• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

533 Good

About CJThomas

  • Rank
  1. This the best you will be able to get.  No way to run at full screen inside the Unity editor. 
  2. Try clicking the Maximize on play button and maximizing your Unity window.  Sorry am at work so can't check in Unity if this will work
  3.   It is only showing a different resoution because you are viewing it in the editor.  If you run it outside of the editor it will use the set resolution.
  4. That error is becuase ShaderBytecode.CompileFromFile  can't find "MiniTr.fx". you might need to move it into the working directory.
  5. Thanks for the Tip.  I have removed that line and it works fine
  6. Can you post your code.  Looks like the way you are calculating the axis is wrong. If you look at the top it looks like the Axis is being projected on the the X plane. This is how I calculate the Axis. [source lang="csharp"] for (int x = 0; x < Points.Count; x++)             {                 Vector3 p1 = Points[x];                 Vector3 p2 = Points[x + 1 == Points.Count ? 0 : x + 1];                 Vector3 edge = p1 - p2;                 var A = new Vector2(-edge.X, edge.Y);                 A.Normalize();                 Axis.Add(A);             } [/source]
  7.   Debug->Graphics->Directx Control Panel   There should be an edit list button where you add your executable.  Pretty sure you need to do that to debug a directx program. Hope you get it sorted
  8. I have never used the offline compiler either so am unsure.  Once more thing to check is that you executable is added to the list of applications to use the Debug runtime in the DirectX Control Panel.  No other ideas though.
  9. When you created the device did you do so with the Debug flag?
  10. Looks good.  I will be keeping track of this to see how it turns out
  11. Looking at the stack trace it does seem that the error is occuring when the program is trying to initialize the mouse.  Do you have a mouse you can borrow to see if that is the issue as it looks like it is to me.
  12. http://rastertek.com/tutdx11.html has a tutorial on Billboarding in DX11 They also have one on Text Rendering
  13. I have a render manager that will draw all my objects.  That way I can sort them by shader, texture etc so that there are less state switches on the graphics card.   Any object that is drawn has a render component that holds all the required information.  The render systems goes over all objects that have a render component and creates a RenderItem for each one that contains a Mesh, Texture and Effect pointer, along with a Tranformation Matrix.  The render manager then sorts and draws all objects.   I am only doing basic sorting at the moment but later when I have more objects I will implement culling which will save time by not drawing objects that can't be seen