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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 tcige

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  1. i find if rotating, for example, the color of two faces((0, 255, 0) and (255, 0, 255))' overlapping area is black, very clear   is it the substract operation
  2.   there is 'D3DFVF_SPECULAR' and 'D3DTA_SPECULAR', and that does not matter   i just want 'SetTextureStageState' do two add operation respectively, and modulate two results
  3.   not using light, i have set D3DRS_LIGHTING to FALSE    only vertex's diffuse, specular and texture
  4. yes it is easy to accomplish it using pixel shader, but i want to try it with SetTextureStageState   i find if setting D3DRS_SPECULARENABLE, the specular calculation is as follows   (vertex's diffuse + vertex's specular) * (texture's color + vertex's specular)   i have tried different parameters and stages of SetTextureStageState, but still unsolved
  5. now the vertex's color is white, it is odd and unlike D3DFVF_DIFFUSE
  6.   i use pixel shader to process light, passing vertex's normal and position   it works correctly if position is 'TEXCOORD1', but if position is 'COLOR1' it always be black
  7. the program is ok if using 'TEXCOORD1' to deliver the data   i want to see whether 'COLOR1' also works, and it does not
  8.   by the way, what is per-pixel lighting, does it exactly mean processing light in pixel shader   i find doing this way does not need to subdivide vertex triangles any more, so cpu usage lowers a lot
  9.   it is strange pixel shader use 'TEXCOORD' for non-texture usage, why not define another general input semantics
  10. it is easy to be done in vertex shader   if done in pixel shader, i make vertex shader output 'TEXCOORD' including the normal and position info and then take it as the input of pixel shader, is this the standard way or any other way
  11. the program is ok with 'dcl v0\n', then i want to see what 'v1' means   but i test 'D3DDECLUSAGE_POSITION' seems to be set only once in D3DVERTEXELEMENT9
  12. i find 'Direct3D 9 to Direct3D 10 Considerations' on msdn, but it's not practical   almost nothing is the same, and i have to rewrite everything from the beginning
  13.   yeah, pixel shader is so convenient
  14.   i want to get the picture's alpha channel value