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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. I'm currently writing a rendering library for my own use using Direct3D 11. It's not intended as a rendering engine in itself, just something to help me rapidly produce demos and projects. Essentially it's composed of a scene graph (implemented as a simple node hierarchy and octree), a rendering interface to perform state sorting and such as well as issue actual device calls, and some code for easily setting up and using other little bits (textures, shaders, tools, etc). Ideally I'd like this library to be 'thread-agnostic', so a host application could make use of it on it's own render thread, or even across seveal with D3D 11's device contexts. With this in mind, the obvious sounding solution for making draw calls would be to submit some sort of render operation message to the render interface so it can dump it in a queue for sorting and processing later. A message is going to carry all of the state data required for a draw to happen. This means it'll need to point to constant buffers, various states (including rasterizer, depth/stencil, blend, etc), shaders, buffers, and more. My main concern here is how big these messages are going to end up despite the members being pointers, especially in a large scene. The vertex buffers are causing issues here too, with a message having to have an array of buffer pointers to support multiple streams, though this could probably be solved using some sort of binding object which groups a set of them together and just point to that instead. The only alternative I've thought of so far is simply storing a list of key-value pairs, with a key for sorting, and a value which is a pointer to an object which implements a RenderOp interface. This interface would have a series of virtual state getter methods (e.g. getIndexBuffer), and probably some sort of type id which indicated the nature of the states it would need to dodge calls when a method would always return null. This has the added benefit of also saving a little memory. This seems a more friendly solution, but i'm unsure how much impact the virtual calls would have. Has anyone had to deal with something similar to this, or got any suggestions on how to go about it? [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]