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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 erm1

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  1. HI,   I built the m_model dll from my exe but the h file is really long winded and needs lots of tidying up so I was wondering if there is a way to auto generate an h file but it looks like there is no way to do this.   A better way of doing this would be to use ATL I suppose I shall tidy up the exiting h file.
  2.   Hello there folks,   I was wondering if anyone might know how I can auto create   a readable header .h file from the following files.   I am thinking it should be possible and should look better than the original .h file.   As, I want developers to be able to add the functionality to there code, 'for free' but They are going to need a .h file.   So, how should I attempt this ?    These are the files I want to generate the header file from :    m_model.dll m_model.exp m_model.ilk m_model.lib m_model.pdb   Many Thanks in advance,
  3. OH yes, but actually, thinking about it. I just want the vertex transparency without having to use vertex blending,   Thanks anyway.
  4. Thanks I'll try that right now !
  5. Hello,   I have always been stuck on this one which is how to use the vertex alpha component in a mesh that has,  Position, Color, Uv, & Normals.   I found something that mentioned this  :   d3d->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);   but it does not seem to work.   Any ideas ?   Thanks in advance .      
  6. Oh, Silly Me.Dooooooh.
  7. I have been playing around with this one for quite a while and the problem seems to be the way I am calculating  a local axis when I select a quad on  a mesh as the transform seems to work okay if the quad is symmetric but in a scenario where the quad tapers the transform appears to be slightly out. If say, the top line segment is shorter than the bottom segment and the left and right line segments taper out from top to bottom.   What I think it might be is that because of the taper the line segments are not perpendicular and that is where the problem might be as I am calculating the axis with the line segments and crossing them with the normal of the mid point.   Any ideas ?    
  8. I have a win 32 C++ application that has been developed using Visual studio 2010. The application has several classes and compiles to an executable. What I would like to know is how I can compile the classes  as DLLs as I want to ship the application as an exe that calls dlls. When I was using Visual studio 6.0 I could do this but it was a bit tedious. Is there a better way to do this in Visual studio 2010  or how can this be accomplished in visual studio 2010.       
  9. I have a transform problem here and I have spent a while checking and double checking this before posting and it does look to be happening.   What appears to be happening is that when I transform the object in the jpg's it is flipping vertices.    The blue and the white end up flipped and this is reflected in the file saved to disk, the vertex positions are flipping.   It looks like it is flipping through a diagonal but I a really stumped with this but figure it might have something to do with 'diagonallization', which is a term I came across today.   So, does anyone have any idea how I can stop this happening ?   Here is the transform code :   Thanks in advance.     LPD3DXMESH Transform_Edit_Object( LPD3DXMESH p_mesh,                           D3DXMATRIX arb_mat  ) {     D3DXVECTOR3 Pv;     D3DXVECTOR3 v;     BYTE* v_buf = NULL;   COLORVERTEX* vtx  = NULL;   D3DXVECTOR3 *pV = new D3DXVECTOR3;   DWORD i = 0;   DWORD n_vtx = p_mesh->GetNumVertices();   p_mesh->LockVertexBuffer( 0, (void**)&v_buf );   vtx = ( COLORVERTEX* )v_buf;   for( i = 0; i < n_vtx; i++ ) {   v.x = vtx->pos.x;   v.y = vtx->pos.y;   v.z = vtx->pos.z;              D3DXVec3TransformCoord(  &Pv, &v, &arb_mat );   vtx->pos.x = -Pv.x;   vtx->pos.y = -Pv.y;   vtx->pos.z = -Pv.z;   *vtx++;   }   p_mesh->UnlockVertexBuffer( );   return p_mesh; }       [attachment=16447:FLIPPED.JPG]
  10. Thanks Chubu,   I have to say that is the best reply I have ever received on any forum and thank you so much.   I may pop back and ask another question sometime, thanks again !.  
  11. I have become kind of stuck on this problem and was wondering if you might be able to help but it is probably best if I  include an image first to illustrate what  have been doing  :     What I need to figure out is how can I calculate an arbitrary axis that is aligned to the  selected quad.   as the equation wX cross product n to give ax and ax cross product wY is not going to align my 'sub planes' with the selected quad.   So, do I have to create a D3DXPlane by passing some of the points of the quad and if so how would I then create an axis that would align to the orientation of the selected quad?   Regards,