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      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.

Freddy Indra Wiryadi

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About Freddy Indra Wiryadi

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  1. Thx Jason.. Found out the problem, it's on my IASetPrimitiveTopology in my particle class =)
  2. Hi, are there any differences between doing the transformation from world space to screen space on vertex shader and geometry shader ? I am doing it in geometry shader right now but the objects aren't displayed properly on screen.. before, when I am only using vertex shader and doing the transformation there, the transformation works correctly.. Here is some piece of my code on geometry shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct GeometryInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; float pSize : PARTICLE_SIZE; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; void GS( point GeometryInputType vert[1], inout TriangleStream triStream ) { PixelInputType output; GeometryInputType temp; //1 temp = vert[0]; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(temp.position, worldMatrix); output.position = mul(temp.position, viewMatrix); output.position = mul(temp.position, projectionMatrix); output.tex = temp.tex; output.color = temp.color; triStream.Append(output); etc etc etc....
  3. I think I would have around 4-6 hours effective time per day. I am quite hesitant whether it's enough to finish everything in time, but I really want to do this for my thesis (instead of some other potential topics that came up in my mind).   Hopefully I can create particle systems that's not too complex utilizing compute shader, but sufficient enough for performance test. Thx for your opinion
  4. I am not going to use any external script in this case. Yeah, comparing it with general particle systems which is computed by the CPU.
  5. Hello, I am new to DirectX (never touched directX) and currently I am going to start my Bachelor Thesis, which is to render a particle systems with dx11 compute shader (C++) and test the performance advantage of it. My related prior experience: - C++ language - learning the very basic stuffs of OpenGL & Computer Graphics - creating simple 3D strategy game with C++ & DarkGDK + Lua - creating 3D FPS game with Unity3D - creating simple 2D HTML5 Game with javascript - playing around with game development/game programming (the high level approach)   I seldom go low level like directX, now I want to try it, and I really need your information, do u guys think I can manage to finish it in around 3-4 months ? (for my bachelor thesis)   What's the approximated time to learn rendering a moderate particle systems with dx11 compute shader ?   (based on my prior experience stated above)   I heard that Compute Shader is on advance category, is it that difficult ?   Really appreciate your help
  6. Has anyone ever tried to code directX in visual studio 2012 for Desktop app ? Can anyone help me with how to start it ? I have been searching everywhere but with no luck.. I only know that DirectX SDK is now part of the Windows SDK in VS2012, so there is no need to download additional thing to start using directX.. Just for clarification: I am talking about DirectX for desktop app, NOT windows 8 store app..   in VS2012 for windows 8 store app, there is this option to start directX Project: [spoiler][/spoiler]   But in VS2012 for Desktop app, there is no such option: [spoiler][/spoiler] So what should I do ?
  7. Hi, I am going to have a project on creating games for the new Windows 8 Platform using Visual Studio 2012. I can't seem to find any good or reliable game engine or library for creating a game for Windows 8 Platform. I can't use Construct 2 because it is drag and drop tool with no programming required. Any suggestion ?