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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 Liemarzac

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  1. I am trying to have a flexible Geometry Instancing code able to handle meshes with multiple materials. For a mesh with one material everything is fine. I manage to render as many instances as I want with a single draw call. Things get a bit more complicated with multiple materials. My mesh comes from an .x file. It has one vertex buffer, one index buffer but several materials. The indexes to render for each subset (materials) is stored in an attribute array. Here is the code I use: [source lang="cpp"] d3ddev->SetVertexDeclaration( m_vertexDeclaration ); d3ddev->SetIndices( m_indexBuffer ); d3ddev->SetStreamSourceFreq(0, (D3DSTREAMSOURCE_INDEXEDDATA | m_numInstancesToDraw )); d3ddev->SetStreamSource(0, m_vertexBuffer, 0, D3DXGetDeclVertexSize( m_geometryElements, 0 ) ); d3ddev->SetStreamSourceFreq(1, (D3DSTREAMSOURCE_INSTANCEDATA | 1ul)); d3ddev->SetStreamSource(1, m_instanceBuffer, 0, D3DXGetDeclVertexSize( m_instanceElements, 1 ) ); m_effect->Begin(NULL, NULL); // begin using the effect m_effect->BeginPass(0); // begin the pass for( DWORD i = 0; i < m_numMaterials; ++i ) // loop through each subset. { d3ddev->SetMaterial(&m_materials[i]); // set the material for the subset if(m_textures[i] != NULL) { d3ddev->SetTexture( 0, m_textures[i] ); } d3ddev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, // Type 0, // BaseVertexIndex m_attributes[i].VertexStart, // MinIndex m_attributes[i].VertexCount, // NumVertices m_attributes[i].FaceStart * 3, // StartIndex m_attributes[i].FaceCount // PrimitiveCount ); } m_effect->EndPass(); m_effect->End(); d3ddev->SetStreamSourceFreq(0,1); d3ddev->SetStreamSourceFreq(1,1);[/source] This code will work for the first material only. When I say the first I meant the one at index 0 because if I start my loop with the second material, it will not be rendered. However, by debugging the vertex buffer in PIX, I can see all my materials being processed properly. So something happens after the vertex shader. Another weird issue, all my materials will be rendered if I set my stream source containing the instance data to be a vertex size of zero. So Instead of this: [source lang="cpp"] d3ddev->SetStreamSource(1, m_instanceBuffer, 0, D3DXGetDeclVertexSize( m_instanceElements, 1 ) );[/source] I replace it by: [source lang="cpp"] d3ddev->SetStreamSource(1, m_instanceBuffer, 0, 0 );[/source] But of course, with this code, all my instances are rendered at the same position since I reuse the same instance data over and over again. And last point, everything works fine if I create my device with D3DCREATE_SOFTWARE_VERTEXPROCESSING. Only Hardware has the issue but unfortunately DirectX does not report any problem in debug mode. I have spent several days on this and I am out of ideas. Any help would be much appreciated Thanks