• Announcements

    • khawk

      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.

montify

Members
  • Content count

    47
  • Joined

  • Last visited

Community Reputation

697 Good

About montify

  • Rank
    Member
  1.   Drawings are ok :) but I understand the concept of index buffers. The problem was just about what happens if you add more data to a single vertex like texture coordinates and vertex normal which makes more vertices unique. But for most .obj files (and based on the above comments), I start to see some v/vt/vn pairs which are reused, so I just use the index buffer approach by default (or let the user decide).     Normaly, when you use a IndexBuffer you try to avoid to submit two Vertices at the exact same Location.   So without a VertexBuffer it is nonsense that 2 vertices at the same Position have different Texture Coordinate, Color data.     Hope i understand your question at the right spot.    Sry, im not good in English ;)
  2. The IndexBuffer defindes primitives by referencing the vertex data stored in vertexBuffer.   So without a IndexBuffer you need 6 Vertices to generate this "mesh":     That means you submit 6 Vertices to the GPU - for this case that is not much, but imagine you have a fully Scene with lots of meshes....   With a IndexBuffer in your pocket the Picture look like:     you only need 4 Vertices in the VertexBuffer for generating the same result.       So you use the IndexBuffer as a reference how the InputAssembler read the VertexBuffer to generate (in this case) 2 Triangles.   So the IndexBuffer tell to the InputAssembler like:   Hey, here you have a VertexBuffer with 4 Vertices, i gave you a reference how you can assembly 2 triangles with this 4 vertices, look:   For the first, you need   the First Item from the VertexBuffer (0) than you grab the second Item (1) and at least you need the fourth(3) Item from the buffer to form the First Triangle.   For the second Triangle, you need    The fourth Vertex(3). the second Vertex (1) and the third Vertex (2) to form the second Triangle.   So you must think, the IndexBuffer is more like a Blueprint to gave the IA the reference how connect Vertices - the benefit is you send less Data to the GPU   Sorry for the drawing, im not a professional, hope you can understand what i mean, feel free to ask.   For the pro´s, if this is complete garbage than GC.Collect() and tell me what i said wrong :) - always learning..
  3. Hear a Video of the Scale.   A Man vs. Planet  :wub:   https://www.youtube.com/watch?v=3JlklfoUEUg
  4. hey, thanks for answer ! ;)   @brain: nice Idea, but hard to develop. My goal is a Outerra like thing ;)     Here some new Screens (hope i fixed the lightning bug)
  5. Thank you for answer!   My Planet is bigger than 10km - it's earth sized ( radius = 6000km )   i have no experience with Voxels, sorry :(
  6. Hello, here 3 Screenshots from my Planet. This "Engine" is Multithreaded, and generates a Earth size Planet (~20cm at the lowest LOD-Level)   Tell me pls what u think, or anybody else who working on a similar Project?  
  7. Solved, i must save the .fx file in the .dll.    I added a Resource to my Solution now it works!
  8. i have a curious Problem... I try to read a File with: StreamReader r = new StreamReader("Content//spriteShader.fx"); It's a simple HLSL Shader File. So i write "return float4(1,0,1,1);" in the .fx file. I compile, run, everything is output well in the Console. Now i change the .fx file to "return float4(1,1,1,1);" i save and run the Program but the Output is still the old one "return float4(1,0,1,1);"! I look in the Build Folder an here i see ne newer File! So my Question is: why Streamreader is loading the Outdated File when in the Build folder is always the newer file ( this work!). The Solution is a Class Library not a Windows Application if this helps. Anybody have an idea? EDIT: when i make a space in the .cs file or another change and save the .cs File again, the newer file is loading! BuildAction: Compile Copy: Do not copy ( when i switch to Copy Always the problem is the same )
  9. I don't know if this is the right way to do Binding, but:   i have 1 Interface IBinding.cs: public interface IBinding { event Action OnChanged; } Here is my DataBinding.cs public enum BindinType { OneWay, TwoWay } public class DataBinding { public DataBinding(TextBox source, IBinding desination, string property, BindinType bindinType) { var myType = desination.GetType(); var p = myType.GetProperty(property); if (bindinType == BindinType.OneWay) { source.OnChanged += () => { string tmp = source.text; p.SetValue(desination, float.Parse(tmp), null); }; } if (bindinType == BindinType.TwoWay) { source.OnChanged += () => { var tmp = float.Parse(source.text); p.SetValue(desination, tmp, null); }; desination.OnChanged += () => { source.text = p.GetValue(desination, null).ToString(); }; } } } now i can do like this: new DataBinding(textBox, gameScreen, "a property value", BindinType.TwoWay); As a said, i dont know if this is common or not, i tried it by myself to "recreate" Microsofts Binding in a easy way...
  10. Hey guys, thx for answer!   I created my own Databinding class (similar to WPF) and now i can bind two variables with reflection, OneWay and TwoWay.
  11. Hello guys,    im in trouble right now, because i stuck on a ( maybe ) a simple problem?!     So i have a GuiClass.cs with in this class i create my Button/Textbox, all the GUI stuff.   So i trigger the button/textbox with a event like in WinForms. But i need to exchange Data tgrough different Classes without a reference.     For case2 i create Singleton Class with a Dictionary<string, Action>, now in the OhterClass i can register a event like:   EventManager.Instance.AddAction("test", () => a = 3); and in the GuiClass i can trigger this event like:   button.OnClick += () => { EventManager.Instance.TriggerEvent("test"); }; so i solved case2.   But now when i change  the variable in the OtherClass, how can i  transfer the new value back to the GUI-Class? I can create a second event in the EventManager, but is there a better way to do this? - case 1   And in general, is my approach a goad Idea? How do you solve to seperate GUI/Gamescreen,...     I dont use WPF/Winform i wrote my own Textbox/Button rendered with Direct3D.    hope you can help me :(
  12. thx for answer! i solve the problem.. i simply forgott to do the IF statement into the while loop! ;)   Anybody have a clue how i can port this into a shader(hlsl)? 
  13. I try to implement this Algorithm in C#/XNA http://www.tobias-franke.eu/download/articles/shadowmap/ Looks not complicated, but I get no result, so i decide to ask here on stackoverflow... My Implementation looks like: int round(float n) { if (n - ((int)n) >= 0.5) return (int)n + 1; else return (int)n; } private void Shadowmap(Texture2D hMap) { float MapWidth = hMap.Width * hMap.Width; var tmpData = new Color[hMap.Width, hMap.Width]; // Here i grab the Texture Data into a 2D Array var heightMapData = TextureTo2DArray(hMap); Vector3 CurrentPos = new Vector3(); Vector3 LightDir = new Vector3(); Vector3 Sun = new Vector3(128.0f, 512.0f, 256.0f); int LerpX = 0; int LerpZ = 0; for (int z = 0; z < hMap.Height; z++) { for (int x = 0; x < hMap.Width; x++) { //Set current position in terrain CurrentPos = new Vector3((float)x, heightMapData[x, z].R, (float)z); //Calc new direction of lightray LightDir = Sun - CurrentPos; LightDir.Normalize(); tmpData[x, z].R = 255; tmpData[x, z].A = 255; while (CurrentPos.X >= 0 && CurrentPos.X < MapWidth && CurrentPos.Z >= 0 && CurrentPos.Z < MapWidth && CurrentPos != Sun && CurrentPos.Y < 255) { CurrentPos += LightDir; LerpX = round(CurrentPos.X); LerpZ = round(CurrentPos.Z); } if (CurrentPos.Y <= heightMapData[LerpX, LerpZ].R) { tmpData[x, z].R = 0; break; } } } SetTextureData2D(hMap.Width, tmpData); }  What I'm doing wrong? the TextureTo2DArray() and SetTextureData2D() Function works perfectly because for testing I pass the original Data through and the output looks like the Input image! Best regards, Alex! :) Hope anybody can help me.
  14. Little Video: So, after long work i have a tiny result, i got the Projection Grid working. (For now the Grid work only on a flat Plane, i hope i get the Spherical Version running) I use the Ocean from Proland ( Eric Bruneton) http://www-evasion.inrialpes.fr/Membres/Eric.Bruneton/