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      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 jiangcaiyang

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    Changde City, People's Republic of China
  1. Oops there is a small mistake in my code.
  2. I am currently doing my personal experiment named Maze3D. The problem looks like this: In OpenGL there is a term: Cull Mode. I am currently using glFrontFace( GL_CW ); glEnable( GL_CULL_FACE ); and using same vertices to draw a double-side wall: void DrawInnerWall( Point3F& p1, Point3F& p2, Point3F& p3, Point3F& p4 )     {         glTexCoord2f( 0.0f, 1.0f ); glVertex3fv( p1 );         glTexCoord2f( 1.0f, 1.0f ); glVertex3fv( p2 );         glTexCoord2f( 1.0f, 0.0f ); glVertex3fv( p3 );         glTexCoord2f( 0.0f, 0.0f ); glVertex3fv( p4 );     }     void DrawOuterWall( Point3F& p1, Point3F& p2, Point3F& p3, Point3F& p4 )     {         glTexCoord2f( 1.0f, 1.0f ); glVertex3fv( p1 );         glTexCoord2f( 0.0f, 1.0f ); glVertex3fv( p2 );         glTexCoord2f( 0.0f, 0.0f ); glVertex3fv( p3 );         glTexCoord2f( 1.0f, 0.0f ); glVertex3fv( p4 );     } I am using DrawInnerWall( p8, p7, p3, p4 ); DrawOuterWall( p7, p8, p4, p3 ); However, it looks like this: The maze and arrow are currect, but in a 2D view, there is no wall but in 3D view we can see a wall clearly. In other case, same vertices and different drawing sequences cause invisibility. Could you please figure out the problem?
  3. OpenGL

    It's true that once I developed games under MS platform, and I have a DirectX programming experience of 3 years. But I will further look into the mystery of CG, I give up MS and D3D, and move into Linux. Now I use Ubuntu and QtCreator as my developing environment, recently I am learning[i] OpenGL Super Bible[/i], the sample code works fine.
  4. I am currently working in Linux, and using g++ as my compiler, the ld return this information: (.text.startup+0x3b):-1: Error:undefined reference to `glGetError' I don't know what library to link.
  5. Keep my thread up!
  6. When you put it into rendering, you can use world matrix or projection matrix to solve your problem. Here is my example of scaling texture. [img]http://student.csdn.net/attachment/201102/21/999749_1298264183SbCy.png[/img] Try this: [code] D3DXMatrixPerspectiveFovLH( &g_PerspectiveMatrix, fovy, aspect, zn, zf ); // ?????? g_pDevice->SetTransform( D3DTS_PROJECTION, &g_PerspectiveMatrix ); [/code]
  7. If the newly SDK has not changed much, you can install the new one. Just deprecate the old one! If you are afraid of not running your games, you can still remain some dlls.
  8. I am recently build up my own Game engine using DX 9,Now I've switched to render system, and I planned to have two versions, one for 2D and the other for 3D. For 2D rendering. I wonder that whether AlphaBlend has to do with IDirect3DSurface9? I used the following code: [code] // ??????? if ( FAILED( g_pDevice->CreateOffscreenPlainSurface( clientWidth, // ? clientHeight, // ? D3DFMT_X8R8G8B8, // D3D?? D3DPOOL_SYSTEMMEM, // ????? &g_pSurface, // ?????????? NULL/*????*/ ) ) ) return; // ???????? if ( FAILED( D3DXLoadSurfaceFromFile( g_pSurface, // ???? NULL, // ????? NULL, // ???? "?????.png", // ????? NULL, // ??? D3DX_DEFAULT, // ??? D3DCOLOR_XRGB( 0, 0, 0 ), // ???????? NULL/*?????*/ ) ) ) return; // ??Alpha?? g_pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE ); g_pDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); g_pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); [/code] But when comes to rendering, the alphablend doesn't work. It seems that alphablend has not to do with IDirect3DSurface9. How could I solve the problem?
  9. OpenGL

    It's useful for me to follow which model format to develop. By now, .obj format is still good for primary developer. isn't it?
  10. Yes, that's what I am going for. I want to fade in and fade out. Forgive me for my poor English, but I really need this effect. Thank ET3D for your advice, I think I should have a try. By the way, Is it allowed to post screenshot in this forum. Hope to reply.
  11. How can I do to realize this? I've come up with three ideas: First I can load different bitmaps frequently so as to flash each frame; Second I can use AlphaBlend technique to add different color to this logo; Thirdly I can use fog to clarify a logo gradually. The question is: I can't fluently master this techniques, Meanwhile, I don't know these lots of macros. Forgive me, I am a newcomer using DirectX. I've only learn it for three months. So please help me with my work! Thanks. [Edited by - jiangcaiyang on November 3, 2010 5:06:02 AM]
  12. I am a newcomer, I'll learn it.