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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 Tank202

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  1. On the other hand I see that you can specify wether directx should wait for result of compute shader or not... So maybe problematic result reading is not necessary?
  2. Thanks for information. Looking forward to implement them.
  3. Hello,   I wanted to know how to return compute shader results back to CPU so that I can use it for application logics level computations. I have running compute shader on DirectX11 but I don't know how to convert results from unordered access view to my base structure on CPU. How do I do that?
  4. Hello there,   I'm trying to run my shader in direct2d. I've written very similar code to this but when I try to run it, the program stops and my error reporting code displays message that 'element not found'(HRESULT Error string).   The difficulty is that no error reporting inside shader wrapper implementation is possible so I cant myself track whats causing it to crash... I need some experienced folks explain me whats happening wrong there.   I really need to get this done so if you need, ask for information, source, etc... I will provide everything.
  5. OpenGL

    OK then :D GL came first, but regarding functionality DirectX is the leading force. For example tessellation firstly became available on DX and then after a year on GL.   Nevertheless DirectX and Visual Studio in my eyes is the only path for Windows OS game. If it is not Windows OS game you want to make, then you have no other choice but to use OpenGL and Code::Blocks(probably).    Good luck with whatever you will be creating.
  6. OpenGL

    I vote for DX11 you wont get better performance on PC. Thinking about OpenGL... Well... It is very... abstract as a library... And to tell the truth OpenGL always was just a copy of DX functionality. So GO GO GO DirectX11.
  7. Hello there,   I'm trying to play audio from *.ogg format. However I'm having a bit of problem as XAudio2 won't create source voice for me. One woulp probably say that I am probably not filling whole WAVEFORMATEX structure, but I do. So I have no idea why creating source voice function fails.   If you have any thoughts about that I would be really happy to hear them.   Here is the code of my whole program code: #include <fstream> #include <iostream> #include <xaudio2.h> #include <vorbis\codec.h> #include <vorbis\vorbisfile.h> #pragma comment(lib, "xaudio2.lib") #pragma comment(lib, "libvorbisfile.lib") using namespace std; int main() { //Ogg vorbis file// <---- This is the booring part of the program you can skip this code OggVorbis_File file; vorbis_info* fileInfo; vorbis_comment* fileComment; int* bitstream = 0; ov_fopen("1.ogg", &file); fileInfo = ov_info(&file, -1); fileComment = ov_comment(&file, -1); char* buf = new char[2048]; ov_read(&file, buf, 2048, 0, 2, 1, bitstream); cout << "BitTrack - " << file.bittrack << "\nCurrent link - " << file.current_link << "\nCurrent serial number - " << file.current_serialno << "\nData offsets - " << file.dataoffsets << "\nEng - " << file.end << "\nLinks - " << file.links << "\nOffset - " << file.offset << "\nPCM Lengths - " << file.pcmlengths << "\nPCM Offset - " << file.pcm_offset << "\nReady state - " << file.ready_state << "\nSamptrack - " << file.samptrack << "\nSeekable - " << file.seekable << "\nSerial numbers - " << file.serialnos; cout << "\n\nBitrate lower - " << fileInfo->bitrate_lower << "\nBitrate nominal - " << fileInfo->bitrate_nominal << "\nBitrate upper - " << fileInfo->bitrate_upper << "\nBitrate window - " << fileInfo->bitrate_window << "\nChannels - " << fileInfo->channels << "\nRate - " << fileInfo->rate << "\nVersion - " << fileInfo->version; ofstream out("sound.txt"); for(ogg_int64_t i = 0; i < 2048; i++) { out << buf[i]; } out.close(); //XAudio2// <---- The place where the problematic code begins IXAudio2* engine; IXAudio2MasteringVoice* master; IXAudio2SourceVoice* source; WAVEFORMATEX wf; XAUDIO2_BUFFER buffer; ZeroMemory(&wf, sizeof(WAVEFORMATEX));// <---- As you can see I initialize and fill whole struct wf.wFormatTag = WAVE_FORMAT_PCM; wf.wBitsPerSample = file.bittrack; wf.nAvgBytesPerSec = fileInfo->bitrate_nominal;// <---- This bitrate is 4 times lower that *.wav wf.nChannels = fileInfo->channels; wf.nSamplesPerSec = fileInfo->rate; wf.nBlockAlign = (file.bittrack * fileInfo->channels) / 8; ZeroMemory(&buffer, sizeof(XAUDIO2_BUFFER)); buffer.AudioBytes = file.end; buffer.pAudioData = (BYTE*)buf; buffer.Flags = XAUDIO2_END_OF_STREAM; XAudio2Create(&engine); engine->CreateMasteringVoice(&master); engine->CreateSourceVoice(&source, &wf);// <---- Probably this is the place where the error occurs source->SubmitSourceBuffer(&buffer);// <---- Access violation happens here as source == 0(not initialized) source->Start(); system("pause"); return 0; } By the way checking the HRESULT says that engine->CreateSourceVoice(bla, bla, bla) is invalid... Invalid XAudio2 API call or arguments.
  8. Hello there,   I have a problem. I need my engine(that is written on top of direct2D) to support custom shaders. But as always microsoft samples are very scarce and impossible to understand. I've tried writting my own custom shader program, also tried to modify their only sample, but nothing worked..   That damned sample: http://code.msdn.microsoft.com/windowsapps/Direct2D-custom-image-7a1f2cb5/view/SourceCode#content   Has anyone used custom shaders in Direct2D and if Yes, could you provide me some samples on the matter? I would be very grateful.
  9. I've noticed that my computers have same IP address. Can it be the problem ? And more, UDP connection can send a message although it never reaches my other computer.
  10. Yes, at least the ones that you play in broswers...
  11. I'm running Windows 8.1 x64. And I dont have any experience on networking programming. I also dont know whether the problem is in connecting to other PCs or vice versa. So far I didnt succeed in running your suggested tools properly, but I'm gonna try them all if I have to.   And it would be great if you could send me working samples.
  12. Thanks for suggestion. Gonna try it right away...
  13. Hello there,   For 2 months I've been trying sfml, enet and other various networking libraries. But none of the mentioned networking programming tools(enet, SFML...) would work for me. I've tried shutting my firewall with open ports for both UDP and TCP connection, but nothing worked. I also tried several computers when trying this but with no success. I've been running PRECOMPILED samples that came with SDKs so they should be robust and stable.    So Is there any software that can show what is blocking my pc from connecting to other PCs?  PS. I have no router. When using local host all programs work perfectly. Games like CSS, ArmA 2, Fallen Earth can connect to their servers...   Well any suggestions would be appreciated. :D
  14. Found what was wrong... I had to intialize render target with specific pixel format... In my case that was D2D1::PixelFormat(DXGI_FORMAT_R8G8B8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED)   Hope this helps for people like me :D
  15. Hello there,   I'm wokring on a DEMO that uses both DirectX11 and Direct2D for rendering. However I got stuck trying to initialize render target. I simply can't initialize it. Could you help me solve this puzzle.   Here is the full code of the program: #include <Eagle2D.h> #include <d3d11_2.h> #include <d2d1_2.h> #include <DxErr.h> #include <iostream> using namespace std; #pragma comment (lib, "eagle2d.lib") #pragma comment (lib, "d3d11.lib") #pragma comment (lib, "d2d1.lib") using namespace Eagle2D; int main() { IE2DDevice* Device = CreateEagle2DDevice(); IE2DWindow* window = Device->CreateWindow(); ID3D11Device* device; ID3D11DeviceContext* deviceContext; IDXGISwapChain* swapChain; ID3D11RenderTargetView* backBuffer; IDXGIDevice* xDevice; IDXGISurface* xSurface; ID2D1Factory1* dFactory; ID2D1Device* dDevice; ID2D1DeviceContext* dDeviceContext; ID2D1RenderTarget* dRenderTarget; DXGI_SWAP_CHAIN_DESC scd; ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC)); scd.BufferCount = 1; scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scd.BufferDesc.Width = window->GetSize().GetX(); scd.BufferDesc.Height = window->GetSize().GetY(); scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scd.OutputWindow = window->_GetWin32HWND(); scd.SampleDesc.Count = 1; scd.Windowed = TRUE; scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; D3D_FEATURE_LEVEL fl = D3D_FEATURE_LEVEL_10_0; D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT, &fl, 1, D3D11_SDK_VERSION, &scd, &swapChain, &device, NULL, &deviceContext); device->QueryInterface(&xDevice); ID3D11Texture2D* pBackBuffer; swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); device->CreateRenderTargetView(pBackBuffer, NULL, &backBuffer); pBackBuffer->Release(); deviceContext->OMSetRenderTargets(1, &backBuffer, NULL); D3D11_VIEWPORT viewport; ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT)); viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = window->GetSize().GetX(); viewport.Height = window->GetSize().GetY(); deviceContext->RSSetViewports(1, &viewport); //ID3D11Texture2D* buffer; swapChain->GetBuffer(0, __uuidof(IDXGISurface), (LPVOID*)&xSurface); //buffer->QueryInterface(&xSurface); D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &dFactory); dFactory->CreateDevice(xDevice, &dDevice); if(FAILED(dFactory->CreateDxgiSurfaceRenderTarget(xSurface, D2D1::RenderTargetProperties(D2D1_RENDER_TARGET_TYPE_HARDWARE, D2D1::PixelFormat(), 96, 96, D2D1_RENDER_TARGET_USAGE_NONE, D2D1_FEATURE_LEVEL_10), &dRenderTarget))) cout << "doh"; dDevice->CreateDeviceContext(D2D1_DEVICE_CONTEXT_OPTIONS_NONE, &dDeviceContext); while(Device->Run()) { dDeviceContext->BeginDraw(); dDeviceContext->Clear(D2D1::ColorF(0, 1, 0, 0.5)); dDeviceContext->EndDraw(); dRenderTarget->BeginDraw(); dRenderTarget->Clear(); dRenderTarget->EndDraw(); swapChain->Present(0, 0); } } //If you want to try this program, you will need to change Eagle2D window creation to win32 window.