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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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About Mona2000

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  1. Obviously the highly specific technique for that use case is gonna be faster than the generic instancing one that doesn't allow further optimization and you should use it whenever possible, but that's not a valid comparison to show instancing overhead.
  2. It performs identically on the GPU and orders of magnitude faster on the CPU. How is that not better?
  3. DX12

      Well, DDS is going to save you loading time..
  4.   I think the documentation is wrong, Jesse Natalie (the user who replied) is working on DirectX at Microsoft..
  5.   That is meaningless, 15 seconds on what? A quad core i7? A Pentium 2? A 16 core Xeon?
  6. I don't see any effects extensions being used in your code and you don't seem to be compiling with an effects target (fx_*). Can we see the call to D3DCompileFromFile?
  7. That's not how you're supposed to use an SSD, though. You have to put everything on it for it to make a real difference: operating system, applications, user data, games (modern games are 40+GB btw), development assets... I was a SSD skeptic like you until the moment I tried one.
  8. Isn't that kind of optimization performed on the IL? Both clip and discard emit a discard_nz.
  9. Also your development mouse shouldd not have a scroll wheel because some of your players might not have it as well.
  10.   The GNU libc guarantees 16-byte alignment on x64 (http://www.gnu.org/software/libc/manual/html_node/Aligned-Memory-Blocks.html).
  11. I just tried it and the compiler (fxc.exe) emits a mad for a * b + c if you don't force IEEE strictness (/Gis) or disable optimizations (/Od).
  12. Both OpenGL and DirectX are left-handed in clip space. You're probably thinking of world space and view space in the fixed function pipeline, which were right handed in OpenGL. Nowadays the FFP is dead and handedness in those spaces is up to the user.
  13. Can you even connect a monitor to the NVIDIA card in an Optimus setup? I thought the outputs were always connected to the IGP and the NVIDIA card works by writing into the IGP framebuffer.
  14. The only thing that changes is how you bind it (with *SSetConstantBuffers1 instead of *SSetConstantBuffers). See https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649(v=vs.85).aspx
  15. It fails because the NVIDIA card doesn't have any outputs. It's how those dual GPU setups work, the final output has to go through the integrated card no matter what. Both NVIDIA and AMD provide ways to force using the dedicated card; the easiest one is adding this to your program: extern "C" { __declspec(dllexport) DWORD NvOptimusEnablement = 1; __declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; }