• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

100 Neutral

About moon2012

  • Rank
  1. [quote name='Hodgman' timestamp='1334308258' post='4930901'] [quote name='moon2012' timestamp='1334290903' post='4930837']I debug and find that the interval after execute the last line code(DWORD dwEndTime = timeGetTime();) and go back to the first line(DWORD dwStartTime = timeGetTime();) is about 25ms[/quote]How did you measure this? It makes no sense for Present to block, two lines of code after it's execution... [/quote] dwStartTime of the second time - dwEndTime of the first time = 25ms.
  2. Thanks. But It don't understand why in the while loop, the code can't return to the begin quickly unless after the last line code is executed, the thread is suspended by something.
  3. I don't use VSYNC. Since "Present will start to block after the CPU gets a few frames ahead of the GPU", why it's asynchronous? If it's asynchronous, it should return as immediately.
  4. After the function return, we can see the result on screen or it's not guaranteed. I found a strange issue when testing multi-monitor performance(try to get the maximal FPS). For each monitor I create a thread, in the thread function I create a child window, Direct3D device and present continuously. The pseudo code looks like: while(true) { DWORD dwStartTime = timeGetTime(); BeginScene(); ...... EndScene(); Present(); DWORD dwEndTime = timeGetTime(); } dwEndTime - dwStartTime is about 7ms, it seems that the FPS should be 1000 / 7 = 142. but the actual FPS is about 30. I debug and find that the interval after execute the last line code(DWORD dwEndTime = timeGetTime();) and go back to the first line(DWORD dwStartTime = timeGetTime();) is about 25ms, so it slow down the FPS. It seems that the CPU can't get the time slice and can't run this thread's code, but at that time the CPU usage is only about 10%. The test result is base on the machine utilize 4 display cards and 16 outputs, all threads almost get the same result; when only utilize 2 display cards, the actual FPS can reach to 80 for each moniotor. I can't understand why this happen? In despite of Present function is sync or async, after execute the last line code, is should execute the first line code very quickly if cpu usage is low.
  5. Hi, Is there anybody who has the experience to share textures(in video memory) among multiple GPUs? I'm doing multi-monitor development. On the machine(OS is win7), there are two or more ATI display cards(FirePro 2460 or other), each display card has one GPU and more than one output(FirePro 2460 has 4 outputs). As the SDK mentioned, Direct3D resources can now be shared between devices or processes from Direct3D 9 for Windows Vista, so for each monitor, I create a Direct3D9 device; only one device create the texture and shared it to other devices. This can work well for one display card(that means the machine only use one display card's 4 outputs and connect to 4 monitors), but for two or more display cards, when calling CreateTexture and pass the shared handle to it, it return 0x80070057( An invalid parameter was passed to the returning function). Can anybody tell me that whether Direct3D support it or not? Or other methods? It seems that OpenGL can share textures among multiple GPUs.