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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 donguow

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  1. [quote name='vNeeki' timestamp='1340693309' post='4952928'] [CODE] uniform int enabled; void main () { if (enabled) { RunMyPixelShaderTask(); } } [/CODE] [/quote] It is possible to pass [i]varying variable[/i]s and [i]attribute variables [/i]down to pixel shader but I don't think this works for functions. Anw, I still appreciate your idea What I am doing now is as follows [code] void main () { discard; } [/code] However, this, of course, can't give me accurate results.
  2. [quote name='Aks9' timestamp='1340665466' post='4952826'] [quote name='donguow' timestamp='1340634594' post='4952666'] Nope. I just want to measure the processing time when pixel processing stage is disabled. [/quote] It sounds like you want to check whether your program is fragment shader bound. In that case, just make ultra simple fragment shader and measure execution time. Otherwise, [b]glEnable(GL_RASTERIZER_DISCARD)[/b] is the way to disable fragment shaders execution. Also, you could try to discard fragments in the fragment shader. It is, of course, meaningless, but maybe that will trigger some optimization in the drivers and totally eliminate FS. [/quote] I did use this way. This happens before rasterization stage. I am now testing with discarding fragments. This way, of course, is not perfectly correct but giving pixel shader as little work as possible seems not a bad idea though.
  3. [quote name='japro' timestamp='1340630612' post='4952649'] What are you trying to achieve? Occlusion culling? [/quote] Nope. I just want to measure the processing time when pixel processing stage is disabled.
  4. glCullFace won't let the data get into the rasterization stage, but in my case, I still want primitives to be processed at rasterization stage.
  5. Hi guys, For some reasons, I want to disable the pixel shader (fragment shader). It means that the hardware will throw fragments away right after they come out of the rasterization stage so that the fragments can't be able to get into the next stage (pixel shader). I know that we can disable rasterization stage by enabling RASTERIZER_DISCARD, is there any similarity with pixel? or any trick to do that? Thank in advance, -D
  6. [quote] I think the concept of Unified Shader Model is about the hardware design. That is, the shader "execution unit" is not specialized for vertex shading and fragment shading, which allows for more flexible usage. [/quote] Agree
  7. Hi Phantom, If I understand you correctly, suppose the time it takes to render 1 frame is 0.5 ms it means that the execution time at vertex shader and pixel shader are also 0.5 ms, right? is it something called unified shader model?
  8. At the moment, I just want to investigate GPU in terms of processing time. The outcome could be a comparison of avg. processing time among shaders including vertex shader, fragment shader.
  9. I'm still looking for more accurate ways anw.
  10. Thank you guys. My current approach is to disable rasterzation stage (glEnable(GL_RASTERIZER_DISCARD_NV)) by using transform feedback mode. But I think inaccuracy occurs as the time it takes to copy data to transform feedback buffer is significant. -D
  11. Thanks. I will check it out
  12. In my case, at first I just take the vertex shader into account, I mentioned geometry shader just because it is part of rendering pipeline. There is nothing to do with it at the moment. I know there are ways to measure the processing time of GPU, or in other words, of the entire rendering pipeline. Now I just want to measure the processing time consumed by part of it.
  13. Thank for your response, Larspensjo, here is my case: Giving a vertex shader program, assuming that I have 1000 vertices now I want to know how long does it take the vertex shader to process 1000 vertices. Is there any way to put the timer in the middle to measure the processing time? Thanks, -D
  14. Hi guys, At the moment, I aim to estimate the time it takes to perform vertex processing. Say, I have a graphics rendering pipeline as follows: -------------------- ------------------------ ------------------------ [i]Vertices --->| Vertex Shader |------->[/i] | [i]Geometry shader | -------> .... --------> | Fragment shader | ------ Frame buffer -----> Display[/i] [i] -------------------- ------------------------ ------------------------ [/i] Now, I just want to estimate the average processing time at Vertex shader. Is there any possible way to do that? Thanks in advance, -D
  15. OpenGL

    I finally got it fixed. Before linking the shaders, we need to put the following commands [code] glActiveVaryingNV( shaderProgram, "position\0" ); glActiveVaryingNV( shaderProgram, "normal\0" ); [/code] Cheers, -D