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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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  1. I have found another clue, i duplicated the geometry and place in positions different from the origin and these is the result i get....   I think is some one related to the vertex position space but not sure.
  2. Hi..   I am trying to find an example about stream out the tessellated geometry from a base mesh, i only found examples about stream-out for gpu particles, this examples have no base mesh, and i have not found one about this. Can some one point me to an example ?
  3. I have been searching in internet for a sample to tessellate a base mesh and stream out the new geometry, unfortunately i haven't found any thing. Some one here may point me to a tutorial? All i found is about particle systems but i need start from a base mesh.   Thanks
  4. Yes, when i made the map i set it to be world space normals
  5. I am only sampling the normal texture and then 2 * -1 to get the world normal   float4 txtNormal = g_NormalTxt.SampleLevel( g_samLinear, Out.texCoord, 0 ) * 2 -1;
  6. Hi   I am implementing displacement over a tessellated surface, but the result is strange because the position of the vectors is tending to go up. Is that normal? i think the new position must follow the normal map. THis is my code:   float offset = g_DisplacementTxt.SampleLevel(g_samLinear, Out.texCoord, 0).x; float4 txtNormal = g_NormalTxt.SampleLevel( g_samLinear, Out.texCoord, 0 ) * 2 -1; position = position + (txtNormal * offset);  
  7. hey JasonZ...   Is there any sample about it in the Hieroglyph 3 engine? i think understand best looking code 
  8.    what is "stream output functionality" may you point me to some example ? thanks.
  9. Hi...   I want to know wich is the technique to make a render in passes using tessellation, i mean, if i have in my first pass all the logic to tessellate the geometry. Then i add a second pass for ilumination, and this pass will be once per light.   When i render the result i get a horrible overlaped result between the tessellated geometry(first pass) and the not tessellated geometry(second pass).   If i put the tessellation logic in the lighting pass i will tesellate the object once per light, and i think this is not good.   What is the correct way to make render passes and have tessellation?   Thanks. 
  10. Hi.   I was working with tessellation and the sample DetaillTessellation provided in the D3D11 Sdk. When i use the shaders in a closed mesh with its corresponding uv map, all well except the parts in where a seam is placed. The image bellow is has a look to the error.     Why is this error and how may i Solve it?   Kind regards
  11. Ok thanks for your help...   Now i have errors with the texture sampler, it is only happening with the R8_unorm format.   Here is the result:    And here is the source image:   this is the pixel shader: // Pixel Shader float4 main_ps( v2p input ) : SV_TARGET { float4 l_color0; l_color0 = g_frostTexture.Sample(SampleType, input.texCoord); l_color1 = float4( l_color1.rrr, 1.0f); returnl_color1; }   thanks in advance....
  12.   i'm so sorry L.Spiro, i'm a beginner in d3d11, may you be more specific? When i call LoadTexture how can i set the channels as you said?
  13.   Is there no a way like in D3D9 with the format  D3DFMT_L8? when i used these forma to load a texture it visually return a gray scale version
  14. Hi... I am trying to load a texture with the DXGI_FORMAT_R8_UNORM to obtain its luminance version(grayScale), in D3D9 i was used D3DFMT_L8 and the result is okay but in D3D11 i only obtain the red channel, what i am doing wrong?   Rendered Color image:    Render with DXGI_FORMAT_R8_UNORM(bad!!):      here is the code:   D3DX11_IMAGE_INFO* pImgInfo = 0; HRESULT imghr = D3DX11GetImageInfoFromFile( L"Tiles.png", NULL, pImgInfo, NULL); D3DX11_IMAGE_LOAD_INFO imgLoadInfo; imgLoadInfo.Width = D3DX11_DEFAULT; imgLoadInfo.Height = D3DX11_DEFAULT; imgLoadInfo.Depth = D3DX11_DEFAULT; imgLoadInfo.FirstMipLevel = D3DX11_DEFAULT; imgLoadInfo.MipLevels = D3DX11_DEFAULT; imgLoadInfo.Usage = D3D11_USAGE_DEFAULT; imgLoadInfo.BindFlags = D3D11_BIND_SHADER_RESOURCE; imgLoadInfo.CpuAccessFlags = 0; imgLoadInfo.MiscFlags = 0; imgLoadInfo.Format = DXGI_FORMAT_R8_UNORM; //imgLoadInfo.Format = DXGI_FORMAT_R16G16B16A16_UNORM; imgLoadInfo.Filter = D3DX11_FILTER_NONE; imgLoadInfo.MipFilter = D3DX11_DEFAULT; imgLoadInfo.pSrcInfo = pImgInfo; m_Texture = m_pRenderer11->LoadTexture( L"Tiles.png", &imgLoadInfo );
  15. I know that the computedRotationMatix is calculated multiplying PreRotation * Rotation * PostRotation; computedRotationMatix = PreRotation * Rotation * PostRotation; But currently i only knows the computedRotationMatix , PreRotation , PostRotation; How can i find the Rotation matrix? Thanks for your time