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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 Vashbrowns

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  1. I've setup some metric recording in my engine and game. It aggregates values that I want and saves it out to compact format that I then parse with some Python scripts. I was thinking about the best way to present this data. I'd like to use a web form if possible, but it seems like that solution is already available. Can anyone recommend any 3rd party web tools that might be useful for rendering that data in a nice way? I have used some python libs for showing graphs, but I would think there are some better things than that. Thanks for the help!
  2. Sorry, I guess I should post the example of what I'm working on. I'm using a vert buffer of points in the following way: 1) Point list buffer into the Geo shader to change into a line buffer 2) Stream-out the new line buffer back into a different vert shader 3) Use the new vert shader and new geo shader to create triangles from the lines. I'm setting everything up right now to use the CPU calls to set a buffer, but it seems like that's too much data being sent through the BUS to the GPU. I assumed it would be more similar to tessellation if I didn't intend on reading the data on the CPU side.
  3. I have a question that I can't find a direct answer to in the documentation. I'm trying to build a geometry shader that uses Stream-Out that I want to in turn feed back into either the same or a different vertex shader. All of the documentation I've read about the stream-out feature seems to focus on reading the buffer on the CPU side, then possibly using it again for the GPU. However, is this required? I would think that you could create a buffer specifically on the GPU that will be immediately used for the GPU again. So I'd like to do the following: 1) Create a regular Vertex Buffer 2) Send it to the Vert Shader 3) Send that to the stream-out Geom Shader 4) Stream-Out _back_ into the same or different Vert Shader (without any external buffer calls) 5) Use the new buffer as if I were binding it on the CPU side. The post at http://shadermodel1337.wordpress.com/ showed me a nice step-through of the process, but it's still being written assuming that you want to read the results of the stream-out buffer. Anyways, any info would be appreciated. Thanks!