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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.

fazerbox

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  1. Draw is not bugged. I have used many times, with Rotations, Translation and Scaling and it works well. You have to pay attention to sequence of trasformations... See Mout formula at [url="http://msdn.microsoft.com/en-us/library/bb205366(v=vs.85).aspx"]http://msdn.microsoft.com/en-us/library/bb205366(v=vs.85).aspx[/url] How you can see Traslation is last trasformation ( Mt ). Mout = (Msc)-1* (Msr)-1* Ms * Msr * Msc * (Mrc)-1* Mr * Mrc * Mt Remember that Scaling is before Rotation that is before Translation Regards, Max.
  2. Hi all, I have a very simple question. I have a Texture and I use ID3DXSprite.Draw() to draw it. I want apply transparency to texture but only at edge. I want to do that without changing source texture file, I mean I don't want modify texture including transparency edge. See image below. In there a simple way to do that? How? Is it possible use SetRenderState to do that, maybe using a second Texture Applied to first that has info about Edge Transparency? Thanks in advance. Max.
  3. Hi all, I have a stupid question, but vital for me :) . Can a loaded DLL set variable owned by EXE, where Exe is executable that loaded DLL? I think yes, but I have a little confusion about DLL are loaded. Example, suppose I have a program say Test.exe and a Dll Library.dll with an Exported function DoIT(). DoIT function ------------- DoIT() { int *pA = 0x12345678; *pA = 200; } ------------- Test.exe in PseudoCode. int A=100; //Suppose A Address is 0x12345678 hLib = ::LoadLibrary ( "Library.dll" ); pointerDoIT = GetProcAddress( hLib, "DoIT" ); //Not using cast for simplicity (*pointerDoIT)(); Question. Now A is 200? Library.dll is loaded in EXE address space so I can change Exe vars? Or Have I use ReadProcessMEmory and WriteProcessMemory? Thanks in advance, Max.
  4. Hi all, I have a little problem, I have developed a free Plugin for rFactor Game ( same plugin for GTR2 ) that shows Track and Cars. I use ID3DXLine to draw Track minimap and ID3DXSprite to show Cars (Circle with number inside) Here you can see some images http://www.rfactorcentral.com/detail.cfm?ID=Map%20Plugin I would like to see Car Sprite semitransparent to see TrackLine under cars. This is usefull at the beginning of race, because cars are very close and hide track line I Use this method to draw HRESULT Draw( LPDIRECT3DTEXTURE9 pTexture, CONST RECT * pSrcRect, CONST D3DXVECTOR3 * pCenter, CONST D3DXVECTOR3 * pPosition, D3DCOLOR Color ); with color D3DCOLOR_RGBA(255,255,255,125) now what append is that Cars are semitransarent with respect of 3D world, and I can see Trees, or other track object under cars, but cars are totally opaque respect Track Line, so I don't see Track Line under Cars. Can you help me? What parameter Have I change to see track line under Cars (Circle with number)? Regards, Max.