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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 lpcstr

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  1. I was thinking about the feasibility of using a flexible anisotropic specular as the primary BRDF in a deferred shading setup. You'd obviously have to store two roughness parameters in the gbuffer instead of one. My question is, wouldn't you also have to store the tangent and bitangent vectors, since those are needed by the BRDF? That would require a lot of space in the gbuffer. 
  2. At the risk of sounding like an idiot... What exactly is being talked about here? There is no ID3D11DeviceContext::IASetVertexBuffer[b]s[/b], only ID3D11DeviceContext::IASetVertexBuffer, and I see nowhere where it has the ability to bind an array of buffers. [img]http://public.gamedev.net//public/style_emoticons/default/huh.png[/img] EDIT: D'oh. I was thinking of IASetIndexBuffer for some reason. Probably because that's where OP's link pointed to.
  3. Nobody has any ideas? Because this makes no sense at all to me. It would seem to indicate that it is, in fact, applying an automatic gamma correction when writing to the R16G16B16A16_FLOAT frame buffer, which makes no sense because that isn't a sRGB texture format.
  4. R8G8B8A8_UNORM gives me the results I expect while both R16G16B16A16_FLOAT and R8G8B8A8_UNORM_SRGB give me the overexposed look.
  5. No, I was just using DXGI_FORMAT_R8G8B8A8_UNORM.
  6. When I change my frame buffer format from R8G8B8A8_UNORM to R16G16B16A16_FLOAT, the colors I'm getting from my textures appear to be overexposed. Should I be doing something different when using a FP frame buffer format?
  7. [url="http://www.geeks3d.com/20100831/shader-library-noise-and-pseudo-random-number-generator-in-glsl/"]http://www.geeks3d.com/20100831/shader-library-noise-and-pseudo-random-number-generator-in-glsl/[/url] Alternatively, you could just generate a texture on the CPU with your choice of RNG.
  8. If you are already working with voxels, there is no reason not to simply raytrace the global illumination. If you are using an octree, you wouldn't have to traverse the whole tree, since you probably wouldn't notice the difference.
  9. [quote name='Hodgman' timestamp='1324436043' post='4896000'] I was hoping that between the beard joke, the obvious reversal of Chris_F's post, and the final line about it being a holy-war thread, it would be obvious that my farcical statements were simply poking fun at the thread... Seriously though, at work I [i]have[/i] to use Win7, 'M$VC' and Photoshop, because the FOSS equivalents simply aren't up to the job ([i]our company is a tight-arse when it comes to paying licensing fees, so I'm sure they'd love to use free alternatives if they could get away with it[/i]). We do however use OpenOffice and Mozilla's email/browser clients. [size="1"]Serious thread is serious.[/size] [/quote] Heh... Fair enough. I guess I've seen so many of these threads go that way it's sometimes hard to spot the jokes. [size="1"]This is why we can't have nice things![/size]
  10. [quote name='Hodgman' timestamp='1324435200' post='4895995'] The reason I use Windows is because I have a real job and only a small beard. [/quote] Wow. A little bitter are we? Mr. Hodgman here needs to show those freetards a thing or two. How dare they have great software with ideological licensing. [quote name='Hodgman' timestamp='1324435200' post='4895995'] It works. Not only in day-to-day usage, but without of all the bull**** which usually accompanies open-source/free-software/design-by-committee software. [/quote] Funny. I can't say that I've had the same experience myself. Like most things, probably PEBKAC.
  11. If I understand this correctly, then he's saying that the z values when projected to the screen, are linear across the actual 2d image. I guess this allows for easy hardware interpolation, since is basically just a simple 2d gradient?
  12. I was reading this article: [url="http://www.humus.name/index.php?ID=255"]http://www.humus.name/index.php?ID=255[/url] where it says: [quote] While W is linear in view space it's not linear in screen space. Z, which is non-linear in view space, is on the other hand linear in screen space. [/quote] This is where I became confused.
  13. Still a little confused. Especially when I hear about z-buffers either being in screen space or view space.
  14. What exactly does each of these refer to, and how are they different?
  15. [quote name='Antheus' timestamp='1317738625' post='4869002'] ... C++/CLI ... [/quote] Now hold on a second. I already told you once in another thread, there is no C++/CLI focus in Windows 8. C++/CLI is a language made by Microsoft, and it's only function is to combine .NET code with native. It's [b]not[/b] a gerneal purpose application programming language and it [b]never[/b] will be. The language is so unpolished and undocumented that they can't even get C++/CLI intelesense to work in their IDE, so they disable it all together. Don't confuse it with their other technologies or rumors you might have heard. I also have no idea why you are saying it's IE or the highway for Metro. Somebodies probably already porting Firefox and Chrome to WinRT.