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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. Hello! I'm drawing my FPS as a sprite, and I want to have it drawn to the screen independetly of the camera position. For example, always in the lower left corner. I'm using an orthographic projection and I always have the z value of the sprite greater than the camera, and it always seems to draw it the same distance away from the camera. So far, so good. But if I move the camera in the x or y directions, the sprite moves in those directions too. Do I need a separate viewport? Any other ideas?
  2. I'll give you a great hint: [url="http://lmgtfy.com/?q=direct2d"]http://lmgtfy.com/?q=direct2d[/url] Then check out the first link!
  3. Ok, thanks! Will look into this!
  4. The cube version sounds very much easier. Does it still use perspective projection?
  5. Why would you want to return both texture color and the "other" color from the pixel shader? Don't you want to either blend them in the shader, or somewhere before this point decide what color you want to output?
  6. Hello! I'm doing some shadowmapping and was wondering about how it is done with point lights (instead of spot lights). Since you don't really have a light direction, how do decide what the shadowmap should cover? Anybody have experience in this field?
  7. Hello! Was just wondering about how shaders know which cbuffer maps to what I send in to the shader from the C++ code. Say I have three equally sized cbuffers in a shader. Then I obviously make three calls to V/PSSetConstantBuffers. How does it know which cbuffer to put what in?
  8. Never mind. I solved it. Sinces vertices was already a pointer, I shouldnt have used "vertices" instead of "&vertices". /Facedesk EDIT: I see you solved it too! Thanks for the help. Sometimes one just feels really stupid. And I blame my copy/paste!
  9. Hello! Instead of reading a model from a huge obj-file (21 mb) I made a simple binary format which i wrote data to. But when I try to read it I get problems. It happens when I want to read an array of vertices. I get an access violation on the read line. [source lang="cpp"]vertices = new TextureVertex[numVertices]; buffer.read((char*) &vertices, sizeof(TextureVertex) * numVertices);[/source] The value of numVertices is 10920, and the data IS in the stream I read from. Is it possible that the memory that is allocated to vertices is not sequential? If it isnt, how do I force it to be? Is it something else? (The data is read from an object which also has a "TextureVertex* vertices" of the same length.
  10. Okay! Thanks both Luca and Bacterius! So are you saying that if I have a completely planar bottom surface, I would have to tesselate it into pretty (very) small triangles to get a nice effect?
  11. For example: http://graphics.ucsd.edu/~henrik/papers/interactive_caustics/interactive_caustics.pdf
  12. Hey! When discussing caustics, what exactly are caustic volumes and caustic triangles? Caustics is the effect of light being bent by a surface and then somehow being absorbed by another surface. If we talk water volumes (like an ocean), is the caustic volume the full water volume, and the triangle some arbitrary triangle at the floor? Cause I'm really confused about the terminology!
  13. What version of DirectX? Is it an ortographic projection? Some code? =)
  14. You might want to state some of the questions here, and you might get some help...
  15. [quote name='Brother Bob' timestamp='1352911111' post='5000953'] Your assumption is correct, you are in clip space after the modelview and the projection matrix, but that does not mean that the fragment coordinate is in clip space. The perspective division stage separates the two. The fragment coordinate is the window coordinate (not sure if it's the normalized or pixel coordinate though) of the fragment, and consequently the depth coordinate is effectively the depth buffer value. [/quote] So the gl_FragCoord.xy coordinates are screen coordinates? And by depth coordinate, may I assume you mean gl_FragCoord.z?