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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 TomVeltmeijer

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  1. For staging descriptors CPU-side, I wanted to make it really easy to create and destroy descriptors. I have a class that internally has a list of descriptor heaps, which in turn have a list of free indices. - When a descriptor is created, the class claims a free slot in any of its internal heaps. If all heaps are full, a new one is automatically created. - When a descriptor is destroyed, the class determines the heap and index of the descriptor and marks the corresponding slot as free again.
  2. To find out if a descriptor belongs to a certain heap, I check the following condition: ptr >= base && ptr < base + n * increment What you're saying is that I should add the following constraint: && isMultipleOf(ptr - base, increment) This would allow for interleaved descriptor heaps, which is what I'm seeing here.   The documentation doesn't say that heaps can be interleaved but it also doesn't say that they can't be, so I suppose my mistake was making an assumption.  :)   Thank you for your help.
  3. Hi everyone,   I get unexpected results when I call GetCPUDescriptorHandleForHeapStart() on certain descriptor heaps. The returned handle's ptr value is always 3 for the first heap that I create, 4 for the second heap, 5 for the next one, and so on. The size of a descriptor heap is obviously not just 1 byte, so this means that there's a lot of overlap between heaps. It was my understanding that this shouldn't be possible because descriptor handles should reference globally unique addresses (how else would functions like CopyDescriptors() work?).   This only happens with CBV_SRV_UAV and SAMPLER descriptor heaps, regardless of their shader visibility. Other types of descriptor heaps start at much larger addresses (e.g., 2029815602608) and their ranges don't overlap, which is what I would expect.   I don't experience this problem when I use WARP and/or enable the debug layer.   My system has a GTX 970 with driver version 365.10 installed. I tried a few older versions as well, but the results were the same.   Is this a driver bug or am I missing something here?