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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 BinaryDeadBeef

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  1. I am trying to create a dynamic UI that operates in my scene graph. It is comprised of planes in 2D space, that I wish to be able to interact with and move about.   To test this I have been trying to get the location of a 2D plane in 3D space, facing the camera -5.0f units away to align with the positon of the mouse ( from this I can then click and drag UI elements, interact with elements etc.), however, I am unable to align the place correctly, as it overshoots the current location of the mouse pointer.   I have googled extensively and experimented, but to no avail.   Here is my mouse unproject code:    void mouse::unProjectMouse(float width, float height, camera* viewportCamera) { if(NULL == viewportCamera) { std::cout<<CNTRLCALL<<"camera failed! failed to un-project mouse"; } else { GLfloat pixelDepth; glReadPixels((GLint)mouseX, (GLint)mouseY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &pixelDepth); glm::vec4 viewport = glm::vec4(0.0f, 0.0f, width, height); glm::mat4 tmpView = viewportCamera->updateView(); glm::mat4 tmpProj = viewportCamera->updateProjection(); glm::vec3 screenPos = glm::vec3(mouseX, height-mouseY, pixelDepth); glm::vec3 worldPos = glm::unProject(screenPos, tmpView, tmpProj, viewport); //worldPos = worldPos / (worldPos.z * -1.0f); mouseWorldX = worldPos.x; mouseWorldY = worldPos.y; mouseWorldZ = worldPos.z; } }   and the code from the camera for the View and Projection: glm::mat4 camera::updateProjection(){return glm::perspective(m_fieldOfView, m_aspectRatio, m_nearPlane, m_farPlane);} glm::mat4 camera::updateView(){return camOrientation() * glm::translate(glm::mat4(), -m_cameraPosition);}     Many thanks
  2. The issue has been resolved. The HWND element in create a window was not communicating with createdeviceandswapchain outPutwindow
  3. Thanks for the replies so far, I've applied what you've all said, eliminated those problems. But now there's 'this', a picture will convery the information better perhaps: [url="http://postimage.org/image/b36kt0uen/"][img]http://s11.postimage.org/b36kt0uen/Error_report.jpg[/img][/url]
  4. I wrote the application frame work out again, I'm down this error now: m_dxd3d CXX0030: expression cannot be evaluated. When called from my render method: void dxSystem::render() { m_dxd3d->beginScene(); m_dxd3d->endScene(); } my render method is what is called in winMain.cpp begin scene just contain the standard functions: ClearRenderTargetView() ClearDepthStencilView() and Present() Thanks
  5. I'm currently rewriting large areas of the framework, trying to eliminate issues with resources not getting allocated correctly. This should hopefully narrow the problem down.
  6. I have just written my application frame work again, I am however, currently experiences error relating to hwnd. I've been debugging my program for a couple of hours now, seems like I am out of options, I would appreciate it someone more experienced than I could look over the code and throw me some indications as to were my problems have arisen from. tl;dr hwnd problem, need help The problem currently 'seems' related to: swapChainDesc.OutputWindow = *hWnd; I am left with an access read violation error My code is organised such that: dxGeometry->dxD3D.h->dxSystem->winMain Screenshot of output: [url="http://postimage.org/image/55w7tk1tn/"][img]http://s9.postimage.org/55w7tk1tn/Autos.jpg[/img][/url] dxGeometry.h [url="http://pastebin.com/DaifJK15"]http://pastebin.com/DaifJK15[/url] dxD3D.h [url="http://pastebin.com/d0RMmNvK"]http://pastebin.com/d0RMmNvK[/url] dxSystem.h [url="http://pastebin.com/a28BV8AX"]http://pastebin.com/a28BV8AX[/url] winMain.cpp [url="http://pastebin.com/3c9sGcv5"]http://pastebin.com/3c9sGcv5[/url] A direct download of the application: [url="http://hotfile.com/dl/136477984/3be"]http://hotfile.com/dl/136477984/3be[/url] Many thanks guys.