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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. @Buckeye Thanks for reply. Actually,I found that there is no GDI support in WindowsRT and Windows Phone :) . My plan is that building complete GUI system which rely on not WinForms but only directx, so make easy to sharing same code between desktop app WinRT apps (Metro, WP8). I'll try to imitate GUI system in Blender Project, it looks really cool. It only uses OpenGL so it can draw completely same GUI experience for variable OS (Linux, Windows ...).
  2.   Thanks for reply. I found that there is no GDI and directdraw, but Direct2D. It seems that direct2d can draw 2d geometries to direct3d textures. Is this efficient that Using direct2D for creating GUI textures (contains menu, controls, text ...) and draw these textures to swapchain by using Direct3D Quad ?
  3. Hi. Im working now on rich 3d modeling application for my graduate school project. I worked with WinForm Controls + OpenTK (OpenGL), but there is a lot of limitations in WinForm GUI. So I decide to re-write entire application with custom GUI and change rendering API to SharpDX (DirectX) to support WindowsRT and Windows Phone. (Yes. I'm MS geek :) )   I have experiences of using GDI based rendering, but it seems that DirectX11 does not have 2D rendering methods (manual pixel blitz, draw rect/circle/line/point, and so on). Here is my first question, how to render efficiently 2d (point, line, rect or circle ...) geometries? (drawing 3d quad is looks inefficient in especially draw single line or rectangle with boundary lines.)   Last question is that about render multiple view(multiple camera) for single scene. For example, 3ds max and Blender, it can add more than one scene view for single scene. So you can see top, bottom, left, right view at the same time. I think that this can be implemented by using Render-to-texture technique, Make each camera and render target texture. and render to each render target texture, then draw each textures to current swapchain using quad texture rendering technique. Is this correct and most efficient way?   Thanks.   (Im very happy if there is resource or samples for 2D rendering and Multi-view rendering technique using DirectX (especially, SharpDX))  
  4. That is exactly what I want to know. Thanks!
  5. Hi. Im working on 3D visualization application using DirectX and OpenGL cuustom renderer. I implemented simple object-centered rotation camera controller, but I found very cool camera control system at MeshLab (http://meshlab.sourceforge.net/).   It works like a globe, so I can controll camera view to any direction using only mouse!. Side walk is also available using Wheel click- dragging. How to implement camera controller like this globe style? Is there any resource or samples?   thanks.
  6. Hi, Im newbie in DirectX11 on Windows Phone as Windows Store App. My recent project is simple porting of other 2D native software using SDL to .Net with DirectX.   Here is my question. How blits pixels data to video memory directly using Direct3D11 (without Direct2D, because Direct2D is not exists in Windows phone 8!). SDL provides surface structure which has directly writable buffer. But Direct3D has no way like SDL.   I think that using Dynamic Texture2D with Map and UnMap methods, but I can't sure this is best way.   I want to your opinions. Thanks.
  7. Hi, I used SlimDX in my application with RenderForm class. And I need to make more GUI-friendly applications, so I change my application base from RenderForm to WPF application. But, When I open xaml files in VS2010, the designer says that System.BadImageFormatException Could not load file or assembly 'SlimDX, Version=, Culture=neutral, PublicKeyToken=b1b0c32fd1ffe4f9' or one of its dependencies. An attempt was made to load a program with an incorrect format. Remove SlimDX dll from references, this error disappeared. I used SlimDX September 2011 and .Net 4.0 64bit binary. My project setting is that CPU type is 64bit. (When i open SlimDX sample WPF project, same error occured.) What is a problem?