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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. smasherprog's idea of using D3DX10_SPRITE_SAVE_STATE worked but now it appears to ignore the z-buffer test. I used [source lang="cpp"]ID3DX10Sprite *ppSprite; D3DX10CreateSprite(g_pd3dDevice, 512, &ppSprite); ppSprite->Begin(D3DX10_SPRITE_SAVE_STATE); // text rendering ppSprite->End();[/source] I'm just going to reset the depth-buffer. I found a useful article here: http://hide1713.wordpress.com/2009/07/06/directx-10-drawtext-disable-depth-buffer-heres-how-to-fix-it/
  2. There are no textures used here, the cubes have vertex colours which are interpolated in the shader
  3. The actual loop: [source lang="cpp"]renderer.beginRender(); //text.render(); for(int i = 0; i < 10; ++i) { cube[i].update(t, D3DXVECTOR3(0, i * 2, i * 3), D3DXVECTOR3(0, 1, 0), D3DXVECTOR3(1, 1, 1)); mat.setWorldViewProjection(cube[i].getWorld(), cam.getView(), cam.getProjection()); cube[i].render(renderer.g_pd3dDevice, mat.getTechnique()); } renderer.endRender();[/source]
  4. Actually they are cubes. I update the transform matrix, set the effect file variables and then I draw the cubes. This is done in a loop. [source lang="cpp"]D3DXMatrixTranslation( &g_World, translate.x, translate.y, translate.z ); . . . g_pWorldVariable->SetMatrix( g_World ); g_pViewVariable->SetMatrix( g_View ); g_pProjectionVariable->SetMatrix( g_Projection ); . . . D3D10_TECHNIQUE_DESC techDesc; g_pTechnique->GetDesc( &techDesc ); for( UINT p = 0; p < techDesc.Passes; ++p ) { g_pTechnique->GetPassByIndex( p )->Apply( 0 ); g_pd3dDevice->DrawIndexed( 36, 0, 0 ); // 36 vertices needed for 12 triangles in a triangle list }[/source]
  5. I have been trying to add text to my application using ID3DX10Font and D3DX10CreateFont but every time I say DrawText my other geometry stops rendering correctly. I have attached images of output window with text and with text disabled. I use this code to initialize: [source lang="cpp"]g_pFont = nullptr; HRESULT hr = D3DX10CreateFont(g_pd3dDevice, 35, // the font height 0, // the font width FW_BOLD, // the weight of the font 1, // number of mip levels FALSE, // this is not an italic font DEFAULT_CHARSET, // default character set OUT_DEFAULT_PRECIS, // default size mapping DEFAULT_QUALITY, // default quality mapping DEFAULT_PITCH | FF_DONTCARE, // default pitch L"Helvetica", // use Helvetica as the basis for this font &g_pFont); // the output // make sure the font was created correctly if (FAILED(hr)) { return hr; } return S_OK;[/source] and to draw: [source lang="cpp"]HRESULT hr = g_pFont->DrawText( NULL, TEXT("This is a test string"), -1, &rc, DT_LEFT, D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );[/source] Any help appreciated.