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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.

skrug80sc

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  1. Thanks Hodgman, that was exactly the issue. I made a ClientResize function for my Window class but copy pasted it from an older code file of mine that was incorrect. The copy pasta did it to me again ><
  2. Enabling the maximum multi-sampling my video card supports helped a little, but not much. I've rendered models from .X files in DirextX9 before and using device->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); has never given me this issue before.
  3. I'm trying to learn how to render triangles with the DrawIndexedPrimitive function in DirectX9c. I currently have triangles rendering but they don't seem to be rendering just quite right. Here is a picture to show you what I mean: [img]http://i1208.photobucket.com/albums/cc372/skrug80sc/tri_wire.png[/img] See the pexelation? What am I doing wrong? I've attached the relative files from my project to allow further investigation: Here is the main code: WinMain.cpp [CODE] #include "WINlib.h" #include "GFXlib.h" int WINAPI WinMain(HINSTANCE cI, HINSTANCE pI, LPSTR cmd, int shw) { //instantiate window/directX9 WINPUT::Window window; GFX::Graphics graphics(window.GetHandle()); //Index/Vertex data typedef WORD Index; struct Vertex { D3DXVECTOR3 pos; D3DCOLOR color; }; D3DVERTEXELEMENT9 declaration[3] = { { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 }, D3DDECL_END() }; //Bulid triangle Vertex vertices[] = { { D3DXVECTOR3(0, 0, 0), D3DCOLOR_XRGB(255, 0, 0) }, { D3DXVECTOR3(0, 1, 0), D3DCOLOR_XRGB(0, 255, 0) }, { D3DXVECTOR3(1, 0, 0), D3DCOLOR_XRGB(0, 0, 255) } }; Index indices[] = {0, 1, 2}; //Build Vertex Declaration and Index/Vertex buffers IDirect3DDevice9* dev = graphics.GetDevice(); IDirect3DVertexDeclaration9* dec = NULL; IDirect3DVertexBuffer9* vb = NULL; IDirect3DIndexBuffer9* ib = NULL; dev->CreateVertexDeclaration(declaration, &dec); dev->CreateVertexBuffer( sizeof(Vertex) * 3, D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED, &vb, NULL); dev->CreateIndexBuffer( sizeof(Index) * 3, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL); //copy triangle data to Vertex/Index buffers Vertex* v = NULL; vb->Lock(0, 0, (void**)&v, 0); memcpy(v, vertices, sizeof(Vertex) * 3); vb->Unlock(); Index* i = NULL; ib->Lock(0, 0, (void**)&i, 0); memcpy(i, indices, sizeof(Index) * 3); ib->Unlock(); //set rendering properties dev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); //dev->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); dev->SetRenderState(D3DRS_LIGHTING, FALSE); dev->SetVertexDeclaration(dec); dev->SetStreamSource(0, vb, 0, sizeof(Vertex)); dev->SetIndices(ib); //render loop while(!GetAsyncKeyState(VK_ESCAPE)) { window.Update(); dev->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(32, 32, 32), 1.0f, 0); dev->BeginScene(); dev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,3,0,1); dev->EndScene(); dev->Present(0, 0, 0, 0); } //cleanup vb->Release(); ib->Release(); dec->Release(); return 0; } [/CODE]