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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.

longlong9

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  1. save the back surface first,
  2. hello everyone?i trouble with a question like the picture?   the right is render correct ? the left is not  render  correct?   can anyone konw what's wrong?   the code?     3DPRESENT_PARAMETERS d3dpp;        ZeroMemory( &d3dpp, sizeof(d3dpp) );        d3dpp.Windowed         = TRUE;        d3dpp.SwapEffect   =   D3DSWAPEFFECT_DISCARD;        D3DDISPLAYMODE mode;        if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT , &mode)))  {                          return 0;        }        d3dpp.BackBufferFormat       = mode.Format;                d3dpp.hDeviceWindow          = (HWND)m_hWnd;                                  d3dpp.EnableAutoDepthStencil = TRUE;        d3dpp.AutoDepthStencilFormat = D3DFMT_D16;          if(g_pD3D->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT,  D3DDEVTYPE_HAL,        mode.Format,FALSE,D3DMULTISAMPLE_4_SAMPLES, NULL) == D3D_OK)        {                    d3dpp.MultiSampleType = D3DMULTISAMPLE_4_SAMPLES;        }        else        {               d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;        }          d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;        }        if(FAILED(s_pD3DDevice->CreateAdditionalSwapChain(&d3dpp, &m_pSwapChain)))        {               return 0;        }     if i use d3dpp.MultiSampleType = D3DMULTISAMPLE_4_SAMPLES;  the picture render well be the left. if i use d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; the picture render well be the right.   the render code:   IDirect3DSurface9 * pBackBuffer = NULL;      if (NULL != m_pSwapChain)    {     m_pSwapChain->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&pBackBuffer);    }    m_pD3DDevice->SetRenderTarget(0 , pBackBuffer);    m_pD3DDevice->StretchRect(m_pSurface,pRectSrc,m_pBackSurface,NULL,D3DTEXF_LINEAR);      hr = m_pSwapChain->Present(NULL, NULL, (HWND)hWnd, NULL,0 );   if (FAILED(hr))   {    return 0;   }    
  3. thanks for reply,   another question ,how to enhance the ID3DXLine's efficiency?
  4. in d3d9's surface i draw lines use DrawPrimitive and D3DPT_LINELIST?because it is fact than gdi and ID3DXLine,but how to set the line width? is anyone know? thanks.
  5. hello everyone !  i use GDI and ID3DXLine to Draw lines in the D3Dsurface ,GDI is not GPU accelerate,why faster then ID3DXLine? is anyone know why?
  6. the simplest way is ,use StretchRect the surface to the backsurface.
  7. u can pack as this  (float)((a << 256) / max_short) + ( (float)(b / max_short))
  8. hello?i have a problem.   how did reset function work to swapchain.   when i have one swapchain , i will reset the device when the window's size is changed.   but if i have two swapchain, each associate to one windows,and  just one window's size changed ,then i called reset ,will it work to another window?   is anyone know how to do ?
  9. ok!  thanks!
  10. hello?i have a problem.   i createdevice , then it will create  implicit swapchain, i call GetNumberOfSwapChains ,i get the num is  1, then i call CreateAdditionalSwapChain   then GetNumberOfSwapChains,i get the num also is 1.why it is not increase to  2??
  11. there will be another problem, for example, draw two picture to two different windows(different picture size  different window size),one 1280X720 and 0ne 704X576.if i use just one device,the backbuffer's size is fixed or just up to one window. how can i deal with this problem?
  12. thanks for the reply?i will try just one device?
  13. hello , when i use d3d9 to render video , i create many device (CreateDevice ) to render for each video,the num of device i have created may be upto 128. it can just success for 60 , then i will catch a expetion .then crash in nvidia driver. is anyone encounte this problem?
  14. i have tryed just do once,it is run.but i need render one frame to two window. so i must eglmakecurrent(display , null , null .....).when render one frame is end. and it is not happened in ios, it is odd