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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 thedodgeruk

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  1. i am doing shader work  in the geometry shader  a particle system and thought that doing a check at the beginning and doing an early return  then it would speed up the whole  project . i found that no speed improvement was made.   i even tryed doing  a modular test so it would return every time apart from the 1000 particle , it still made no difference    what can i do  for early return so that it will speed up the process ?
  2. DX11

    thanks for the help , finally figured it out and it was a very stupid mistake, project was originally dx10 when i ran it in debug layer mode , and checked exactloy what was happening , in my post processsing stage , it said there was a mismatch will vertex and hull shader , which not make sence cause im not setting the hull shader aprt from the models which tesselate. that makes sense until i realised im not resetting the hull shader to NULL. that was the problem , cheers
  3. im trying to place tessellation into my project. i am using a lab project, the project it self works perfectly so i copyed in the correct shader and relative c++ code. i also converted my project from dx10 to dx11 the project it self work perfectly until i activate a model with a tessellation shader , at this point the grafix driver crashes. the lab project does not crash. i cant put code here becuase there is simply too much code [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] i was wondering if any one has come across this problem, a friend said he had the problem but it was about 6 months ago and he cannot remember what it was i was wondering if any one any might have an idea? oh and have double checked that i am doing g_pd3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST) for tesselation and g_pd3dContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); for normal models done some more tests and it apears it crahes when the swap chain presents the backbuffer , i cant tell what is the final back buffer though to see if its valid or not
  4. i have a project , a 3rd year final year project . if i run it inside visual studio , the fps can go to 350 , down to 50 , up to 100 , down to 145, up to 450 ect in the space of about 5 seconds there is nothing happening in these seconds apart from updating stationary objects and rendering them if i copy the debug exe into the project and run that , the frame rate is steady 450fps , with no blipping if i run the analyser, the fps also stays steady , can any one think what in visual studio is doing this ?
  5. [attachment=7664:report.PNG] this is the analized report from when i run my project , [attachment=7665:report1.PNG] this is another one form the same project in the second picture , as can bee seen about 87% of the work is done by "unknown frames", and if i look in the _tmainCRTStartup, it has all my code for looping , rendering , management ect , all my code at the moment its running at about 90 frames a seconds , thats only drawing about 10 models of simple meshes and some text its not my part of the code thats making it run so bad but its what the unknownframes is doing thats making it so bad . i was wondering if any one has any idea whats causing this , or how i have setup my project to be like this ?
  6. i was look at frank lunas water , and how it works , i see that it changes direction , in the scene but i cant find the line of code that does this i want to remove it so the eater allways goes one way or a way i want it to go. does any one know please . i figure this is a good stepping stone to do my own water shader / render method
  7. whats the best container for this DXGI_FORMAT_R8G8B8A8_UINT [color=#2A2A2A]A four-component, 32-bit unsigned-integer format that supports 8 bits per channel including alpha.[/color] a struct { UINT r; UINT g; UINT b; UINT a; };
  8. is there a good tutorail on how to use cmake , tryed it a few times and the amount of link errors are pretty bad just wish there was a pre-compied myGui out there for direxctx and visual studio
  9. i came across this [url="http://mygui.info/"]http://mygui.info/[/url] [url="http://www.ogre3d.org/tikiwiki/MyGUI+Compiling"]http://www.ogre3d.org/tikiwiki/MyGUI+Compiling[/url] it looks like i have ogre to use it , and for the life of me i cant get it to work . was wondering if any one has any tips , cause i need a tool bar in and antTweak bar does not have enough scope for what i need
  10. directx10 does not support tga files even though directx9 did is the a good converter that will convert the tga to a file format that directx10 can use and still keep the parts that are transparret. i have tryed converting it and i have not had any succsess so far
  11. http://imageshack.us/photo/my-images/836/captureksf.png/ i am doing post processing , i can do full screen , ok , doing polly gon post , but when i do i only get one of the traingles in the quad rendering cant figure out were it going wrong , any ideas
  12. at the mo i have a visual studio project . its my 3rd year game engine project , i would like to convert it to a more engine like so that the insides can not be tampered with , by converting it to a .lib files and make a little wizard to start it up with the baasic start code for running the engine were can i find this out pease
  13. below is bit of the funtion i use to create ID3D10Texture2D* and others ect [code]<div>void &nbsp;CRenderPostManager::Create(UINT width , UINT height , ID3D10Texture2D* texture, ID3D10RenderTargetView* targetview, ID3D10ShaderResourceView* resourseView)</div><div>{</div><div>// Create the "scene texture" - the texture into which the scene will be rendered in the first pass</div><div>D3D10_TEXTURE2D_DESC textureDesc;</div><div>textureDesc.Width &nbsp;<span class="Apple-tab-span" style="white-space:pre"> </span> &nbsp; = width; &nbsp;// Match views to viewport size</div><div>textureDesc.Height <span class="Apple-tab-span" style="white-space:pre"> </span> &nbsp; = height;</div><div>textureDesc.MipLevels <span class="Apple-tab-span" style="white-space:pre"> </span> &nbsp; = 1; // No mip-maps when rendering to textures (or we will have to render every level)</div><div>textureDesc.ArraySize <span class="Apple-tab-span" style="white-space:pre"> </span> &nbsp; = 1;</div><div>textureDesc.Format <span class="Apple-tab-span" style="white-space:pre"> </span> &nbsp; = DXGI_FORMAT_R8G8B8A8_UNORM; // RGBA texture (8-bits each)</div><div>textureDesc.SampleDesc.Count &nbsp; = 1;</div><div>textureDesc.SampleDesc.Quality = 0;</div><div>textureDesc.Usage <span class="Apple-tab-span" style="white-space:pre"> </span> &nbsp; = D3D10_USAGE_DEFAULT;</div><div>textureDesc.BindFlags <span class="Apple-tab-span" style="white-space:pre"> </span> &nbsp; = D3D10_BIND_RENDER_TARGET &nbsp;| D3D10_BIND_SHADER_RESOURCE; // Indicate we will use texture as render target, and pass it to shaders</div><div>textureDesc.CPUAccessFlags <span class="Apple-tab-span" style="white-space:pre"> </span> &nbsp; = 0;</div><div>textureDesc.MiscFlags <span class="Apple-tab-span" style="white-space:pre"> </span> &nbsp; = 0;</div><div>g_pd3dDevice-&gt;CreateTexture2D( &amp;textureDesc, NULL, &amp;texture );</div><div>g_pd3dDevice-&gt;CreateRenderTargetView( texture, &nbsp; &nbsp; &nbsp; NULL, &amp;targetview );</div><div>}</div>[/code] i use this line to activate it [code]Create (width , height , m_pSceneTexture, m_pSceneRenderTarget, m_pSceneShaderResource);[/code] now when i step though the main code the variables are created and are legit but once that method has been done, the variables are not valid , its like they were copyed opver , not by reference , were am i going wrong
  14. i have 20 shaders in 1 fx file this file can take about 15 seconds to load via D3DX10CreateEffectFromFile, is there a faster way to load a shader.fx file convert it to another form or something ?
  15. i have a camera class which i can get the matrix from i have a mirror class which i can get the matrix from at the moment the mirror class just creates a texture from its facing vector i would like to use the camera facing direction and the mirror facing direction to create a new matrix which would be used to create a texture from i cant figure out the maths for it though any help please