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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. Just a quick update , for whoever may need this information .. I informed nvidia about this bug and it is finally fixed. The driver version which fixes this is 301.42
  2. [quote name='MJP' timestamp='1328992356' post='4912043'] I wouldn't be surprised if there were a driver bug, since dynamic linkage doesn't get a lot of usage. You can find out for sure by running with the REF device, and seeing if that produces the correct behavior. [/quote] Thanks !! that was a great idea !! .. and the result is that with using a REF device i get the expected behavior ! Which means that this is a DRIVER BUG! So if anyone has the same problem and stumbles on this thread , check your drivers [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] here are my specs (which are buggy) : Driver : NVIDIA Driver Version: 285.62 WHQL Driver Release Date: 2011.10.24
  3. I have stumbled on a problem while trying to use shader interface (dynamic linkage) with a deferred context. From all the tests i did , i can only conclude that this is a DirectX 11 (or graphic card driver ?) bug when trying to replay a CommandList in which you have used classinstance and interface variables. It seems only the first class you set on an interface will be used throughout the execution of the list. I tried it with both SlimDX and SharpDX and got the same behavior. I also examined the call sequence using PIX in which i can see that the interfaces are set to the correct classes during recording , but that makes little difference when it comes to ExecuteCommandList. I attached the slimdx test project i did if anyone want to give it a try. It's based on MiniTri11 , and draws 2 extra triangles using deferredcontext and sets differect classes for the interface slot. It SHOULD draw a red , a blue and a gray triangle ... but both triangles end up red. ( try switching the order of 'iface.ClassInstance = b1;' and b2 and see that then they both end up blue.. ) If anyone has a solution for this it would be highly appreciated [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]