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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 Hseptic

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  1. Can anyone else please help shed some light on this for me?
  2. There is no Output under View.
  3. I still don't know where to look. Where is VS' output window?
  4. Ok, I have tried re-enabled billboarding and now I can't see anything. Not even a red square. Something is still wrong. Again, I still don't know how to enable or use debug runtime.
  5. Now I am getting a red square. I still don't know how to enable or use debug runtime though.
  6. I still can't figure out how to enable it. What should I look for once I do though?
  7. Ok I tried what you said, and now all I am getting is a black square situated about the center of the xz plane.
  8. Nevermind. I see what you mean.
  9. No, my trees never render. That's the problem. What do you mean by disabling billboarding? I don't believe I've disabled billboarding.
  10. How will making the offsets larger help? Besides, I tried making the first tree offset (10, 0, 10) and I still couldn't see it.
  11. I'm still confused as to what might be wrong. Here is PreVS: [attachment=10033:pix1.PNG] Hers is PostVS: [attachment=10034:pix2.PNG] My only guess is here... [CODE] struct VertexPNT { VertexPNT() :pos(0.0f, 0.0f, 0.0f), normal(0.0f, 0.0f, 0.0f), tex0(0.0f, 0.0f){} VertexPNT(float x, float y, float z, float nx, float ny, float nz, float u, float v):pos(x,y,z), normal(nx,ny,nz), tex0(u,v){} VertexPNT(const D3DXVECTOR3& v, const D3DXVECTOR3& n, const D3DXVECTOR2& uv) :pos(v),normal(n), tex0(uv){} D3DXVECTOR3 pos; D3DXVECTOR3 normal; D3DXVECTOR2 tex0; static IDirect3DVertexDeclaration9* Decl; }; [/CODE] Basically I'm placing the billboard translation offset into the "normal" member of VertexPNT, and feeding it into the bboffset parameter of AABillBoardVS. Maybe that's the problem.
  12. Also note, [i]all[/i] of the source code fragments that I have posted under my username are from the book "Introduction to 3D Game Programming With DirectX 9.0c A Shader Approach" by Frank D. Luna. I do not claim to have written [i]any[/i] of it. I have merely made minor tweaks that are a part of the book's exercises. Again, I do not claim to have written ANY of the source code that I have previsouly posted under my username. All of the credit goes to the author Frank D. Luna.
  13. Won't somebody help me? Note, I cannot emphasize this enough. I am [i]not[/i] asking you to do my homework. I am simply studying this book on my own free time for fun.
  14. I still don't understand what it is I am supposed to do. It appears you are quoting from the same book I am reading, and therefore I am not seeing anything new about the matter.
  15. How do I do that exactly? Sorry, I'm still new at this.