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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 everyone, I have a further question. Is it possible to Transfer a Image to the gpu with OpenCL and use it as a Texture2D with DirectX11? And if, who can I manage this?
  2. ---------- UPDATE --------------------------- The method for building the Texture2D from Stream works. The rest of the problem (converting the Texture2D to a stream) I will also ask in another forum and I will report if I find a way (eventually even without help of another forum) to manage this. --------------------------------------------------- This method seems to work, but the conversion back to a Stream/File (in the code bellow a file), does not work.Has anyone an idea why? I use SharpDX. [source lang="csharp"]Bitmap input = (Bitmap)Image.FromFile("Desert.jpg"); BitmapData inputBmpData = input.LockBits(new System.Drawing.Rectangle(0,0,input.Width, input.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppPArgb); DataRectangle inputDataRectangle = new DataRectangle(inputBmpData.Scan0, inputBmpData.Stride); inputTex2D = new Texture2D(device, new Texture2DDescription() { BindFlags = BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, Format = Format.B8G8R8A8_UNorm, OptionFlags = ResourceOptionFlags.None, MipLevels = 1, Usage = ResourceUsage.Immutable, Width = inputBmpData.Width, Height = inputBmpData.Height, ArraySize = 1, SampleDescription = new SampleDescription(1, 0) }, inputDataRectangle); Texture2D.ToFile(context, inputTex2D, ImageFileFormat.Jpg, "Hello.jpg");[/source]
  3. Thanks for this answers. I was not sure if I should use C# (with a wrapper) or C++, but I think I will start with C#, perhaps I will, if it works, try it with C++ for learning purpose. I will try I out as fast as I can.
  4. I mean the Bitmap Object out of the System.Drawing namespace of the .net framework. I'm sorry that I forgot to write this. But if this would work better with other image objects, supported by the .net framework (4 and higher), this would also be an alternative.
  5. I have a problem with using DirectX 11 pixel shaders for image processing. I am writting a image manipulation program, but I faced a problem. I need a simple (and fast) way to use a bitmap as texture input for the shader and I need a way to render to a bitmap, or to render to a normal rendertargetview and convert this to a bitmap. Which way is possible and how can I do this?
  6. The change from console to Windows application solved the problem. I changed under Linker, System Subsystem to Windows - and it works. Thanks for helping. :-)
  7. I have a WinMain function. Should I rename it, or write a main function that calls the WinMain function? @dimitri.adamou How can I change the application type to Windows Application?
  8. Under general in project default is the character set on Unicode. It is an console application. I program after a tutorial of the internet ([url="http://rastertek.com/dx11tut02.html"]http://rastertek.com/dx11tut02.html[/url]), because tipping the code helps to understand it better, but it was nice, if it would work. @Neometron if this is the case of the error, how could I resolve it?
  9. I have some problem in finding a bug in an example application, but I had this problem several times before, when I worked with C++ applications. I receive the error LNK1120, and as the error of the external the error LNK2019 (Error 1 error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup C:\Users\Simon\Programme\DirectX\DirectX11Framework\DirectX11Framework\MSVCRTD.lib(crtexe.obj) DirectX11Framework). The msdn documentation has several things, which could be the reason, but the main problem is, that I do not find the reason for this error. Is there any way to get more detailed information to an error and where it occurs. And perhaps anyone has an idea how to resolve it. And a general question how can such "cryptic" errors be debugged, because the help on msdn is not that good in this aspect.
  10. Now I have a further Problem. I do not know if it fits 100% in this Topic, but I couldn't find any good tutorial about SharpDX. The tutorials on sharpdx.org do not work, I only see a blank page. Perhaps anyone knows another source? This also leads to an aspect for the choice of a language, the amount of tutorials, documentation and sources.
  11. I thank all of you for your helpful answers, and I think I will choose C# in combination with SharpDX, because I think I can concentrate more on the principles and the way of programming DirectX, if I use a simpler language, that I allready know. I think this could get a long, but interesting way ...
  12. Now my last two questions. Are there any resources/tutorials that are written in C# (only for the start, a simple example would be enough)? And, theoretically, if I writte the graphic component in C#, should it be possible to write the rest in C++, or am I wrong at this point (I mean that the parts, which consume more CPU power get written in C++, the rest in C#?
  13. If I undestood both post correct, C# is a Little bit slower, but easier to use. I also write C# since 2 years, which was an Advantage of using C#. Are there any Features of DirectX11 unusable with C#? And if there aren't very big differences in the use of DirectX, it should easily be possible to later convert the C# code to C++. Is the wayof execution the same as with normal C# (the code gets compiled to a code, which gets compiled with the JIT during runtime? Also I wanted to know if a type check is made only in the code of C# or also in DirectX, if I use it with C#?
  14. As the topic title indicates, I want to know which programming language is best for programming DirectX11? I know, that C++ in the most cases is the fastest, but I also read, that C# can also be used for DirectX programming. How much is the speed difference, or are there other advantages or disadvantages for C# / C++?
  15. I'm trying to learn the basics of DirectX and found a nice site for that ([url="http://www.directxtutorial.com/Tutorial11/B-A/BA2.aspx"]http://www.directxtutorial.com/Tutorial11/B-A/BA2.aspx[/url]). The problem is, that the VS2010 compiler only returns strange errors (I have followed the steps to use DirectX with VS2010). Here are some of these: Error 1 error LNK2028: unresolved token (0A000074) "extern "C" void __stdcall PostQuitMessage(int)" (?PostQuitMessage@@$$J14YGXH@Z) referenced in function "long __stdcall WindowProc(struct HWND__ *,unsigned int,unsigned int,long)" (?WindowProc@@$$FYGJPAUHWND__@@IIJ@Z) C:\Users\Simon\Programme\DirectX\DirectXSample1\DirectXSample1\DirectXSample1.obj DirectXSample1 Error 2 error LNK2028: unresolved token (0A00007D) "extern "C" struct HICON__ * __stdcall LoadCursorW(struct HINSTANCE__ *,wchar_t const *)" (?LoadCursorW@@$$J18YGPAUHICON__@@PAUHINSTANCE__@@PB_W@Z) referenced in function "extern "C" int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)" (?WinMain@@$$J216YGHPAUHINSTANCE__@@0PADH@Z) C:\Users\Simon\Programme\DirectX\DirectXSample1\DirectXSample1\DirectXSample1.obj DirectXSample1 Error 3 error LNK2028: unresolved token (0A00008D) "extern "C" int __stdcall TranslateMessage(struct tagMSG const *)" (?TranslateMessage@@$$J14YGHPBUtagMSG@@@Z) referenced in function "extern "C" int __stdcall WinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int)" (?WinMain@@$$J216YGHPAUHINSTANCE__@@0PADH@Z) C:\Users\Simon\Programme\DirectX\DirectXSample1\DirectXSample1\DirectXSample1.obj DirectXSample1 I do not understand where the problem is. I tried to copy the code from the site and only change the property that allows software rendering. Does anyone has a idea where this could be come from (the code is, besides this one changed flag, the same as on this site)?