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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 Deadly_kom

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  1. DX11

    The latest samples without deferred shading and SSAO
  2. DX11

    For those who do not believe that work native with a real piece of metal
  3. DX11

    Video recording was conducted at home, test on a piece of iron was carried out in the workplace ))
  4. DX11

    clearly ))
  5. DX11

    So it's better? Here's a video with 60k triangles
  6. Good time of the day, members of the forum! I do not think that many have tried themselves in the development under Hololens, but nevertheless decided to write. In any case, all work with Hololens is reduced to UWP and DirectX 11. So I wrote a small prototype for easy initialization of primitives, etc. In the scene, and began testing on the piece of iron ... And I was very upset by the performance tests. A short excursion, for those who are not in the subject: - the construction of an image under Hololens, naturally a stereo image for this reason I use DrawInstanced with pre-prepared shaders. Shaders are very simple, conversion to world coordinates and projection of the species, color is set straight in the shader. Plus to switch the render in 2D Texture Arrays I use the geometry shader, that's basically all. For the test, I generated a grid of 10k - 30k and output them about 10 times ... for 10k grid and 10 calls - 30fps, for the last about 18 - 20fps. Sadness, I thought, and I decided that my hands are not growing in size and my brain does not want to work anymore ... I decided to look for flaws in my shit ... I measured the time for drawing 10 calls - about 800 ticks, it's kind of not that bad. Slightly optimized the sorting by materials, namely, switching between shaders minimized but in the loop there were updates of constant values for the shader namely transform for each object. Fps grew by 2-3 but the time to render the frame did not measure ... Although Unity seems to hold the bar 1.2 - 1.3 mm triangles at 10-15 fps ... I myself did not check the word for people. So, maybe someone can decide what can be crooked and what can be patched up ... P.S. The buffer of depth is 16 bit, and I use similar indices. Thank you in advance.
  7. In given subject I should like to listen to your arguments to its code.   Here is link for download http://depositfiles.com/files/rlpw93pf3  
  8. If to whom interesting here is my source files of the Dune [LINK DELETED]
  9. Questions ended! I do not see other way except to create the alternative Universe very similar to the Dune. And these a look laid out because it is the last development of remake version....
  10. http://www.youtube.com/watch?v=Kbl8mhZJBFY&feature=share&list=UUruUO_0wlUzNS15F7uhlHzQ http://www.youtube.com/watch?v=zZvPrAlzRn0&feature=share&list=UUruUO_0wlUzNS15F7uhlHzQ
  11. All perfectly understand that the Universe of the Dune to copy anew quite difficult. And own Universe won't be compared from the installed Dune, or will be it is very likely that in fact and will be a copy...
  12. These videos were made long ago in 2011... Now we want to create everything at high level, but before we would like to find out all legal moments. And we don't know, what actions to us are necessary for making to use the Dune Universe. For whom specifically to us it is necessary will address or can be to consult...
  13. http://www.youtube.com/watch?v=p4BvHSCyYBU&feature=share&list=UUruUO_0wlUzNS15F7uhlHzQ http://youtu.be/aVz_BjwAf0A
  14. Good time of the day! I should like to create the play in the universe of the Dune of the author Frenk Gerbert. But I do not know to whom belongs to the right on use universe this books! Can somebody help me to understand all this, so I did not break any whose rights? Who can I contact about copyright, and the possibility of using this universe... [b](rus) [/b] [i]??????? ??????? ?????![/i] [i]? ????? ?? ??????? ???? ?? ????????? ???? ?????? ?????? ????????.[/i] [i]?? ? ?? ???? ???? ??????????? ????? ?? ????????????? ????????? ???? ?????![/i] [i]????? ??? ????????? ??????? ?????????? ?? ???? ????, ????? ? ?? ??????? ?? ??? ??????[/i] [i]? ???? ?????????? ?? ?????? ????????? ????, ? ??????????? ????????????? ?????? ?????????...[/i]