• 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

105 Neutral

About Dutta

  • Rank
  1. I've been hard at work trying to get CSM to work using a deferred global light shader. Before I show you the problem, I'd like to explain how the preparation is done. I'm using a plain deferred shading method, writing to four render targets, one of them being the depth buffer. The depth is encoded using the view space position length metod, meaning the code to save the depth is quite simply: [i]Depth = length(ViewSpacePosition.xyz);[/i] The shadows however are rendered to their own buffer using the plain depth method: [i]Shadow = Position.z / Position.w;[/i] In my global light shader, which is done in screen space, I obviously have to get the world space position for every pixel, so that I can compare the depth value from the shadow buffer to the world space depth for the pixel. I do this by using the method posted here: [url="http://mynameismjp.wordpress.com/2010/09/05/position-from-depth-3/"]http://mynameismjp.w...n-from-depth-3/[/url]. Short version, you create a set of view space rays in the vertex shader, which you let the rasterizer interpolate, and then normalize the interpolated view space ray in the pixel shader. Using this ray, it is possible to recreate the world space position by quite simply taking the camera position, adding the normalized view space ray, multiplied by the sampled value describing the view space position length: [i]float4 WorldSpacePosition = CameraPosition + ViewRay * DepthBuffer.Sample(DefaultSampler, QuadUV);[/i] I use the Z value of the world space position to compare it to the shadow value. This is the result: [attachment=8975:shadowsnice.png] Looks good, doesn't it? Well, it is! The problem is when I zoom out, this happens: [attachment=8976:shadowsnotnice.png] I have been playing around with the shadow bias, and it helps if I take it really really high, but that also causes the shadows to render incorrectly. I appreciate any help I can get! Thanks in advance!