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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. I solve this bug, because I created NiMeshScreenElements before create NiRender. so the NiMeshScreenElements::m_eColorFormat was F_FLOAT32_4. I created a NiRender, and then create NiMeshScreenElements, NiMeshScreenElements::m_eColorFormat become F_NORMUINT8_4_BGRA, this is a correct value. Everything is ok. I am so ashamed. Thanks Hodgman all the same.
  2. [quote name='Hodgman' timestamp='1342008225' post='4957993'] Gamebryo is a closed-source proprietary engine, so you'd be much better off asking for help inside that [url="https://www.gamebryosupport.com/"]closed community[/url]. You might even get your company in trouble ([i]i.e. have their license revoked[/i]) by discussing the internals of that product on a public forum... Does your company have a support contract for Gamebryo? Look inside the NiD3DShader::PreRenderSubmesh to see what kind of cast it's attempting to do, and which object it's trying to do the cast on. [/quote] Of course, our company have the license, but Gamebryo source code have not opened for me at present, [size=4]I[/size][size=4] need[/size][size=4] a[/size][size=4] complicated application if I want to watch the Gamebryo source code. I just a new employee.[/size]
  3. I use NiMeshScreenElements of Gamebryo to render 2D image in Game, First, I Create NiMeshScreenElements from a png file, and then rend this NiMeshScreenElements. Gamebyro popup an error dialog when rend the NiMeshScreenElements. [CODE] NiMeshScreenElements * g_pScreenElement; bool GImage::LoadImageFromFile( const char * pszPath ) { NiFile * pkFile = NiFile::GetFile( pszPath, NiFile::READ_ONLY ); if( pkFile == NULL ) return false; NiPNGReader pngReader; NiPixelData * pSrcData = pngReader.ReadFile( *pkFile, NULL ); if( pSrcData == NULL ) return false; NiSourceTexture * pSrc = NiSourceTexture::Create( pSrcData ); if( pSrc == NULL ) return false; g_pScreenElement = NiMeshScreenElements::Create( pSrc); return true; } [/CODE] g_pScreenElement->m_eColorFormat become F_FLOAT32_4 after executing above code. I suspect that is a error value. and then I render NiMeshScreenElements * g_pScreenElement . [CODE] m_pDevice->SetScreenSpaceCameraData(); g_pScreenElement->RemoveAll(); g_pScreenElement->AddNewScreenRect( (short)fX, (short)fY, (short)fWidth, (short)fHeight, 0, 0, NiColorA::WHITE ); g_pScreenElement->RenderImmediate( m_pDevice ); //popup an error dialog when execute this line [/CODE] popup error dialog as follow: NiVerifyStaticCast() caught an invalid type cast Stack Trace: NiObject::VerifyStaticCastDebug NiD3DShader::PreRenderSubmesh NiD3DShader::Do_RenderMeshes NiShader::RenderMeshes ...... Thanks
  4. [quote name='Trienco' timestamp='1333519518' post='4928117'] One of my "favorite" issues that caused a lot of pain. ..... But I guess the easiest solution is to simply not rely on any side effects of global static variable initialization. [/quote] I approve your opinion, [size=4]now I[/size][size=4] find[/size][size=4] the most suitable way is that include *.h file of static library in executable project explicitly.[/size] [size=4]Thank you Trienco[/size] for your offer of examples.[img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
  5. Yes, actually. we can initialize the global object defined in *.h file of static project through include *.h file in executable project. But..... Can we link some *.h file of static library into executable project through link option? not through reference the object or function. Can we work that out by link option? I am using Visual C++ 2008. cheers.
  6. There is a number of samples which you want in DirectX SDK.
  7. [quote name='YogurtEmperor' timestamp='1333433289' post='4927791'] They are initialized when your program initially executes. L. Spiro [/quote] The global variable defined in static library will not be initialized, Because I do not reference the global variable explicitly in the executable program. In face, I just want to implement a function which execute a section of code before enter main() function, but the code in static library. Dynamic crate of MFC just used global object initialization feature, but that not work when class define in static library.
  8. how to force global variable which define in a static library to initialize? I have not reference that global variable explicitly in main() project. I expect that implement reflect function in C++. Thanks, [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]