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      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 bobobobo

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  1. OpenGL

    Another way to do this is just use normalized device coordinates, // vertex shader: gl_Position = modelViewProjectionMatrix * position ; vec3 ndc = gl_Position.xyz / gl_Position.w ; // perspective divide. float zDist = 1.0-ndc.z ; // 1 is close (right up in your face,) // 0 is far (at the far plane) gl_PointSize = 50.0*zDist ; // between 0 and 50 now. psColor = vec4( color, 1 ) ; psColor.xyz = vec3( zDist, zDist, zDist ) ; [img]http://i.imgur.com/IZOfh.png[/img] I'm not sure this is exactly what point distance attenuation did in 1.0, but it works pretty well
  2. Actually DXGI_FORMAT_B8G8R8A8_UNORM does not save (generates quoted error), the format that works without fail for me is DXGI_FORMAT_R8G8B8A8_UNORM.
  3. I am bobobobo. This is my profile.
  4. [quote name='MJP' timestamp='1317171592' post='4866655'] You can only read STAGING resources on the CPU. So you should load your cubemap as STAGING, do your manipulations, and then using the staging data to initialize an IMMUTABLE resource. [/quote] Yes. These are the params that worked: [b] // to load it here you actually have to load it AGAIN as a STAGING texture.[/b] [b] ID3D11Texture2D* stageCubeTex ;[/b] [b] [/b] [b] D3DX11_IMAGE_LOAD_INFO loadInfo ;[/b] [b] loadInfo.MiscFlags = D3D11_RESOURCE_MISC_FLAG::D3D11_RESOURCE_MISC_TEXTURECUBE ;[/b] [b] loadInfo.Usage = D3D11_USAGE::D3D11_USAGE_STAGING;[/b] [b] loadInfo.CpuAccessFlags = D3D11_CPU_ACCESS_FLAG::D3D11_CPU_ACCESS_READ;[/b] [b] loadInfo.FirstMipLevel = 0 ;[/b] [b] loadInfo.MipLevels = 1 ;[/b] [b] loadInfo.BindFlags = 0 ;[/b] [b] [/b] [b] [/b] [b] DX_CHECK( D3DX11CreateTextureFromFileA( d3d, "C:/SHARE/res/office.dds", &loadInfo, 0, (ID3D11Resource**)&stageCubeTex, 0 ), "load texture cube STAGING" );[/b] [b] [/b] [b] D3D11_TEXTURE2D_DESC stageCubeTexDesc ;[/b] [b] stageCubeTex->GetDesc(&stageCubeTexDesc);[/b] So I'm basically loading it twice. The staging one gets discarded after I work with it.
  5. I'm trying to load a texture cube from a .dds file. Now its loaded, and it renders fine, (which means its loading fine!) But _after_ loading, I need to do some processing on the texcube using CPU ops. So I have: [b] // LOAD THE CUBEMAP[/b] [b] D3DX11_IMAGE_LOAD_INFO loadInfo ;[/b] [b] loadInfo.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;[/b] [b] DX_CHECK( D3DX11CreateTextureFromFileA( d3d, "C:/SHARE/res/office.dds", &loadInfo, 0, (ID3D11Resource**)&cubeTex, 0 ), "load texture cube" );[/b] So that works. But when I try to call ID3D11DeviceContext::Map later on that texCube: [b] D3D11_TEXTURE2D_DESC cubeTexDesc ;[/b] [b] cubeTex->GetDesc(&cubeTexDesc);[/b] [b] if( cubeTexDesc.CPUAccessFlags & D3D11_CPU_ACCESS_READ ) // FALSE!![/b] I tried forcing: // LOAD THE CUBEMAP D3DX11_IMAGE_LOAD_INFO loadInfo ; loadInfo.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE; [b]loadInfo.CpuAccessFlags = D3D11_CPU_ACCESS_READ ;[/b] DX_CHECK( D3DX11CreateTextureFromFileA( d3d, "C:/SHARE/res/office.dds", &loadInfo, 0, (ID3D11Resource**)&cubeTex, 0 ), "load texture cube" ); [b]// LOAD FAILS with cpuAccessFlags!!![/b] [b] [/b] But that doesn't work (the texture load fails!)
  6. Here's a couple of implementation references for D2D over D3D11 [url="http://will-sherif.appspot.com/html/d3d11+DirectWrite.html"]http://will-sherif.appspot.com/html/d3d11+DirectWrite.html[/url] [url="http://braynzarsoft.mezoka.com/index.php?p=D3D11FONT"]http://braynzarsoft.mezoka.com/index.php?p=D3D11FONT[/url]
  7. WAIT, NEVERMIND. I had loaded the sound with FMOD_CREATESTREAM, which is why it kept starting the sound over again. Carry on.
  8. This may be a build in feature of FMOD, but I'd like to see if i can override it. When playing a SOUND with FMOD_System_PlaySound, FMOD_System_PlaySound( system, FMOD_CHANNEL_FREE, SOUND, false, &channel ) ; (YES I use the C api ;) ) If you've ALREADY started playing SOUND, then what happens is the original one is STOPPED and SOUND starts over again. The effect is the original sound gets "cut off". I don't want that, I want SOUND to overlap itself... I want another "instance" of the sound to start playing without affecting the original sound that's already playing.