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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 JulienLebot

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  1. I don't understand the term "worst enemy"; are they bad at being an enemy ? I think it should be "best enemy".
  2. Putain d'iTunes j'en ai rien a foutre de tes mises a jour; je veux just ecouter ma musique bordel >_
  3. Post question on a forum -> refresh page every 5 minute waiting for an answer :P
  4. Hi everyone, I'm trying to save a mip-map chain generated with D3DX11FilterTexture into a DDS file. I'm using Humus' Framework 3 image class to save as DDS and the ATI Texture Compressor library to compress the texture. I generate the mipmaps before compressing each one individually and when I save it I end up with the following image and mip-maps: [attachment=7507:DDS_M0.PNG] [attachment=7508:DDS_M1.PNG] [attachment=7509:DDS_M2.PNG] The first image is correct, the second contains all the mip-maps and the remaining mip-maps are black, so it sounds to me like it's a problem saving the image. I've assumed all along that in a DDS file the mip-maps are stored one after the other and [url="http://doc.51windows.net/Directx9_SDK/?url=/directx9_sdk/graphics/reference/DDSFileReference/ddsfileformat.htm"]this doc[/url] seems to correlate with that. Here is the code where I generate and store the mip-maps in the in-memory image: [CODE] D3D11_TEXTURE2D_DESC desc; finalTexture->GetDesc(&desc); desc.MiscFlags = 0; // Generate mip-map chain if (mipLevels > 1) { if (D3DX11FilterTexture(m_ctx, finalTexture, 0, mipFilter) != S_OK) { SAFE_RELEASE(finalTexture); return -1; } } FW3Imaging::FORMAT format = FW3Imaging::FORMAT_NONE; for (int i = 0; i < elementsOf(formats); ++i) if (formats[i] == desc.Format) format = (FW3Imaging::FORMAT)i; // TODO: error handling ID3D11Texture2D* staging = NULL; desc.BindFlags = 0; desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; desc.Usage = D3D11_USAGE_STAGING; if ((hr = m_device->CreateTexture2D(&desc, NULL, &staging)) != S_OK) { SAFE_RELEASE(finalTexture); return -1; } m_ctx->CopyResource(staging, finalTexture); D3D11_MAPPED_SUBRESOURCE subresource; if ((hr = m_ctx->Map(staging, D3D11CalcSubresource(0,0,mipLevels), D3D11_MAP_READ, 0, &subresource)) != S_OK) { SAFE_RELEASE(finalTexture); SAFE_RELEASE(staging); return -1; } unsigned char* data = (unsigned char*)subresource.pData; size_t pixelsSize = GetMipMappedSize(desc.Width, desc.Height, 1, format, 0, mipLevels); unsigned char* dest_pixels = new unsigned char[pixelsSize]; unsigned char* pixels = dest_pixels; unsigned int width = desc.Width; unsigned int height = desc.Height; for (unsigned int nMip = 0; nMip < mipLevels; ++nMip) { unsigned int dest_pitch = getBytesPerPixel(format) * width; // Copy the pixels row by row for (unsigned int i = 0; i < height; ++i) { // Copy this row into the pixels memcpy(pixels, data, dest_pitch); pixels += dest_pitch; data += subresource.RowPitch; } width = max(1, width >> 1); height = max(1, height >> 1); } outImage->Load(dest_pixels, format, desc.Width, desc.Height, 1, mipLevels, false); delete[] dest_pixels; // That only works for power of two textures. //outImage->Load(subresource.pData, format, desc.Width, desc.Height, 1, 1, false); m_ctx->Unmap(staging, 0); SAFE_RELEASE(finalTexture); SAFE_RELEASE(staging); [/CODE] All the outImage->Load function does is copy the data. The code that compresses the image (and each mip-map) is as follow: [CODE] bool Image::Compress(const FORMAT newCompressedFormat, const CompressionOptions* pOptions) { if (!isCompressedFormat(newCompressedFormat)) return false; if (getChannelCount(this->format) >= 3) Swap(0,2); // Need to swap R & B to get BGR const CompressionOptions& options = *pOptions; ATI_TC_CompressOptions ati_options; memset(&ati_options, 0, sizeof(options)); ati_options.dwSize = sizeof(ati_options); ati_options.bUseChannelWeighting = options.UseChannelWeighting; ati_options.fWeightingRed = options.WeightingRed; ati_options.fWeightingGreen = options.WeightingGreen; ati_options.fWeightingBlue = options.WeightingBlue; ati_options.bUseAdaptiveWeighting = options.UseAdaptiveWeighting; ati_options.bDXT1UseAlpha = options.DXT1UseAlpha; ati_options.nAlphaThreshold = options.AlphaThreshold; ati_options.bDisableMultiThreading = options.DisableMultiThreading; ati_options.nCompressionSpeed = (ATI_TC_Speed)options.Speed; uint32 mwidth = this->width; uint32 mheight = this->height; unsigned char *data = this->pixels; std::vector<ATI_TC_Texture> mipMaps(nMipMaps); for (int i = 0; i < nMipMaps; ++i) mipMaps[i].pData = NULL; bool error = false; for (int i = 0; i < nMipMaps; ++i) { unsigned int pitch = getBytesPerPixel(format) * mwidth; // Init src texture ATI_TC_Texture srcTexture; srcTexture.dwSize = sizeof(srcTexture); srcTexture.dwWidth = mwidth; srcTexture.dwHeight = mheight; srcTexture.dwPitch = pitch; srcTexture.format = GetATI_TC_Format(this->format); srcTexture.dwDataSize = ATI_TC_CalculateBufferSize(&srcTexture); srcTexture.pData = (ATI_TC_BYTE*)data; // Init dest texture ATI_TC_Texture& destTexture = mipMaps[i]; destTexture.dwSize = sizeof(destTexture); destTexture.dwWidth = mwidth; destTexture.dwHeight = mheight; destTexture.dwPitch = getBytesPerPixel(newCompressedFormat) * mwidth; destTexture.format = GetATI_TC_Format(newCompressedFormat); destTexture.dwDataSize = ATI_TC_CalculateBufferSize(&destTexture); destTexture.pData = new ATI_TC_BYTE[destTexture.dwDataSize]; ATI_TC_ERROR ati_tc_error = ATI_TC_ConvertTexture(&srcTexture, &destTexture, &ati_options, NULL, NULL, NULL); if (ati_tc_error != ATI_TC_OK) { error = true; break; } data += srcTexture.dwDataSize; mwidth = max(1, mwidth >> 1); mheight = max(1, mheight >> 1); } if (!error) { Free(); size_t newSize = 0; // Compute new global size for (int i = 0; i < nMipMaps; ++i) newSize += mipMaps[i].dwDataSize; // Re-allocate memory this->pixels = new unsigned char[newSize]; data = this->pixels; // Copy each mip-map into the new pixels for (int i = 0; i < nMipMaps; ++i) { memcpy(data, mipMaps[i].pData, mipMaps[i].dwDataSize); data += mipMaps[i].dwDataSize; } this->format = newCompressedFormat; } for (int i = 0; i < nMipMaps; ++i) { if (mipMaps[i].pData != NULL) delete[] mipMaps[i].pData; } return error; } [/CODE] The save function simply writes the header out and then saves all the pixels in one go: [CODE] // Generate header ... swrite(&header, sizeof(header), 1, file); if (headerDX10.dxgiFormat) swrite(&headerDX10, sizeof(headerDX10), 1, file); int size = GetMipMappedSize(0, nMipMaps); swrite(pixels, size, 1, file); [/CODE] Any ideas on what I'm doing wrong ?
  5. "Guys fark things up but girls are just farked up"
  6. Second lesson learned from Gurren Lagann: if you put an idiot who screams loud enough into a mech (or any other situation) you can overcome all adversity.
  7. A woman can empower a man, but by doing so will hurt another man's feelings. Thus women create imbalance between men. Ok that's one lesson learned from Gurren Lagann.
  8. DX11

    Thank you MJP for this precise and concise answer. The entire point of using compute shaders is to use much better scaling algorithm, but I can easily do that once I get the linear filtering going. Hopefully your book "[font=Arial, Helvetica, sans-serif][size=2]Practical Rendering and Computation with Direct3D 11" will arrive soon and I'll be able to learn much more about Direct3D 11 [/size][/font]
  9. Hello everyone, I was wondering how would one go about taking a non-power of two texture and using a compute shader, re-scale it either up or down to the nearest power of two. I know how to get the nearest power of two, and I know how to initialize DirectX 11 and create the required shaders; however I have never used the compute features of DX11. I'm not sure what happens when I create my texture (using D3DX11CreateTextureFromFile) with a non-power of 2 texture ? I think it ends up padding the texture which undesirable. Or should I just create a structured buffer, store all the pixels in there and make an unordered access view of that ? But then I need to figure out how to assign the threads as I cannot split a few pixels in half. The application has to typically process GB worth of textures, hence why I'm going for Direct Compute. Any ideas ?