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      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.

BMacZero

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  1. You want random positions on a tile-based map, but you don't want the positions to be locked to the tiles, right?  The best way to do that is to generate numbers on a larger scale than your grid-based map is on.  For example, if your map is a 20x20 grid, generate random numbers from, say, 0-400 for the coordinates, then divide them by 20.  This will get you random decimal coordinates between 0-20.   And if you want the same results every time you run the program, you do [i]not[/i] want to call [b]srand[/b], or you want to call it with constant number as a parameter.
  2. I'm having a lot of trouble debugging this specular shader in HLSL, I was hoping some extra eyes might be able to find the problem. Can anyone help me out here? I'm just banging my head against the wall at this point. This is the shader code: [CODE] sampler TextureSampler : register(s0); Texture2D<float4> xSpecularMap; Texture2D<float4> xNormalMap; float3 xLightPosition; float4 xLightColor; uint xWidth; uint xHeight; sampler Sampler = sampler_state { Texture = xNormalMap; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; float4 main(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex = tex2D(TextureSampler, texCoord); float3 texC3; texC3.x = texCoord.x * xWidth; texC3.y = texCoord.y * xHeight; texC3.z = 0; float4 shadingResult = float4(0,0,0,0); float4 normal = xNormalMap.Sample(Sampler, texCoord) - float4(.5,.5,.5,.5); float specular = xSpecularMap.Sample(Sampler, texCoord).r; float3 displacement = normalize(xLightPosition.xyz - texC3); float intensity = dot(normal.xyz, displacement); //shadingResult += intensity * xLightColor; float3 halfvector = normalize((displacement + float3(0,0,-1)) / 2); float specintensity = max(0, dot(normal.xyz, halfvector)); shadingResult = specintensity * xLightColor; return specintensity; //tex * shadingResult * color; } technique Light { pass Pass1 { PixelShader = compile ps_2_0 main(); } } [/CODE] The key area starts around line 40. [b]specular[/b] is the R value of a passed-in specular map, which is correct and has stuff in it (this is what I see if I pass it straight through): [img]http://i429.photobucket.com/albums/qq18/bmaczero/Keep/spec.png[/img] And if I pass through only the calculated intensity of the specular light, this is what I see: [img]http://i429.photobucket.com/albums/qq18/bmaczero/Keep/shade2.png[/img] But if I return the simple product of these two floats, all I see is black with an extremely faint circle at the location of the light, even if I augment the shading intensity hundredfold. Thanks in advance for any advice.