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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 champloo

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  1.   Thank you so much. you are right, structured buffer cannot be used as an indirect args buffer. didn't know I can create device with the debug flag, it's very helpful.
  2. Hi,   here is what I am trying to do, which is just to create a structured buffer. D3D11_BUFFER_DESC sb_desc; sb_desc.ByteWidth = stride * numElements; sb_desc.Usage = D3D11_USAGE_DEFAULT; sb_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS; sb_desc.CPUAccessFlags = 0; sb_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; sb_desc.MiscFlags |= drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0; sb_desc.StructureByteStride = stride; DXCall( device->CreateBuffer( &sb_desc, NULL, &sb ) ); It fails every time, and if I remove the D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS flag, the error goes away.   I've tried different parameters but no luck at this point. Any help is appreciated.
  3. no I cannot feel the stutter when dragging the camera around. I am calling timeGetTime() to get the value. and that's the value I'm using to update all my systems.
  4. update: I'm debugging on my laptop. which has two graphics cards. and I was running the app on the nvidia card. and I tried it on the Intel card, it runs without significant stuttering, although the frame time is longer. it's something like: 0.009 0.009 0.010 0.008 ... so is it safe to say it's the graphics card?
  5. Thanks for that comment, yes it's under Visual Studio 10 with DX11. and it still stutters outside the debugger. Even when there is no polygon on screen, or if I reduce number of the render targets I'm using, the frame time still stutters. but in a smaller range. like: 0.002 0.002 0.005 0.001 0.002 ... it's interesting that every longer frame is followed by a shorter frame. and they add up to the average frame time.
  6. Hello all, I have a scene with nothing but 4 instances of a 26K vertices model. and there are two post passes. with one deferred shader and an anti-aliasing pass. the resolution is 1280x720. and my frame time follows this pattern: 0.006 0.005 0.005 0.006 0.005 0.012 0.001 0.005 ... This has been bothering me for a long time. Does anyone know why this happens?
  7. Thanks a lot for your answers. So it seems what I'm doing now is not absolutely wrong. One more question, do I need to change the viewport everytime I change to a render target of different resolution?
  8. I did some research on downsampling recently but couldn't find a clear answer, it almost feels like everybody thinks it's too simple to mention.. Currently my way of doing downsampling is to draw a smaller textured quad to a smaller render target. So if I want to downsample my diffuse map which is 1280x720, to a quarter sized texture. I will have to draw a 640x360 textured quad to a 640x360 render target. and I'm not sure if it's the right way. Also, if I want to render my scene onto a render target of a different size, do I modify the SV_Position inside the shader or change the projection transformation, or is there some other way to do it?
  9. [quote name='MJP' timestamp='1327897650' post='4907527'] [quote name='champloo' timestamp='1327877993' post='4907460'] Is it normal or did I do something wrong? [/quote] That depends on the hardware, your resolution, and what you're doing. Adding an addition 7-8ms just for one post-processing effect does sound wayyyy too high, unless the hardware is extremely weak (Intel integrated graphics) and/or you're doing something really complex. What kind of hardware are you running on? [/quote] it's a nvidia gt 525M. And the resolution is 1280x720. and removing both post-processing effects causes my frametime drop to 1-2ms.
  10. [quote name='mhagain' timestamp='1327880309' post='4907471'] Yup, that's normal. PP is fillrate sensitive and even a "do nothing" pass still needs to write out everything in the framebuffer all over again. [/quote] got it, guess i need to squeeze more stuff in one pass then
  11. I'm new to graphics and still wondering how do people set up their post processing passes. so I draw all my object onto a render target texture. and then apply FXAA on that texture and output to the back buffer. This takes 7-8ms every frame. Then I added another post process shader which do nothing but pass through color. And the frametime goes up to 14-15ms. Is it normal or did I do something wrong? the pipeline is something like this: draw objects onto a screen size texture -> render the same texture onto another screen size texture -> apply fxaa to this texture and output to backbuffer thanks,