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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. Thanks mhagain, that's what i wanted to know :)
  2. Hello   In directX 11, if I have a shader that takes vertices with POSITION defined as float3: float3 pos : POSITION Am I then allowed to use that shader with an input layout where the POSITION is defined to be a four component float using DXGI_FORMAT_R32G32B32A32_FLOAT? In essence am I allowed to use an input layout with more components (float3 < float4) in the input than the shader requires?   Also am I allowed to use an input layout where the POSITION is defined to be a two component float using DXGI_FORMAT_R32G32_FLOAT or a one component float using DXGI_FORMAT_R32_FLOAT? In essence am I allowed to use an input layout with fewer components in the input than what is defined in the shader.   Is there any kind of flexibility like this or do I have to provide an input layout where the POSITION is defined to be exactly a three component float?   Thanks for any help! Karl
  3. [quote name='kauna' timestamp='1335035733' post='4933573'] Maximum size of a constant buffer 4096 * float4 (64kb). A buffer object may be up to 128mb of size. One constant buffer can't hold that much of data, although it is enough for typical use. Practically, accessing the buffer in the vertex shader is same as reading a texture. Texture fetches has been typically a slightly more expensive than constant buffer fetch. So this is the minor performance hit. [url="http://developer.amd.com/gpu_assets/GDC11_DX11inBF3.pdf"]http://developer.amd...1_DX11inBF3.pdf[/url] Look here for implementation details. Best regards! [/quote] Ah that makes sense. And thanks for the link.
  4. That's very interesting kauna, I'll definitivly look into that! I'm currently not that familjar with using buffers yet, other than for constant buffers and vertex and index buffers. Why do you use buffers rather than constant buffers in that way? Sorry for my ignorance! Also isn't the performance penalties, you are talking about, to do with what kind of usage flag is set when creating the buffer? For example; if you create a buffer with a using flag of D3D10_USAGE_DYNAMIC, a cpu flag of D3D10_CPU_ACCESS_WRITE and you map it with D3D10_MAP_WRITE_DISCARD, is there a difference in performance whether you use that buffer as a constant buffer or as a shader resource? Or is it an issue of mapping when the bind flag is D3D10_BIND_SHADER_RESOURCE rather than D3D10_BIND_CONSTANT_BUFFER?
  5. Thanks mhagain. That's how I thought it worked. I got a bit unsure though. I reckon having a lot of different buffers also wastes video memory, right?
  6. Hello hello I have an effect to be used on several objects. Is it ok to have one buffer object that you can update between rendering? Or is this bad for performance? I read [url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb205132%28v=vs.85%29.aspx"]here[/url] that mapping resources before the command buffer is finished with them will hurt performance. Instead is it better to have one buffer object (ID3D10Buffer in this case) for each object to be rendered by this effect? Below is a simplified exaple of what I mean, I hope it makes sence [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] This code is using one buffer object (ID3D10Buffer) which it initiates with the WVP matrix of the first scene object. It then renders the first scene object. Then it updates the buffer and renders the second scene object. If the command buffer is not finished with the buffer when I map it, will that cause a stall? Or is this handled behind the scene since I'm using D3D10_MAP_WRITE_DISCARD? Thanks Karl [CODE] ID3D10Effect *pFX; // create effect and technique, etc.... //.... done // Matrix structures Matrix mWVP1 = GetWVPmatrix(my3Dobj1); Matrix mWVP2 = GetWVPmatrix(my3Dobj2); // Retrieve the constant buffer ID3D10EffectConstantBuffer *pCBuf = pFX->GetConstantBufferByName(“perObj”); // Create a buffer D3D10_BUFFER_DESC cbDesc; cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; cbDesc.ByteWidth = sizeof(Matrix); D3D10_SUBRESOURCE_DATA initData; initData.SysMemPitch = 0; initData.SysMemSlicePitch = 0; initData.pSysMem = reinterpret_cast<void*>(&mWVP1); ID3D10Buffer *pBuf; deviceObj->CreateBuffer(&cbDesc, &initData, &pBuf); // Assign pBuf to the constant buffer pCBuf->SetConstantBuffer(pBuf); // Render my3Dobj1.... // ...rendering my3Dobj1 done! // Update pBuf with my3Dobj2s WVP matrix void *memBuf = NULL; if(S_OK == pBuf->Map(D3D10_MAP_WRITE_DISCARD, 0, &memBuf) { if(memBuf) { memcpy_s(memBuf, sizeof(Matrix), reinterpret_cast<void*>(&mWVP2), sizeof(Matrix)); } pBuf->Unmap(); } // Assign pBuf to the constant buffer again pCBuf->SetConstantBuffer(pBuf); // Render my3Dobj2.... // ...rendering my3Dobj2done! [/CODE]