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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 gchris6810

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  1. Thanks for the replies. Seeing as the performance loss is negligible I think I will stick with what I have.
  2. Hi,   I am creating an application with multiple viewports. I was researching methods as to how I could store multiple projection matrices and all I found was the glPushMatrix and glPopMatrix functions which don't seem to be adequate for what I need (although I may be wrong). Would computing the individual projection matrices each frame give a large performance loss? If so then what method can I use to store and recall them? If I have to use the aforementioned functions then could I please have an example of the implementation. I understand that the projection matrix stack can store a maximum of two matrices on some hardware. How would I circumvent this? Thanks.
  3. The separate viewports option sounds like a much better idea. I'll go with that.
  4. Hi,   I am working on creating a level editor that contains 4 unique views (3 plan views and 1 3D view). I was thinking that rather than lots of context switching to update all 4 views simultaneously I could partition a single window and have all draw calls mapped to 4 textures, that could then be mapped to the relevant parts of the window. I have a few questions:   1. Is it possible to do this and make it look correct? 2. Is swapping between textures any faster than swapping between windows? 3. Is there a better way to do this than those I have suggested?   Thanks in advance.
  5. Hi,   I had noticed a very large frame rate drop in my application recently so I downloaded the Microsoft GPU View tool and after close analysis it appears that the packets being submitted to the GPU are far too large. My application is quite simple so it does pretty much the same work each frame and a regular packet is 3100 bytes and a present packet is 131,072 bytes in size. Seeing as a regular packet from World Of Warcraft is only 472 bytes in size I think I am doing something seriously wrong here.   Here is a list of the stuff I do each frame:    - Map + unmap and update constant buffers with the per model data (1 matrix)  - Bind relevant vertex, index buffers, textures  - Bind relevant shader  - Bind the input layout attached to the shader  - Render using DrawIndexed   Of course, I could be completely wrong in thinking the slow down is to do with packet sizes but it seems to be the only possible cause. Does anyone know of a particular factor that could cause the packet sizes to become much larger?
  6. The source of the issue is the particular model I was using as I have tried lots of other models since then which have worked perfectly.
  7. I got the model online. I don't know what the creator could have done to alter the UV coordinates. I didn't apply any changes to the coordinates inside the blender file exporter.
  8. Yes the head is a separate mesh. It appears that the geometry is correctly oriented (I know because of the wire frame view) but the texture is mapped so the face is on the back of the head and the canvas is over the face geometry. I tried changing the V value from -V to (1 - V) as L. Spiro suggested but there was no difference. Any further suggestions based on this information?
  9. Hi,   I am trying to load a model from my custom data format but the face texture is the wrong way around (see image). As you can see all the other textures are the correct orientation but the face shows the black canvas that should be at the back of the head rather than the face. Does anyone have any idea why this could be happening? Thanks in advance for any replies.   EDIT: The model is exported from Blender 3D. I negated the texture V coordinate and changed the vertex input order from x, y, z to x, z, y. I am using D3D11_CULL_FRONT with FrontCounterClockwise set to false.  
  10. Okay thanks a lot that was the answer I was looking for.
  11. Hi,   I'm trying to write a system where the engine can find what data requirements any given constant buffer has and then supply that data in the correct order to the shader. Is there a way to find this information using Direct3D 11 that would be practical for game engine use? Thanks.
  12. Hi,   Although Direct3D is still perfectly functional all the debug output seems to have gone. For example if I create an object but do not call the release function then nothing is printed to the visual studio output window. I am using Visual Studio 2013 express. This only seems to have started happening in the past few days. Does anyone have any ideas as to how I can solve this?
  13. I am mainly making the game engine to educate myself on graphics programming.   One more question. What are the benefits of using DirectX over OpenGL (if any)?
  14. Thanks for all the suggestions everyone. I think that as it is my first proper game engine project I won't focus on the cross platform element, although the way I plan to code it would make it relatively conducive to porting when it is finished.
  15. Hi,   I started off trying to make my game engine completely cross platform from the start but now I have dug into it i'm starting to think it just isn't worth all the additional complexity and probable performance loss. Would it be better just to write the full game for windows and then port over to Linux and Mac?   Thanks.