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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 RealNoname

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  1. Sorry to say this, but in VC++ you have no way to tell the compiler "that's the right dll". There are 2 solutions to your problem:   1. GetProcAddress all of D3DX8 needed functions dynamically. 2. Wrap those functions in separate library and static-link.   It's additional work, but probably the only solution.
  2. Hmm, i have no clue how your rendering code looks like, but rendering a weapon is pretty simple, if you know what're you doing with matrices .   The most popular method of rendering weapon models "in-hand" is to render them separately from the scene geometry - this way your weapon will be visible no matter what is on the screen. You don't have to "move it with you".    Generally the idea is to ignore ModelView matrix of the scene and use your own - call it WeaponModel - matrix with conjunction with your Projection matrix. Don't forget to clear your depth buffer - the scene may intersect with your weapon model. Speaking in terms of pseudo-DX9: def->Clear(COLOR | DEPTH); dev->SetTransform(PROJECTION, ProjectionMatrix); dev->SetTransform(WORLD, SceneWorldMatrix); dev->SetTransform(VIEW, SceneViewMatrix);   RenderScene();   dev->Clear(DEPTH); dev->SetTransform(WORLD, NULL); dev->SetTransform(VIEW, WeaponModelMatrix);   WeaponModel->Render();   dev->Present();
  3. Debug -> Attach to process? But if you don't have pdb files of that app/lib, you only would have access to decompiled code at most.
  4. I agree with GLFW (OpenGL only), but why not SFML? Like SDL, it's capable of managing a window with attached DirectX device/context. Basically every framework will do, as long, as you can acquire a valid handle pointer - that's all what is required to properly initialize a direct3d device. 
  5. As far as I know, the lock method just maps the buffer from graphic card to system memory. I didn't test it, but it shouldn't make problems to pass a simple pointer to system memory to another thread while you're rendering something else. At least not when that buffer isn't assigned to any input stream.