• Announcements

    • khawk

      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.

Yang G

Members
  • Content count

    19
  • Joined

  • Last visited

Community Reputation

105 Neutral

About Yang G

  • Rank
    Member
  1. Hi, guys In the Shadow map sample in ShaderX2, The author draw the shadow like that: 1: Disable the color writing, and render all the scene to generate the depth. 2: use ZFUNC_EQUAL to render the scene with each light Here is the confusion: If i use the ZFUNC_EQUAL and render something with the same method above, i will encounter the depth competition, but the sample not. Further more, i check the bias state in pix, the depth bias is 0. so how can i avoid the depth competition problem with ZFUNC_EQUAL ? Appreciate for any clues about it. Thanks. Forgive my poor English.
  2. In fact, while you new or malloc a range of memory, there is a header block who will record these information used to release the memory.
  3. [quote name='MJP' timestamp='1323122087' post='4890848'] If you're manually outputting depth from a pixel shader, then you just output a [0.0, 1.0] floating point value. It will then converted to whatever format is being used by the depth buffer, which is typically either 24-bit fixed point integer or 32-bit floating point. [/quote] while generating the shadow texture, I move the depth value to oD0, what i know is the clr will be clamp to [0.0, 1.0] in each component of oD0, but i'm not clear about how many bits to store the value.In the pixel shader, I use tex to retrieve the value in shadow texture, what i have done has nothing to do with the depth buffer.while rendering the scene, i store the depth in oD1 in vertex shader, then get it from v1 in pixel shader. Here are something i guess, but not sure. the r# register is 128 bits with each component 32 bits. the c# register is 128 bits with each component 32 bits. the oD# register is 32 bits with each component 8 bits. Are these correct ?
  4. It's just like what you said, but i'm confused that how many bits oD0's each component has. Thanks for your answer
  5. Hi!While implementing the shadow map with shader, I encountered some strange result. there are many dark lines in the surface of the object, but the shadow is correct.this is the idea to implement:1:using the zl/zm as the depth value in shadow texture.where zl is the z value in light view space(view from the light position)zm is the value to define the max z value in light space,so zl/zm will be within 0.0 to 1.0.so the zl/zm will be moved to oD0 each component.2: do the same way to get the depth value in light view space while rendering the scene, and compare with the value in map texture.i guess the reason is the precision of oD0, but i don't know how the oD0 is going on. can someone give me more detail of the oD0?thanks.
  6. [quote name='lpcstr' timestamp='1306488604' post='4816356'] [quote name='Yang G' timestamp='1306467591' post='4816284'] i think you'd better take a look at erase-remove idiom about vector.it's a efficient way to remove element in vector [/quote] erase-remove of a std::vector uses the swap and pop method, correct? [/quote] it's like that [code] template < class ForwardIterator, class T > ForwardIterator remove ( ForwardIterator first, ForwardIterator last, const T& value ) { ForwardIterator result = first; for ( ; first != last; ++first) if (!(*first == value)) *result++ = *first; return result; } [/code] (from c++ library). Note: remove doesn't delete the element in the vector instead of overwriting the element like the code said. so we must use erase to delete these elements who should be removed like that vec.erase(remove(first, end, value), end). you can see these subjects in book named Effective STL
  7. i think you'd better take a look at erase-remove idiom about vector.it's a efficient way to remove element in vector
  8. Hi! I want to subscribe some subjects with google reader, en, i have no idea what to subscribe, so can you give me some clues~~ Thanks
  9. nice trip to Beijing~~
  10. Nice to meet you too, I am the Dwarf King.
  11. [quote name='White Dwarf' timestamp='1303750375' post='4802709'] Knowing more techniques is far inferior to being able to successfully utilise a few techniques. As for joining a development team, you won't be hired unless you have a degree and/or good examples of work you have done as part of a indie group or on your own. [/quote] there is a proverb in china that if you gain more of the base theory, you can stretch it easily(in chinese :????). I always follow it. If you can't got the word, please excuse my poor english, aha:-( only two months remained, maybe i should aim at extending my eyes but not got all the theory by reading these book. alas, less bodies have a interest in the topic- -
  12. [quote name='White Dwarf' timestamp='1303665320' post='4802348'] [quote name='Yang G' timestamp='1303650852' post='4802287'] Hi I am a new guy to game industry and will go to a online-game develop inc as a game developer, in order to promote myself, I have read <Tricks of the windows game programming gurus> & the "dragon book", I do most of all the examples in these books above by myself. so I have got some concept about game programming, directX and graphics theory. but i encounter a big problem while reading< 3D Games Real-time Rendering and Software Technology>(I have read to chapter 9, the management of visibility of the complex scene) that the content is too [font="Arial"]academic to understand and implement. I'm doubting whether i should give up this book and read another one more practical.[/font] [font="Arial"]so i will appreciate much someone can give me some advice.[/font] [font="Arial"]Thanks very much.;-)[/font] [font="Arial"]ps: I prefer 3d game programming and engine programming to others. The company is engaged in the development of online games[/font][font="arial, sans-serif"][size="2"].[/size][/font] [/quote] I'm not the most experienced games developer and I haven't read any of these books but I find that by making my own games or applications that interest me (my first two were a society simulator-using console and a binary clock-using SDL) I gain more experience and learn far more than I do by looking at examples in a book. Maybe if you come back to that chapter after you have more of a practical knowledge base, it will become clearer. [/quote] yeah, what i know are always from the book, and i have not done a actual project. someone advise me to make a deep in STL and take a look at lua ,CEGUI and some game examples opened on net. those are on the way, and i want to gain more techniques on 3d programming so that i can join to the 3d developing team in a short time. I just can't ensure whether it's a good plan. en,feeling a little puzzle:-(. thanks any way~~
  13. Hi I am a new guy to game industry and will go to a online-game develop inc as a game developer, in order to promote myself, I have read <Tricks of the windows game programming gurus> & the "dragon book", I do most of all the examples in these books above by myself. so I have got some concept about game programming, directX and graphics theory. but i encounter a big problem while reading< 3D Games Real-time Rendering and Software Technology>(I have read to chapter 9, the management of visibility of the complex scene) that the content is too [font=Arial]academic to understand and implement. I'm doubting whether i should give up this book and read another one more practical.[/font] [font=Arial]so i will appreciate much someone can give me some advice.[/font] [font=Arial] [/font] [font=Arial]Thanks very much.;-)[/font] [font=Arial] [/font] [font=Arial]ps: I prefer 3d game programming and engine programming to others. The company is engaged in the development of online games[/font][font="arial, sans-serif"][size=2].[/size][/font] [font=Arial] [/font]
  14. I guess you rotate the player and camera in local-space respectively. but i think you should rotate them in the same world space.
  15. Thx I just want to learn the theory of sphere-mapping and implement it by C++ program. I have implemented the cube-mapping ;-) I will check the link posted by Jason Z.