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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.

Anoop Chauhan

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  1. I still could'nt fix my problem
  2. effMacros[0].Definition = std::to_string(MAX_BONES_MATRICES).c_str(); the lifetime of return constant character string is owned by class string, which has limited scope in your code( no persistent variable is available of class string) ,you'd better to use code explained by Nyssa   std::string boneMatixString = to_string(MAX_BONES_MATRICES) effMacros[0].Definition = boneMatixString.c_str();
  3. Yeah Thanks Ben! Dependency Walker makes it clear to understand, System loads all necessary load time dynamic dependecies to start application. the actual cause is here LoadLibraryExW("C:\Windows\system32\DXGIDebug.dll", 0x00000000, 0x00000000) returned NULL. Error: The specified module could not be found (126). LoadLibraryExW("C:\Windows\system32\D3D11_1SDKLayers.dll", 0x00000000, 0x00000000) returned NULL. Error: The specified module could not be found (126).  , its run time failure I couldn't understand why system had tried to load D3d11_1SDKlayers.dll instead of D3D11SDKLayer.dll,
  4. It wont get me anywhere. Uninstalling Visual Studio does not uninstall its all features and VC++ runtimes too then what benefit would I reap doing this? Does it seem to be dependency issue? Anyway I'll give it a try. Thanks  
  5. I reinstalled DXSDK but couldn't get it fixed. It's DirectX SDK June 2010 and I'm using Windows 7. I guess the error is being caused by wrong configuration of VC++ runtimes on my machine. I have manually deleted and updated them for many times Any suggestion?  Thanks guys
  6. I'm getting mad with following error: Attempted to create a device with the debug layer enabled and the layer is not installed. everytime I created D3D10 or D3D11 device with debug configuration, this function fails with E_FAIL, It is mind boggling , I ever tried  D3D10_CREATE_DEVICE_DEBUG flag to create dubug layer and I have also tried to enable it using DirectX control panel and it still didnt work. What should I do?
  7. D3DXLoadMeshHierarchyFromX loads the animation data and frame hierarchy from a x file.I dont think it mean anything to vertex color.After all I did it, simply By using D3DXLoadMeshFromX. But it doesn't look like that of 3dsmax model. Perhaps every vertex color I specified , has been combined with it's diffuse color and finally put into material buffer, Can anyone guess why vertex colors seems to be zigzag. thanks guys anyway [img]https://lh5.googleusercontent.com/-HWzFolj8Q50/UF0khjuNU6I/AAAAAAAAAL0/GYjHGhzOKWk/s400/Capture2.JPG[/img] [img]https://lh4.googleusercontent.com/-W_MW-d3hLeU/UF0kqO8OqCI/AAAAAAAAAL8/wQkoHiChDlw/s400/Capture.JPG[/img]
  8. It is okay to combine color of texture with color of specified vertex(diffuse) using a blending operation. But D3DXLoadMeshFromX doesnt load vertex color, then what should I do?
  9. yup...Model has vertex colors....and I'm using FFP
  10. I have a model exported from 3ds Max. Suppose a simple mesh like plane with a simple texture, painted half of it's vertices with vertex paint modifier. The X file template "MeshVertexColor" contains color for each vertx .How to display them on screen with d3d? [img]https://lh6.googleusercontent.com/-hhWrd6Zk2lU/UFXrHUC3AsI/AAAAAAAAALk/9-Ww79fkGwc/s640/vcolor.JPG[/img]
  11. ? Anyone
  12. I want to extract mesh vertex color from X file. I can't figur out how to do that..may be we need to write a custom mesh loader? Actually I want my mesh painted by vertex colors alongside texture