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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. What wrong I said? Just question for ideas... I understand it. overlapping - yes; size - as max as possible; including vertices is allowed, but not too much(5-10% by all); number of aabbs - from 1 to 4-5   yep, it's really good idea. get 3 planes, at x, y, z axis aligned and it will be contour of x, y, z projection of mesh. hard problem here is: How to simplify projected countour(3d mesh projection to 2d plane by orthogonal camera, using software rasterizer) to minimum vertices?
  2. exactly. any other ideas? ) may be anyone has sample of https://mediatech.aalto.fi/~ari/Projects/OSPS/ ?
  3. I don't really understand your idea... You suggest to reduce AABB, checking every corner of AABB?   It's good idea, but it looks difficult to implement.
  4.   because when objects move at small distance, octree not reconstrunct, right?
  5. for occlusion culling.   If I say "maximum aabb", it does not mean that I need small boxes, ok? if model very complex, it needs in several boxes, than one.
  6. Hi.   I have a task to build maximum AABB (one or more) that will best fill the inside of a 3D model. How to do it? Need to build at least one AABB, and it's good.   If anyone has any ideas, and better some code, share please!!
  7. https://yadi.sk/d/jnkz1iwlbh7kD   More user-friendly code )   Author, thanks! But what about texture coords and normals?? How compute them?
  8. Code is too large. Up there is cutted code.   Just, I want to know, where is potential error?   UPD: Ok, I edit the first post. Understandable?
  9. So, in tree(which process frustum culling), I call    void CRTreeStatic::ManageModelsResources(CCamera const *const &_pCamera) const { ... // some tree traversing and choosing pLOD if (MemStatus.dwMemoryLoad > 80) { CModelResource::GetInstance()->UnloadModel((IModel *const)pLOD->GetModel()); } } After that, model will pushed to m_Unloading inside resource manager.   This is worker thread of resource manager:   void CModelResourceWorkedThread::WorkerThread() { while (1) { for (auto iModel : m_Unloading) { if (!iModel->IsOnLoading() && iModel->IsLoaded()) { iModel->ClearGeometry(); } } m_Unloading.clear(); } }  After that, inside ClearGeometry(): void ClearGeometry() { Lock(); // mutex lock m_bOnLoading = true; for (auto iMesh : m_Meshes) { iMesh->ClearGeometry(); } m_bIsLoaded = false; // atomic m_bOnLoading = false; // atomic Unlock(); }; Inside Mesh::ClearGeometry(): void ClearGeometry() { //SAFE_RELEASE(m_pVertexBuffer); while (m_pVertexBuffer->Release()) { } m_pVertexBuffer = nullptr; m_nVertices = 0; for (auto iSplit : m_MaterialSplits) { iSplit->ClearGeometry(); } };   Last command executs 100%. I have debugged it.   Buffer creation inside loader.cpp: D3D11_BUFFER_DESC bd; ZeroMemory(&bd, sizeof(bd)); bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = sizeof(CVertex)* pMesh->m_nVertices; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = 0; D3D11_SUBRESOURCE_DATA InitData; ZeroMemory(&InitData, sizeof(InitData)); InitData.pSysMem = pVertices; if (pMesh->m_pVertexBuffer) { printf("debugger doesn't stop here\n"); } V_RETURN(pD3DDevice->CreateBuffer(&bd, &InitData, &pMesh->m_pVertexBuffer));   Why I release buffer in realtime?   Count of objects in scene is very big, and I have to unload and download part of them in realtime(because of RAM and GPU memory not rubber).   And memory doesn't deallocates! Used GPU memory and RAM only grows!   What happens? Why memory doesn't deallocates? So strange problem... Help!
  10. Lock of backbuffer does not take any effect.