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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='RythBlade' timestamp='1332426733' post='4924324'] Does the SDKMesh class deal with the vertex format separately - or is it that the vertex format is embedded in the .sdkmesh file, and you have to mirror it in the code?? [/quote] This is probably way too late for your uni project... but yes. You need to mirror the vertex buffer format in code. If you use the ContentExporter tool (source available in the June 2010 SDK), you can run it with a logging level that outputs the vertex format when it creates your sdkmesh: [size=3][b]ContentExporter.exe MyModel.FBX -loglevel 4[/b][/size] This will give you some very useful output, such as: [size=3][b]Triangle list mesh: 51 verts, 270 indices, 1 subsets D3DX mesh operations increased vertex count from 51 to 53. Vertex size: 36 bytes; VB size: 1908 bytes Element 0 Stream 0 Offset 0: Position.0 Type Float3 (12 bytes) Element 1 Stream 0 Offset 12: BlendWeight.0 Type UByte4N (4 bytes) Element 2 Stream 0 Offset 16: BlendIndices.0 Type UByte (4 bytes) Element 3 Stream 0 Offset 20: Normal.0 Type Dec3N (4 bytes) Element 4 Stream 0 Offset 24: TexCoord.0 Type Float16_2 (4 bytes) Element 5 Stream 0 Offset 28: Tangent.0 Type Dec3N (4 bytes) Element 6 Stream 0 Offset 32: Binormal.0 Type Dec3N (4 bytes)[/b][/size] Which you can use to create your vertex layout in code: [size=3][b]// Create our vertex input layout const D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "WEIGHTS", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "BONES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R16G16_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TANGENT", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "BINORMAL", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 }, };[/b][/size] And of course you'll need to match that in your vertex shader, too: [size=3][b]struct VSSkinnedSceneIn { float3 Pos : POSITION; //Position float4 Weights : WEIGHTS; //Bone weights uint4 Bones : BONES; //Bone indices float3 Normal : NORMAL; //Normal float2 Tex : TEXCOORD; //Texture coordinate float3 Tan : TANGENT; //Normalized Tangent vector float3 Binormal : BINORMAL; //Binormal };[/b][/size] Hope this helps someone!