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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 dfcollinson

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  1. You need to post your vertex layout code from cpu side, that's where the issue is likely to be. Edit: On my mobile atm, looks like you use TEXCOORD0 for the input but just TEXCOORD for out, have you tried matching these up? I don't know which exists without seeing cpu code. Also do you by any chance go to UCLAN? This code looks familiar.
  2. Where's your code to bind the next texture? I'm not familiar with UpdateSubresource, but you need to bind the new texture to render for that state change, otherwise it'll just use the last one that was bound before you render it.
  3. Hmm that's weird, only thing different from yours to mine is WORD and that is 2 bytes less than DWORD...   unsigned int numIndices = Model.Total.Face* 3 indexBufferDesc.ByteWidth = numIndices * sizeof(WORD);   Maybe the number of faces is wrong?
  4. I've not used 2012, but if I want to open a vs2008 solution in my vs2010 then I just open it... Visual Studio does the conversion automatically? Doesn't 2012 not do this?
  5. I've never used ID_TIMER, is it called every frame? Anyway just create a bool and stick an if check around your draw text function? The bool becomes false when you don't want the text, I.e. new screen. Also why would you think drawing black text over red would erase it? Did you not think that it would draw black text? If that timer message is called all the time then you might want to re locate that create font code If ( bSplashScreen ) // draw text
  6. If you can't find the issue, then I don't see how we can help with just a picture. That could be anything?
  7. Going to take a wild guess as I cannot see much or download the zip on my phone lol. Anyway, its a solid colour, shouldn't it be blended with the terrain colour? Sampling the terrain texture and multiply with the final colour? Also not sure if its just weird naming but intensity is a constant value that's applied to the diffuse light n dot l calculation :S
  8. #pragma once Put that at the top of every header file, this prevents things being included more that once during compilation.
  9. null = 0, you know what I meant.
  10. Hmm maybe an issue with the constant buffer in the c++ code? Also it might be better to have them as a separate effect? So that you don't have an if statement per pixel.
  11. Anything that isn't null is true. I still don't understand why you'd want to do that.
  12. Oops, I miss understood "raw data", thanks for clearing that up!
  13. Using and handling the windows messages is probably the fastest option as the raw messages are rapid and you get them for free anyway. When I say free, I mean they are sent regardless of other solutions, so you might as well use them. If dealt with in a nice way, then you get very smooth results. Basically the way I do it is pretty simple: 1) Set up a keyboard class or manager 2) Set up an array of 256 keys, giving them a state of "not pressed" 3) Once a WM_KEYDOWN message is sent, I convert the wParam into my set of key defines "static_cast<EKeyCode>(wParam)" which gets sent into a helper function within the keyboard class to register that key as "pressed", if another message is sent for the same key and that key has a "pressed" state, then that key is set to "held" 4) Then once the WM_KEYUP message is sent for that key, set it's state to "not pressed" Then in the main game code, it's just a case of simple checks like so: if ( keyboard.KeyHit( Key_Escape ) ) // kill the program if ( keyboard.KeyHeld( Key_Space ) ) // accelerate Mouse clicks can also be used exactly the same using the WM_LBUTTONDOWN, also get access to the mouse's location. So yeah, my opinion - Raw data is very easy to set up, and is very fast. Once done correctly, it can be very simple, easy to use/read. Using the raw data, you can also design your own interface, instead of using/learning another like Direct Input. Personally I wouldn't use Direct Input, it can be slow and implements an unneeded layer between the messages. Also it needs to be set up, and can be messy. For example, you have to check the keyboard hasn't been lost every frame, such as clicking on a different window, means the input needs to be acquired which is annoying. Yeah [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]GetAsyncKeyState/GetCursorPos [/background][/left][/size][/font][/color]is very simple to use, but it's limited.
  14. Yeah I agree, It will definitely make your code less flexible, even if you did decide to take the loop out, it wouldn't make much of a different in your frame time.
  15. Hey Anthony ;) I would also like to know this xD