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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 ctMarine2009

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  1. If my linear algebra prof from college ever saw this post he would probably revoke my degree but here goes. I've got a 3x3 matrix that represents two different sets of axis (axii?) | a11 a12 a13 | | a21 a22 a23 | | a31 a32 a33 | The rows represent entity axis in world space (geocentric if you're interested). The columns represent world axis in entity space. I want to rotate the entity an arbitrary roll, pitch, yaw degrees/radians whatever but I have no clue how to keep the columns and rows agreeing with each other. Any help would be most appreciated. Chris
  2. Steve, I really appreciate your help. I used multiple buffers and was able to get my framerate all the way up to 25. Thats a winner in my book. Thanks again, Chris
  3. I appreciate the help Steve I didn't realize that I was creating a texture every time. I bumped up from 3 fps to around 10 with that and the double buffering trick. Now a theoretical question. If I stopped caring about the frame lag I could set up more buffers and cycle through them with the same concept as the double buffering correct? Thanks again, Chris
  4. So this is what I understand from what you were saying wrt double buffering the depth buffer. My card can support up to 4 render targets so theoretically I should be able to have 3 depth buffer targets with the first of the four being devoted to the frontbuffer. I could have a variable to control which render target to use each time and send the copy of the surface off to a worker thread to lock then write to a file or pipe to another program. Would this alleviate any of the serialization? I'm going to attempt to implement this solution please let me know if anyone knows of a more efficient method to use. Thanks, Chris
  5. Sorry I misspoke(misstyped) there. This is the snippet that is bogging down my program. LPDIRECT3DSURFACE9 lpSurf; lpD3DDevice->CreateOffscreenPlainSurface(viewport.Width, viewport.Height, D3DFMT_R32F, D3DPOOL_SYSTEMMEM, &lpSurf, 0); lpD3DDevice->GetRenderTargetData(lpDepth, lpSurf); // Now we can access the system memory surface to read our depth values D3DLOCKED_RECT lockData; lpSurf->LockRect(&lockData, NULL, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK); memcpy(toWorkerRange,lockData.pBits,viewport.Width*viewport.Height); lpSurf->UnlockRect(); lpSurf->Release();
  6. thanks for the quick reply steve. Basically this is what I'm planning to do. I've got one program that wants the depth buffer in fp32 format that does its own thing. I've got a scene generator that produces the scene, entities, and the depth buffer. I need to pipe the depth buffer from the scene generator to the other program so I'm simulating this (I think) by writing it(the buffer) to a file. this also gives me a chance to view it in my home-made bin viewer to make sure that the outputs are coming out correctly. Currently I'm doing as you say. Pixelshader writes the value to a render target then I lock it and memcpy it. I'll try the double buffer, I don't really mind a frame of lag I just can't afford to into the the teens fps waiting on the lock to be free.
  7. Is there any way to write an a depth buffer to memory quickly? I'm using MRT. I lock the surface write it to memory and unlock it. and by that time its slowed my fps down to 3 or less. Any other way of doing this or do I need to wait until the developers move on to 10 or 11? Thanks, Chris