mike McShaffry, and he uses DXUT in the book. He doesn't even explain what DXUT is, really, or how to find it. All of his examples seem to use it, though. So, is the only way to locate DXUT through the sample browser? Is there a site that allows me to keep current with the framework? It just feels so disconnected and hidden for something so helpful. Thanks
  4. Quote:Original post by RDragon1 If you're already familiar with XNA, why not stick with it to play around with 3d stuff? There are a bunch of resources for doing 3d on xna.com Well, because we're not using XNA in my class. We'll be using C++/DirectX SDK.
  5. Hello, I've got a pretty decent game programming foundation to work with, I think. I've written several 3D games using XNA - all we're tower defense style games. I have also taken a course in school about game programming using C++ and DirectX - we focused on 2D games, will be 3D next semester. I was wanting to kind of get a jump start on the 3D programming. I wanted to make a simple first person shooter. I figured my first goal would be to create a Camera class, and perhaps a world coordinate (0, 0, 0) arrow thing so that I have something to look at with my Camera. I have been looking over the DirectX samples that come with the SDK and there seems to be a wealth of good information there. But all the different examples kind of lead me to some questions. What is DXUT? It looks like a framework to speed up game dev, almost a little like XNA is. Is DXUT something I should look into using? Does anyone know of any existing tutorials that are both recent and about writing a simple first person shooter? Thanks in advance.
  6. Quote:Original post by Promethium Are you sorting your quads back-to-front? You have to draw objects far away from the camera first, then those that are close to. Otherwise the z-buffer will cull away the far objects and you wont be able to see them. You will have to sort each frame if the objects can change position like in your screenshots. Oh, hmm. Alright. I'll look into that. Thank you
  7. Hi all, I'm just writing a simple game to kind of mess around. I'm drawing floor and background textures, some doodad textures and then my player texture. My doodads are drawing with transparency to the background textures - I can see the background and floor behind the doodad's edges, but I can't see my player when I walk behind the doodads. Any idea what might be causing this or how I can fix it? I can see the doodads just fine behind my player object but I can't figure out what I did differently I'm not using D3DXSPRITE. Here's my load and draw methods for my Doodad objects. void CDoodad::LoadTexture(LPDIRECT3DTEXTURE9& p_Texture, LPSTR p_Filename) { // Image information structure. D3DXIMAGE_INFO structImageInfo; D3DCOLOR colorKey = 0xFFFFFFFF; HRESULT hres = D3DXCreateTextureFromFileEx(GraphicsDevice, p_Filename, this->Dimensions.height, this->Dimensions.width, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_FILTER_NONE, D3DX_DEFAULT, colorKey, &structImageInfo, NULL, &p_Texture); // Could not load the texture. if (FAILED(hres)) ABORT("Texture file %s not found", p_Filename); // Create vertex buffer if (VertexBuffer == NULL) { hres = GraphicsDevice->CreateVertexBuffer((4 * sizeof(BILLBOARDVERTEX)), D3DUSAGE_WRITEONLY, BILLBOARDVERTEX::FVF, D3DPOOL_MANAGED, &VertexBuffer, NULL); if (FAILED(hres)) ABORT("Failed to create vertex buffer"); // Load vertex buffer BILLBOARDVERTEX* v; float w = (float)structImageInfo.Width / 2.0f; float h = (float)structImageInfo.Height / 2.0f; // Lock buffer if (SUCCEEDED(VertexBuffer->Lock(0, 0, (void**)&v, 0))) { // Vertex information, first triangle in clockwise order v[0].p = D3DXVECTOR3(w, h, 0.0f); v[0].tu = 1.0f; v[0].tv = 0.0f; v[1].p = D3DXVECTOR3(w, -h, 0.0f); v[1].tu = 1.0f; v[1].tv = 1.0f; v[2].p = D3DXVECTOR3(-w, h, 0.0f); v[2].tu = 0.0f; v[2].tv = 0.0f; v[3].p = D3DXVECTOR3(-w, -h, 0.0f); v[3].tu = 0.0f; v[3].tv = 1.0f; VertexBuffer->Unlock(); } else ABORT("Could not lock vertex buffer"); } } void CDoodad::Draw() { // Set render states for graphics device GraphicsDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); GraphicsDevice->SetRenderState(D3DRS_ALPHAREF, 0x08); GraphicsDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL); GraphicsDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); GraphicsDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); GraphicsDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); GraphicsDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE ); // Define the scale of the image doodad D3DXVECTOR3 Scale = D3DXVECTOR3(1.0f, 1.0f, 1.0f); // Create transformation matrix D3DXMatrixTransformation(&Translation, NULL, NULL, &Scale, NULL, NULL, &Location); // Apply horizontal translation GraphicsDevice->SetTransform(D3DTS_WORLD, &Translation); // Set vertex buffer and texture GraphicsDevice->SetStreamSource(0, VertexBuffer, 0, sizeof(BILLBOARDVERTEX)); GraphicsDevice->SetFVF(BILLBOARDVERTEX::FVF); GraphicsDevice->SetTexture(0, m_Texture); // Draw sprite GraphicsDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); // Restore alpha blend state and zbuf GraphicsDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); GraphicsDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); } Thanks in advance