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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.

the dodger uk

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  1. thank you , will have a look at that 
  2. i have been making an engine for a long time now , and now i want to put rain into it , i have seen a lot of tech demos which show you how to do rain , and i understand it . via geometry shader.   i not want to make the whole enviroment do rain cause that would not be cost effiecent . and this is my stumbling block at the moment , what the best way to do this
  3. i have a  float  data[9];   i need to normalize this  but i tryed to do     data = normalize(data)   which it did not like  , because its an array ,    how would i  code this please 
  4. i know about sort and stuff   but how do you  use std::sort  and pass in other information?
  5. i have an array of float3 and camera position   float3  positions[200];   float3 cameraPosition;         what is the best way to sort these from  closest to farthest away     
  6. i have 2 two types sampling in my geometry shader but i just found out that  its does not work     SamplerState gPointSample  {     Filter = MIN_MAG_MIP_POINT;     AddressU = CLAMP; };   SamplerState gPointSample  {     Filter   = MIN_MAG_MIP_LINEAR;     AddressU = CLAMP; };     after much checking it apears that  it does not uses linear sampling even if i use the  correct filterstate   is there something im missing   
  7. can some one point me in the direction so that i can  use normal  mapping on gpu particles  please
  8. static RECT textbox; static LPD3DX10FONT ppFont; string str("fred"); static bool done = false; if ( !done) { SetRect(&textbox, 0, 0, 1344, 745); D3DX10CreateFont(g_pd3dDevice, // the D3D Device 17, // font height 0, // default font width FW_NORMAL, // font weight 1, // not using MipLevels false, // italic font DEFAULT_CHARSET, // default character set OUT_DEFAULT_PRECIS, // default OutputPrecision, DEFAULT_QUALITY, // default Quality DEFAULT_PITCH | FF_DONTCARE, // default pitch and family "Arial", // use Facename Arial &ppFont); // the font object done = true; } D3DXCOLOR white(1,1,1,1); ppFont->DrawTextA(NULL,str.c_str(),strlen(str.c_str()),&textbox,DT_LEFT | DT_TOP,white); // Present the backbuffer contents to the display. 1st parameter = 0: present immediately, = 1: wait for next vsync g_pSwapChain->Present( 1, 0 );      i have this HACKED in and if i use it , it makes the gpu particles disaper,  , if i not DrawTextA , then the particles apear      can any one tell me what stupid mistake i am making here please
  9. i am  using the geometry shader to create  GPU particles ,  so that i can get a huge number of them .   is there a way to frustrum cull these so that it will be faster ,  can any one pint me in a good demo i can use 
  10. cheers for the input , im not sure about the methods that are mentioned , but i think i have another way around it    use the hightmap , and then use those cords on another height map  which uses the grid thing above and down  scales it by the 20 or so 
  11. i need to place  objects in a scene via a height map ,  height maps are simple rows and collums. the problem is if i place objects via this then it will be in colloms and rows and it can be seen , so it will look rubbish  is there a way to do it so it looks random and better placed  but i will still get the same results every time i run the program ?
  12. im using billboard particles and was wondering  since there camera facing  is there a way to  calculate there tangents so i can do normal mapping on them 
  13. cheers , just figured out what you mean and how to do it  :) thank you 
  14. how can i access the vertex data from the geometry shader ,  they  take in compleatly differnt data