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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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  1. I wanted something a little bit more advanced than just drawing a line, because I don't really know how to properly scale this line into an entire scene, and I'm looking for something on a larger scale.  The thing is, it's a school project, and the requirements are either Java or C#, and no OpenGL or DirectX. The first link uses WPF (which uses DirectX for rendering) and SharpDX. 
  2. I want to create a 3D Software Renderer, with a few limitations - it can't use OpenGL or DirectX (shocker, huh?), and it has to be written in either C# or Java. I will be using C#.  I've searched the web quite a lot, and failed to find any material that would actually help. Many of the links posted are outdated, and most of the material that still, well, exists online, is purely theoretical and mostly limited to "how to draw this line".  Can you recommend a source online that explains this subject in a bit more detail, preferably something not too outdated?
  3. Suppose I have different object in my scene. Some of them use textures, some don't. Some textures need to be clipped, and some don't. Is it better to create many techniques for different combinations (and send uniform variables for these "settings"), or create constant buffers with the settings and update it from the CPU while using one technique?  
  4. What is better( performance-wise ) for a powerful GPU - send more data to the GPU and do more work on it, or do more calculations on the CPU and send the final result to the shaders?
  5. In the C++ code, do __declspec( align( 16 ) ) struct ConstantBuffer { /*...*/ };
  6. DX11

    .NET Form is not C++, it's some kind of dead-managed-cpp-garbage. The point is that it's managed, and it's garbage. Try using SlimDX or any other kind of DX managed wrapper.
  7. I guess learning plain OGL is stupid, though I would want to at least learn how to build a framework. A friend of mine recommended the site arcsynthesis.org/gltut/ . Is it OK?
  8. Hey guys, I wanted to know if you have any sources to learn OGL 4.1 and GLES 2.0 for Android, preferably free and without outside libraries like GLUT, I want to learn it to the lowest level possible. Thanks!
  9. Should I use D3DXMATRIX, D3DXVECTOR and so on, or XMMATRIX, XMVECTOR etc? t
  10. I've decided to leave DX9 and start with 11, I finally have a proper hardware, but yet, I'm stuck. I can't find normal tutorials, I can't learn normally, I'm lost. Any ideas anyone? I 've seen the book Practical Rendering and Computation with Direct3D 11 , but I can't buy it( not a money issue, more of a country problem ) so I just don't know what to do!
  11. This is something happened to my a long time ago with DirectX 9. I used the June 2010 Tutorial code to render this mesh I've modeled. [img]http://img98.imageshack.us/img98/9708/wierd.png[/img] Would anybody explain to me what is happening!?
  12. [quote name='Asesh' timestamp='1311721758' post='4840872'] Learn OpenGL instead. It will work on any platform including Mac and Linux. Write your code in D3D 9/10/11, your application will only run on Windows [/quote] I've tried it, I don't like it, and simply less-capebale of things that DirectX is. And so far my platform is not Linux. I really love Linux, but it is not the reason for me to break myself up and use OGL. So, DirectX11 wins. I must say, you have convinced me. I will work with feature level 10 untill I will get my new graphics card, hope I won't use too much of DX11. I don't want to run things in 0.5fps.
  13. I was actually aiming on OpenGL 3.x and unlike DX9/10/11, the was absoulutly NOTHING.
  14. I can't fucking run a triangle! And I really don't want 9. But, OK. Anyone has any good tuts?