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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 majiac

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  1. Hi eppo,   Thank you so much for your reply!   I'm trying to capture the entire desktop. I thought IDXGIOutput represents an adapter output and DWM is implemented using DirectX so I was hoping GetDisplaySurfaceData is able to capture the desktop like what GetFrontBufferData in DX9 does.   Thank you for pointing me to the screen dump link. I tried the BitBlt and GetFrontBufferData methods and the problem with them is the performance - BitBlt is hardware accelerated in Windows 7 but it takes lots of CPU and GetFrontBufferData is slow by design. Desktop Duplication API is only available in Windows 8. Are you aware of any other techniques that would allow me to capture a desktop screen.   GetDisplaySurfaceData() has no access to the DWM shared surface, but in a full screen mode application written in DX10/11(assuming this app is written by someone else and can be any video game for example ), would it be able to capture the output?
  2. Hi all, I would like to use DX10 and DXGI to capture a desktop image in Windows 7. However, when I call GetDisplaySurfaceData, I get an error DXGI_ERROR_INVALID_CALL. The code snippet is as following: D3D10_TEXTURE2D_DESC d3d10Texture2DDesc; D3D10_TEXTURE2D_DESC desc; ZeroMemory( &desc, sizeof(desc) ); desc.Width = 1440; desc.Height = 900; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE|D3D10_CPU_ACCESS_WRITE; ID3D10Texture2D *pD3d10Texture = NULL; hr = g_pd3dDevice->CreateTexture2D( &desc, NULL, &pD3d10Texture ); hr = pD3d10Texture->QueryInterface(__uuidof(IDXGISurface), (void**)&g_pDXGISurface); hr = g_pOutput->GetDisplaySurfaceData(g_pDXGISurface); In fact, my first question above all is if it's possible to use this DXGIOutput::GetDisplaySurfaceData function to capture the desktop. In DX9 we have GetFrontBufferData, but in DX10/11 there doesn't seem to be a replacement. Please help and any input would be greatly appreciated.