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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. [quote name='mhagain' timestamp='1341994224' post='4957925'] Not a direct answer to your specific questions, but if you're wondering which resource has leaked, there's a very high likelihood that you've created some D3DX objects (Sprite, Font or Effect are the most likely) but haven't called OnLostDevice on them. You'll need to call OnResetDevice when the device is back too. [/quote] Too many potential resource leak positions, finding them manually without a stack trace is a too huge work.
  2. Hi all. I'm working on a device lost debugging, I opened the Debug version of Direct3D9, when IDirect3DDevice9::Reset was called, the VS console output this: [quote]Direct3D9: (ERROR) :All user created D3DPOOL_DEFAULT surfaces must be freed before [b]ResetEx[/b] can succeed. [b]ResetEx[/b] Fails. Direct3D9: (ERROR) :[b]ResetEx[/b] failed and ResetEx/TestCooperativeLevel/Release are the only legal APIs to be called subsequently[/quote] But I'm not using a IDirect3DDevice9Ex::ResetEx, why 'ResetEx' came out? I have tested both versions of 'DXSDK June 2010' and 'DXSDK April 2007', the output texts are same. Even though, the interface of IDirect3DDevice9Ex was not included in DXSDK April 2007, but it came out anyway! That's weird, can this caused by my system version? I'm using windows7 64-bit. What I expect is this: [quote]Direct3D9: (ERROR) :The following D3DPOOL_DEFAULT surfaces/buffers/textures still exist Direct3D9: (ERROR) : D3DRTYPE_TEXTURE Direct3D9: (ERROR) : Memory Address: 00d67738 lAllocID=1837 dwSize=00000050, (pid=00000714) Direct3D9: (ERROR) : Stack Back Trace Direct3D9: (ERROR) : [0] : Address 00FC7CE6 Direct3D9: (ERROR) : [1] : Address 0109BBC3 Direct3D9: (ERROR) : [2] : Address 00FDFAF7 Direct3D9: (ERROR) : [3] : Address 00FDF4A2 Direct3D9: (ERROR) : [4] : Address 00FF4A40 Direct3D9: (ERROR) : [5] : Address 004023CF Direct3D9: (ERROR) : [6] : Address 00421331 Direct3D9: (ERROR) : [7] : Address 0042165B Direct3D9: (ERROR) : [8] : Address 004216FC Direct3D9: (ERROR) : [9] : Address 0041C1F5 Direct3D9: (ERROR) : [10] : Address 7C816FD7 Direct3D9: (ERROR) : [11] : Address 00000000 Direct3D9: (ERROR) : [12] : Address 00000000 Direct3D9: (ERROR) : [13] : Address 00000000 Direct3D9: (ERROR) : [14] : Address 00000000 Direct3D9: (ERROR) : [15] : Address 00000000 Direct3D9: (ERROR) :All user created D3DPOOL_DEFAULT surfaces must be freed before [b]Reset[/b] can succeed. [b]Reset[/b] Fails. Direct3D9: (ERROR) :[b]Reset[/b] failed and Reset/TestCooperativeLevel/Release are the only legal APIs to be called subsequently [/quote] I just wonder how to enable the D3D creation stack trace when resource leak on device reset? I have set EnableCreationStack to 1 in system registry, that can't solve this. Thanks for any help.