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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.

Baesky

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  1. I Use D3DQUERYTYPE_TIMESTAMPFREQ to query GPU Frequency. On my GTX960 PC, the data I got is 100000000. I have test it on other PC which belong to my mates, the Data Still 100000000. I have try the QuerySample from NV and the result is same. What's the right way to use D3DQUERYTYPE_TIMESTAMPFREQ ? Thanks!
  2. nice work!
  3. Hi, recently i worte my own implements of quadtree, but i encountered some bug in my algrithm. I found it difficult to debug the bug because the algrithm and data structure is complex than others. I wanna known how to debuging in this situation if you were me? Thanks advance!
  4. So if i don't use msaa(otherwise , mass count =1),and i use sample mask:0xfffffffe or 0x0, the render target will never be drawn by GPU? this seems strange, if i use 4x MSAA, what reason make me use just sample first 3?
  5. I had read the msdn http://msdn.microsoft.com/en-us/library/windows/desktop/ff476462(v=vs.85).aspx I still do not understand the mean of SampleMask. Does the MultiSampleMask determin which texture sampler to use? Or releative to MSAA?   thanks in advance!
  6. thanks a lot, now i know more about light.[img]http://public.gamedev.net/public/style_emoticons/default/rolleyes.gif[/img]
  7. here are some code came from SDK, i didn't found any lighting calc here, but i can see the object.I remeber that in dx9 if i don't set the light state or enable it with shader, i just saw a black screen. any one could explain it?Thanks! float4 PS( PS_INPUT input) : SV_Target { return txDiffuse.Sample( samLinear, input.Tex )* vMeshColor; }
  8. [float]\ [float] \ b [float] / 0 <----- [font="Consolas"]matrix View 4[float]x4[float][/font] [float]/ [float]\ [float] \ b [float] / 1 [float]/ [float]\ [float] \ b [float] / 2 [float]/ look the pic, if i use view to fill b0, obviously it even occupy not b0 and b1,b2, the space still not enough...
  9. [quote name='Hodgman' timestamp='1302507188' post='4796980'] A float is 32 bits wide and 4x32 == 128, so you thought correctly. [/quote] but a Matrix could be 128*4 , am i right? so how can you set a container which only can hold 4 floats to store a matrix which cap is 4X4 floats? plz~
  10. [font="Consolas"][size="2"][font="Consolas"][size="2"] does all width of a register is 4 floats lang? how can a martix aligned with one register? i thought a register is 128bit, matrix is 128bit x 4. cbuffer cbChangeOnResize : register( b1 ) { matrix Projection; }; cbuffer cbNeverChanges : register( b0 ) { matrix View; }; [/size][/font][/size][/font]
  11. i think implement sth by write API one by one may imprssed me well, should i take some time to learn it?
  12. ok, i got that, thanks a lot!
  13. I wanna be a game programmer and professional in shader(i love the cool effect!), i learn dx and math for 1 years myself. i really hard working but still out of the door. who can show me a guideline to go? Thanks very much for your patient.
  14. [quote name='Evil Steve' timestamp='1301044728' post='4790293'] What exactly do you mean by a software pipeline? Do you mean a software renderer? A D3D software rasterizer? Tools? [/quote] i mean wheather i could put the pipeline in hardware into my code, for study reason. I'm a new man in DX and i think this will help my to learn DX well. thanks!
  15. Any one known turtorials for write a software pipeline?