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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 Lyev

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  1. Okay, thanks for your help!
  2. So something like this? [code] D3DXMATRIX trans, rotx, roty, rotz, scaling; D3DXMatrixIdentity (&v_mat_world); D3DXMatrixTranslation (&trans, origin[0], origin[1], origin[2]); D3DXMatrixRotationX (&rotx, angles[0]); D3DXMatrixRotationY (&roty, angles[1]); D3DXMatrixRotationZ (&rotz, angles[2]); D3DXMatrixScaling (&scaling, scale[0], scale[1], scale[2]); D3DXMatrixMultiply (&v_mat_world, &v_mat_world, &rotx); D3DXMatrixMultiply (&v_mat_world, &v_mat_world, &roty); D3DXMatrixMultiply (&v_mat_world, &v_mat_world, &rotz); D3DXMatrixMultiply (&v_mat_world, &v_mat_world, &scaling); D3DXMatrixMultiply (&v_mat_world, &v_mat_world, &trans); [/code]
  3. When I call these functions the matrix, v_mat_world, remains unchanged, please help :S [code] float origin[3] = {1, 0, 0}, angles[3] = {D3DXToRadian(180), 0, 0}, scale[3] = {1, 1, 1}; D3DXMatrixIdentity (&v_mat_world); D3DXMatrixTranslation (&v_mat_world, origin[0], origin[1], origin[2]); D3DXMatrixRotationX (&v_mat_world, angles[0]); D3DXMatrixRotationY (&v_mat_world, angles[1]); D3DXMatrixRotationZ (&v_mat_world, angles[2]); D3DXMatrixScaling (&v_mat_world, scale[0], scale[1], scale[2]); [/code]
  4. Thanks for your help. [url="http://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.matrix.xmmatrixorthographicoffcenterlh%28v=vs.85%29.aspx"]XMMatrixOrthographicOffCenterLH[/url] worked great.
  5. How do I make the coordinate system in DirectX 11 relative to the top left of the screen? I've setup an orthographic projection matrix, so that I can use screen coordinates but it makes more sense to me to have a top left origin, since I come from working with OpenGl. I setup my projection matrix like this: ww = the width of the window and wh = the height of the window [CODE] projection = XMMatrixIdentity (); projection = XMMatrixOrthographicLH (ww, wh, -1, 1); [/CODE]
  6. OpenGL

    DirectX 11 and I'm on PC with VC++ 2010
  7. How would I go about filling a box with a given x and y and width and height up with pixels of a certain color? I'm guessing it would involve making a new vertex buffer, but I don't know how to just fill it with a color in opengl this could be done like: glBegin(GL_QUADS); glVertex2f(x,y); glVertex2f(x,y+h); glVertex2f(x+w,y+h); glVertex2f(x+w,y); glEnd();
  8. First of all I learnt how to do this from [url="http://nehe.gamedev.net/tutorial/playing_avi_files_in_opengl/23001/"]http://nehe.gamedev....n_opengl/23001/[/url] AVIStreamGetFrameOpen is always returning NULL. I checked to see if I could open the AVI file in windows media player and that worked, so that means it can't be a codec problem, right? I'm not too sure. All the variables have valid values before the call to AVIStreamGetFrameOpen Here's my code: [CODE] if (AVIStreamOpenFromFile(&avi, file, streamtypeVIDEO, 0, OF_READ, NULL) != 0) return; AVIStreamInfo (avi, &info, sizeof(info)); w = info.rcFrame.right - info.rcFrame.left; h = info.rcFrame.bottom - info.rcFrame.top; lastframe = AVIStreamLength (avi); mpf = AVIStreamSampleToTime (avi, lastframe) / lastframe; header.biSize = sizeof (BITMAPINFOHEADER); header.biPlanes = 1; header.biBitCount = 24; header.biWidth = BITMAP_WIDTH; header.biHeight = BITMAP_HEIGHT; header.biCompression = BI_RGB; bitmap = CreateDIBSection (hdc, (BITMAPINFO*)(&header), DIB_RGB_COLORS, (void**)(&data), NULL, NULL); SelectObject (hdc, bitmap); pgf = AVIStreamGetFrameOpen (avi, NULL); if (!pgf) return; [/CODE]