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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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About jiro27

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  1. Alright, maybe I need to first ask how I properly add a shader file to VC++ 2010 in the first place, as this might be the main problem.
  2. [quote name='mhagain' timestamp='1348435952' post='4983022'] If you take your VErrorMessage and PErrorMessage blobs, call GetBufferPointer on them and cast the result to "char *" it will tell you what went wrong. Most probable is that it can't find the files you specify. [/quote] Alright, I did that, and the char on both Error Messages results to this: = CXX0030: Error: expression cannot be evaluated I don't really get what that means, and I have moved the shaders.hlsl file into the project file, but that hasn't helped. I'm still stuck...
  3. Hi everyone, I'm really new to DirectX programming and I have been having a problem with the attached code, [attachment=11424:drawTriangle.txt], where I am getting the error: Unhandled exception at 0x777b15de in d3dDrawTriangle.exe: 0xC0000005: Access violation reading location 0x00000000. [font=arial, helvetica, sans-serif]I've narrowed the problem down to these lines:[/font] [font=courier new,courier,monospace] // load and compile the two shaders[/font] [font=courier new,courier,monospace] ID3D10Blob *VS, *PS; ID3D10Blob *VErrorMessage, *PErrorMessage; D3DX11CompileFromFile(L"shaders.hlsl", 0, 0, "VShader", "vs_5_0", 0, 0, 0, &VS, &VErrorMessage, 0); // for some reason this is returning a NULL pointer for &VS D3DX11CompileFromFile(L"shaders.hlsl", 0, 0, "PShader", "ps_5_0", 0, 0, 0, &PS, &PErrorMessage, 0); // for some reason this is returning s NULL pointer for &PS[/font] [font=courier new,courier,monospace] // encapsulate both shaders into shader objects dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS); dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);[/font] [font=arial, helvetica, sans-serif]After some research I figured out that for some reason, D3DX11CompileFromFile is returning a NULL pointer, so when it tries to use VS, and I'm assuming PS, it is NULL, and thus doesn't work. I've tried updating my graphics card driver, but that hasn't helped, and I have no idea how to fix this problem. [/font][font=arial, helvetica, sans-serif]Any help would be amazing.[/font] [font=arial, helvetica, sans-serif]Also, here's the shader file I am using:[/font] struct VOut [font=arial, helvetica, sans-serif][font=courier new,courier,monospace]{ float4 position : SV_POSITION; float4 color : COLOR; };[/font][/font] [font=arial, helvetica, sans-serif][font=courier new,courier,monospace]VOut VShader(float4 position : POSITION, float4 color : COLOR) { VOut output;[/font][/font] [font=arial, helvetica, sans-serif][font=courier new,courier,monospace] output.position = position; output.color = color;[/font][/font] [font=arial, helvetica, sans-serif][font=courier new,courier,monospace] return output; }[/font][/font] [font=arial, helvetica, sans-serif][font=courier new,courier,monospace]float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET { return color; }[/font][/font]