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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 AlzPatz

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  1. There's an awesome book called 'CODE' which is a great read. It doesn't get you all the way there (and gets a bit lighter / fluffy near the end through necessity), but is enough in my view to feel comfortable about what is going on at the very lowest level - atleast in a simplified / early computer way. Modern computers and various layers from OS upwards are just extensions / additions. you won't regret reading it. http://www.amazon.co.uk/Code-Language-Computer-Hardware-Software/dp/0735611319/ref=sr_1_1?ie=UTF8&qid=1405430673&sr=8-1&keywords=CODE  
  2. [sub]As Kauna says... You sort of set off trying to create one and then don't[/sub] [sub]// Create vertex buffer D3D11_BUFFER_DESC bd; ZeroMemory( &bd, sizeof(bd) ); bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = 16; bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;[/sub] [sub]//You comment out your vertices sub resource??[/sub] [sub]/* D3D11_SUBRESOURCE_DATA InitData; ZeroMemory( &InitData, sizeof(InitData) ); InitData.pSysMem = vertices; */[/sub] [sub]//You dont create the buffer![/sub] [sub]something like...device->Createe buffer(&bd, &initdata, &vertexbuffer) or whatever the names are exactly![/sub] [sub] hr = device->CreateBuffer( &bd, NULL, &pCBuffer );[/sub]
  3. SOLVED...After so much time it was such a silly mistake (as always). I messed up the vertex buffer setting. d3dContext->IASetVertexBuffers(0, 1, &vertexBuffer, &str, &oset); had to be : d3dContext->IASetVertexBuffers(0, 1, vertexBuffer.GetAddressOf(), &str, &oset);
  4. I'm sorry that I keep bumping this thread. Is there anyone with a Windows 8 Development Environment and Visual Studio 2012 Professional that can run this through the graphics debugger to find out what is going wrong? I've rewritten this a million times now. Going stir crazy as not sure where the problem lies..think must be shader, but are so simple. THANKS
  5. Hi, some links to the visual studio solutions. The Metro Version that doesn't work..(shader code is compiled by VS2012's nice new abilitie, you need Win8 and VS2012) [url="http://www.filedropper.com/metrodx11trianglenotviewable"]http://www.filedropper.com/metrodx11trianglenotviewable[/url] The Win32 Version that does work... (same shader code. uses shader compilation at run time) [url="http://www.filedropper.com/win32dx11triangleisviewable"]http://www.filedropper.com/win32dx11triangleisviewable[/url] As you can see, win 32..easy! Metro...no triangles
  6. OK - I have this weekend spare for programming and don't want to spend it stuck on this issue. I have solution ready to send. It is a Metro App.
  7. Is anyone willing to receive a C++ Metro App to run, either with diagnostics or just to have a browse and see what simple mistake i am making?
  8. Thanks, I had look at the disabling the depth stencil before and did play with a different rasterizer (the code i sent did not set one, just use default)(. but will retry. thanks for looking anyway! ill report back
  9. Hi - no i do not. I didn't think I needed to if my vertices were already in "Screen Space", or Homogenous clip space, or whatever (-1,-1, z to 1, 1,z). maybe i got wrong end of the stick.
  10. thanks - yes, i'm just trying to put a triangle on screen as a simple test lol.
  11. Hi col_andersen. Same as me, I do not see anything obvious in the code. You are using the Jun2010 SDK? So no targeting metro? I could be getting the same effect. Any chance I could send you a simple solution zip file for you to run through the diagnostics to check if the same?
  12. i would also add that I have no problems doing this simple drawing in DirectX 11 and C++ in windows 7 / win 32. Im at a loss, completely.
  13. [i]so..turns out PIX has been replaced by Graphics Diagnostics integrated into Visual Studio 2012. Hurray I thought, until it turns out that it's only available on versions higher than 'express', so that's a £500+ purchase to use graphics debugging on Visual Studio 2012. soul destroying. Not sure anyway around this. I cant download any trial versions etc as I am running RC and some version of windows 8, it's all gone to sh1t until the real version of windows 8 is released.[/i]