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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 tupeltaja

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  1. Excellent brainworking! Seems to work, the u,v coordinates needs some fine-tuning for the texture to be on exactly correct position. Thank you very much!
  2. Tested a bit more.. When zoomin in enough, a single texture pixel is drawn on window at size of 16x32 pixels, it won't get any larger after that. With NVidia at this level, the zooming is fine and one can zoom in more.
  3. Morning all, When drawing a texture, which is zoomed in a lot (get pixelated), the texture starts jumping all around on ATI Radeon HD 4600 card. Same application with NVidia Geforce 9500 GT and some Quadro card seems to be zoomable in a lot deeper before similar glitch. Also on NVidia the jumpyness begins smoother. Window size is normal desktop, no dual screen, no fullscreen. It seems, when drawing coordinates for texture are at about to exceed 16 bit limits, the behaviour start to occur. Texture size 2048x1024. When the width of draw rectangle is about 33k x 25k (varies due zooming), the jumping starts. We use SlimDx, if that should matter, and this occurs at least on Win7 64bit. Any quick workarounds or should we crop the image on certain zoom level when ATI cards are used? Thank you in advance.
  4. Morning all, I have a simple question and couldn't find certain answer. FYI, I could get SlimDX example using mixture of DirectX9 & DirectX10 and WPF D3DImage class working fine. Is it possible to use pure DirectX9 to render to D3DImage surface? Using DX10 would require too much rewriting, so it's not an option at this time. Thank you very much.
  5. I'd like to optimize drawing of more or less static visual items to layers, so that a layer could be drawn with a single call e.g. using a Surface for a layer. What is the suggested technique to draw layers in such a case?
  6. The problem was, that I didn't draw the transparent item to the valid buffer at all..
  7. Morning all, I draw to a separate Surface with ordinary methods (which will draw transparency properly if not using surface). When using the surface as render target, there is no transparency in the result. Otherwise it seems good. Can't tell whether this is due drawing to this surface or drawing the surface to buffer. So I'm doing something wrong. Any hints? Here are the related code snippets: Creation of target surface (buffer to draw to) [code] Surface surfaceCurrent = m_dxDevice.GetRenderTarget(0); SurfaceDescription desc = surfaceCurrent.Description; m_surface = Surface.CreateRenderTarget( m_dxDevice, m_iClientSizeW, m_iClientSizeH, Format.A8R8G8B8, desc.MultisampleType, desc.MultisampleQuality, false); m_rd.m_dxDevice.SetRenderTarget(0, m_surface); m_rd.m_dxDevice.Clear(ClearFlags.All, 0xffffff, 0, 0); // draw as usual ... // restore render target m_dxDevice.SetRenderTarget(0, surfaceCurrent); [/code] Render to buffer: [code] // get buffer Surface buffer = m_dxDevice.GetBackBuffer(0, 0); // draw to buffer m_dxDevice.StretchRectangle( m_surface, drawRect, buffer, drawRect, TextureFilter.None); [/code] Thanks.
  8. [quote name='Mike.Popoloski' timestamp='1300108537' post='4785587'] How are you passing UTF7 data to the MeasureString function? [/quote] I read the passed String as follows: [code]String strField = m_enc.GetString(aField).Trim();[/code] where m_enc is System.Text.Encoding.UTF7 and aField is byte array (byte[]). aField byte value range is between 32 (space)..117(w) for "L. Edward" (if i remember correctly, but in the limits of 7-bit ASCII anyway).
  9. Morning all, I'm trying to calculate text rectangle using SlimDX.Direct3D9X.Font method MeasureString. Usually it works well, but for some strings with "MS Outlook" font it crashes with "Attempted to read or write protected memory. This is often an indication that other memory is corrupt." Some other fonts works as expected. Tried with SlimDX SDK (August 2009) and SlimDX SDK (February 2010), Visual Studio 2008, Windows 7 64bit. Here are some examples of failed strings: L. Edward Laguna Mar Chiquita Lago Colhué Huapi Lagoa Minim O. Chërnoye Üüreg Nuur Works with these (and many more): Lago Ranco Lago Llanquihue Lake Äbaya Lake Turkana, (Lake Rudolf) The source data is in UTF7 format (dBase) and Strings look good in debugger. Any suggestions? Thank you.
  10. Morning everybeing, I noticed when developing graphing control, that when using SlimDX.Direct3D9.Device.DrawUserPrimitives(..) method with PrimitiveType.LineList and PrimitiveType.TriangleList starting from same x-coordinate, the actual drawn locations on x-axis are not always in the same display coordinates. I.e. when drawing line (359.2,10)-(359.2,20) and rectangle (359.2,22)-(370.2,32) (diagonal) the rectangle is drawn one pixel right of the line. I checked that the x-coordinates are same in the vertices list, so the error is at the slimdx or below. The error does not occur always and may depend on display/window size and its noticed on couple of ATI and NVidia cards. Workaround could be using same primitive (TriangleList) type for lines and rectangles, but that's a bit silly. Just curious, that have anybody else noticed issues like this?