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      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.

siri

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  1. Posting the question jolted my memory. I forgot that they now include all the DX stuff in the Windows SDK. Removing the paths and references to D3DX fixed it. :)
  2. I've recently got back in to programming after a long hiatus. I'm starting with a blank screen. The code builds and I get a nice blank screen. But the output is a load of warnings.   I pasted them here: http://pastebin.com/gWbGsm6z   Why is that happening?   It doesn't seem to be related to any of my code. But rather the headers. It's something I'd rather not ignore but I have no idea what's causing it.   Win7/VS2013 if that's relevant. I seem to remember something about Win8/SDK and warnings but I've forgotten.   Thanks.
  3.   Not using any AA. I checked the driver settings and they're all set to application controlled. Apart from 'Gamma Correction' but it says that only affects GL.     Outside of the point light in that screenshot the rest is lit by a full-screen quad directional light.     It's not z-fighting. I'm not sure about the blending. The 'process' is pretty hacky as I'm still learning. Not sure what information you need but I'll try and elaborate.   I'm rendering position and normals in to an MRT. From that I'm rendering the lights to a render target. I then take the lighting render target and project it on to the geometry as a sort of, I dunno, screen space lightmap. I'm pretty sure it's the projective co-ordinates that are wrong. I've never understood the texel offset stuff in D3D9.
  4. Hi,   Not sure if this counts as a beginner question or not. I apologise if it's in the wrong section.   I'm currently playing around with some deferred rendering. It seems to be working ok. I have directional and point lighting. I'm rendering the lights in to a render target and then using that to calculate the final stuff. But I think my projective co-ords are slightly off. If you look at the image below you'll see that at the geometry edge there's a white line. As though the lighting texture doesn't quite match up.     The code I am using to build the projective co-ordinates is as follows: //suv are the co-ords for tex2Dproj() //invWidth is (0.5f / screen_width) //invHeight is (0.5f / screen_height) v2fout.p = mul(a2vin.p, wvp); v2fout.uv = a2vin.uv; v2fout.suv = v2fout.p; v2fout.suv.xy = float2(v2fout.suv.x * 0.5, -v2fout.suv.y * 0.5); v2fout.suv.xy += (0.5 * v2fout.suv.w); v2fout.suv.x += 0.5f * invWidth * v2fout.suv.w; v2fout.suv.y += 0.5f * invHeight * v2fout.suv.w; Thanks for any help/advice.
  5. This is probably a very stupid question and I apologise if it is. But can't you just use the D3D9 feature levels in DX11 for the D3D9 renderer ?
  6.   Personally I think context solves this problem.
  7. First world problems doesn't quite cover it.
  8. How about worst ?   [video]http://www.youtube.com/watch?v=FYbAWZ8yPks[/video]   I loved that game as a teen but the trailer makes it look awful -- it probably would be awful if I played it now.
  9.   I agree, which is why I think it's a pointless and costly addition, it's only really useful to developers working on exclusives. Until it becomes a standardised technology that all platforms have I don't see the reason for it. They could compete on price with PS4 if they just dropped it.   I could be way off but that's the way I currently see Kinect. It's a cool bit of kit but nothing more.
  10. but but people still get to give their money to Gamestop etc instead of the industry to play games! Surely that is worth it! *drowns in his own sarcasm* but yeah... my bet; 6 months into the console release people will moan about having to have the disk in the drive to play their games (much like they currently do) - on this day I plan to point and laugh.   Can you not just buy the game online to begin with if that is your preference ?
  11. They've just reversed most of the policies people were complaining about.   http://www.eurogamer.net/articles/2013-06-19-microsoft-will-reverse-position-on-xbox-one-drm-today-report   Edit:   Should have read before I posted. :D
  12. Personally I don't get the kinect hate. There's a bunch of cool stuff on kinect, and the new kinect is better in every regard. I'm excited to see how it's used now that developers have a guarantee of it's existence.     That's only true of exclusive titles though. Anything cross-platform still has the same problem as before, no ?
  13. I use Raster and this site: http://www.braynzarsoft.net/index.php?p=DX11Lessons
  14. Sure. But a lot of the time when stuff freezes, or the window becomes unresponsive, those UI elements keep ticking away.
  15.   I think "Uh... Shiny" explains a lot of modern UI elements. I can't think of much practical use for this other than "Ooohhhhh".