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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 wlastas

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  1. Hello! While I waited for an answer I'll figured out with your question and now I hasten to share the code - maybe he needed someone have a vertex shader, which use a second texture in the array: [CODE]Texture2DArray tiles : register( t0 ); SamplerState tstate: register( s0 ); float4 SectorPS(Out_pos4_normal4_uv input) : SV_Target { return tiles.Sample(tstate, float3(input.uv, 1)); }[/CODE] blank textures for the transfer to the shader [CODE]Texture2D t2d_tiles = new Texture2D(device, new Texture2DDescription() { BindFlags = BindFlags.ShaderResource, ArraySize = tiles_names.Count, // << is the number of textures that will be written into an array Width = 256, Height = 256, Usage = ResourceUsage.Default, CpuAccessFlags = CpuAccessFlags.None, Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm, SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0), MipLevels =1, //with any other value does not work - I do not know this is a bug or a feature OptionFlags = ResourceOptionFlags.None });[/CODE] Read the texture from disk and write it into an array with index id: [CODE] t2d_tmp = Texture2D.FromFile(device, full_name, new ImageLoadInformation() { Format = Format.R8G8B8A8_UNorm, CpuAccessFlags = CpuAccessFlags.Read, MipLevels = 1, //with any other value does not work - I do not know this is a bug or a feature Usage = ResourceUsage.Staging }); DataBox tmp_db = context.MapSubresource(t2d_tmp, 0, MapMode.Read, MapFlags.None); // << 0 this t2d_tmp mip lvl context.UpdateSubresource(tmp_db, t2d_tiles, id); context.UnmapSubresource(t2d_tmp, 0); if (id == tiles_names.Count - 1) //if last textur in array ShaderResourceView tiles = new ShaderResourceView(device, t2d_tiles); [/CODE]
  2. [quote name='fkhan' timestamp='1279017484' post='4676344'] Make sure you are using .Net Framework 4.0 and not the client. Also instead of AnyCPU specify the explicit architecture i.e. x86 or x64 of the slimdx dll. [/quote] this is a bad idea, as described problem exists even at the moment, and you have described does not work: the inclusion in the WPF application SlimDX an error designer after the first compilation. This bug is also in the examples that come with SlimDX SDK [quote name='Garbled1' timestamp='1277871753' post='4670106'] Same issue here. Using AnyCPU configuration on an x64 system, targeting .NET 3.5.. [/quote] A working solution would be to completely abandon the inclusion SlimDX in WPF application. This agrees well with the exact same well-organized architecture of your game engine. I have a working solution for Wpf and SlimDX (currently only for Directx11) - if you need it where I will publish the realties
  3. I have the same storage problem - you have found the correct code?
  4. [code] Device device = new Device( SharpDX.Direct3D10.DriverType.Hardware, DeviceCreationFlags.Debug); ImageLoadInformation li = new ImageLoadInformation() { CpuAccessFlags = CpuAccessFlags.Read, BindFlags = BindFlags.None, MipLevels = 1, Format = Format.R8G8B8A8_UNorm, MipFilter = FilterFlags.None, OptionFlags = ResourceOptionFlags.None, Usage = ResourceUsage.Staging }; Texture2D bitmap = Texture2D.FromFile<Texture2D>(device, @"N:\MI\bin\Maps\16x1.bmp", li); DataRectangle dr = bitmap.Map(0, MapMode.Read, MapFlags.None); DataStream ds = new DataStream(dr.DataPointer, dr.Pitch * bitmap.Description.Height, true, true); List<Byte4> b = new List<Byte4>(); while(ds.Position <ds.Length) b.Add( ds.Read<Byte4>());[/code]