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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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About adrianj

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  1. Well... somehow I've fixed it. [img]http://public.gamedev.net//public/style_emoticons/default/dry.png[/img] [img]http://public.gamedev.net//public/style_emoticons/default/wacko.png[/img] I'm pleased that it works, but I'm not sure what I've done differently. Checking through the code I posted above it all looks [s]basically[/s] exactly the same. All I changed was how I specify the size of the buffer, in that now it's set as "Marshal.SizeOf(typeof(GS_OUT)) * someMaximumNumber" Thanks for the vote of confidence Tsus - maybe that's all it needed [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  2. Thanks for the reply. You're quite right, that bit of code isn't correct. I figured for the time being I would just attempt to read floats to see if anything came out. My actual code looks like: [CODE] struct GS_OUT { public Vector4 Position; public Vector3 Normal; public Vector3 Texcoord; } //... data = new GS_OUT[stream.Length / Marshal.SizeOf(typeof(GS_OUT))]; stream.ReadRange<GS_OUT>(data, 0, data.Length); [/CODE] Even if I try to read out Bytes using the ReadByte() method, I still get nothing but 0s. Is there something about the ReadRange<T> method that I am doing incorrectly? I've also tried looping through and using the Read<T> method with no success. I have used the ReadRange<T> method successfully when reading back Staging Textures. It all leads me to believe that the staging buffer is in fact empty, so my problem lies earlier on in the piece.
  3. I've just recently joined the GameDev forum, though I've been using this fabulous resource for some time now. Up until now I've managed to find the answers to most of my SlimDX questions. But this one is giving my trouble. I have a terrain engine where the height is taken from a texture in the vertex shader. I use a simple geometry shader to calculate face normals, and the pixel shader is just colouring terrain based on height. All this works well. What I want now is to get the vertex data back from the geometry shader, and I understand that this is what the StreamOutput is all about. My GS Shader code looks like: [CODE] struct PS_TEX { float4 pos : SV_POSITION; float3 uv : TEXCOORD; }; struct PS_NORM_TEX { float4 pos : SV_POSITION; float3 norm : NORMAL; float3 uv : TEXCOORD; }; [maxvertexcount(3)] void GS (triangle PS_TEX input[3], inout TriangleStream<PS_NORM_TEX> TriStream) { PS_NORM_TEX output = (PS_NORM_TEX)0; float3 faceEdgeA = input[1].pos.xyz - input[0].pos.xyz; float3 faceEdgeB = input[2].pos.xyz - input[0].pos.xyz; float3 faceNormal = normalize( cross(faceEdgeA, faceEdgeB) ); for( int v=0; v<3; v++ ) { output.pos = input[v].pos; output.pos = mul( output.pos, View ); output.pos = mul( output.pos, Proj ); output.norm = faceNormal; output.uv = input[v].uv; TriStream.Append( output ); } TriStream.RestartStrip(); } GeometryShader pGSwSO = ConstructGSWithSO(CompileShader( gs_4_0, GS()), "SV_POSITION.xyz; NORMAL.xyz; TEXCOORD.xyz"); technique10 Render { pass ExTerrain { SetGeometryShader(pGSwSO); SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } [/CODE] In my C# code I'm setting up some buffers (one bound to streamoutput, the other staging) and then trying to read back the vertex data. This code looks like: [code] using D3D = SlimDX.Direct3D10; //... void BindToDevice(D3D.Device device) { D3D.BufferDescription bdesc = new D3D.BufferDescription() { BindFlags = D3D.BindFlags.StreamOutput, CpuAccessFlags = D3D.CpuAccessFlags.None, OptionFlags = D3D.ResourceOptionFlags.None, SizeInBytes = 1024*1024*4, Usage = D3D.ResourceUsage.Default }; gsOutput = new D3D.Buffer(device, bdesc); D3D.BufferDescription sbdesc = new D3D.BufferDescription() { BindFlags = D3D.BindFlags.None, CpuAccessFlags = D3D.CpuAccessFlags.Read, OptionFlags = D3D.ResourceOptionFlags.None, SizeInBytes = bdesc.SizeInBytes, Usage = D3D.ResourceUsage.Staging }; staging = new D3D.Buffer(device, sbdesc); } void Draw() { D3D.StreamOutputBufferBinding[] bindings = new D3D.StreamOutputBufferBinding[] { new D3D.StreamOutputBufferBinding(gsOutput, 0) }; device.StreamOutput.SetTargets(bindings); //... Do normal drawing stuff, eg, SetInputLayout, SetVertexBuffer, SetIndexBuffer, device.DrawIndexed(Indices.Length); device.CopyResource(gsOutput, staging); using (DataStream stream = staging.Map(D3D.MapMode.Read, D3D.MapFlags.None)) { float[] data = new float[stream.Length / 4]; stream.ReadRange<float>(data.Length); //... Do something with data here. Except it is just an array filled with 0s. } staging.Unmap(); } [/code] It all compiles, and runs without error whilst still showing my terrain as always. Problem is the mapped data all comes up as 0s. Is there something I'm missing? Am I doing this correctly?