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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 xdopamine

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  1.   Yeah it does, however, this SDK allows you to select "10.0.10240.0" in the project properties as the "Target Platform Version".
  2.   You can find the SDK for 10240 here: http://download.microsoft.com/download/E/1/F/E1F1E61E-F3C6-4420-A916-FB7C47FBC89E/standalonesdk/sdksetup.exe   (I googled and found this link on some web page - I hope it's ok)   This one, however, doesn't include the Win RT/UWP update for Windows 10.
  3. Oh, I forgot to click "Attach This File".
  4. Since my old DX12 template didn't work anymore after I installed Windows 10 10240, VS2015 RTM and SDK 10240 I decided to fix and release it.   It bases on https://code.msdn.microsoft.com/windowsapps/Direct3D-12-UAP-Sample-ecb1779f but instead of UAP my template uses a simple Win32 console application.    
  5. I think the course just wants him to implement a "game" that logs some data into a file and makes sure that this file can't be tampered with (for example serializing the data into a xml file and using some asymmetric encryption algorithm for a certificate like system). I doubt it's about protecting the client-side process.
  6. DX12

      What? Are you sure you are looking at the right source code?
  7. DX12

    Take a look at this sample https://code.msdn.microsoft.com/windowsapps/Direct3D-12-UAP-Sample-ecb1779f It should work with the latest public SDK. If you don't like the UAP environment you can easily port the D3D12 intialization part (DeviceResources.cpp/h) to Win32 to get a barebone for your experiments.
  8. Here you are. You are right, only certain MIP levels are broken.
  9.   Yeah, that's it.   Unfortunately, my Windows 10 installation started to BSOD all the time. (KERNEL_SECURITY_CHECK_FAILURE@RTWlanU.sys). I should use a VM + WARP as well...
  10. Thanks for the update. Now the app runs but the output looks weird. On WARP it works fine.
  11.     Exception: mCommandList->SetGraphicsRootDescriptorTable(3, mSamplerHeap.hGPUHeapStart);   Unhandled exception at 0x00007FFFC03D5CE6 (nvwgf2umx.dll) in Project1.exe: 0xC0000005: Access violation reading location 0x0000000000000000.   :/   I have a Nvidia GTX 970 Maxwell card and you?
  12. Hey, I added support for specifying root signatures in HLSL.   In backstep's latest version it looks like: #define MyRS1 "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \                          "CBV(b0), " \                          "DescriptorTable( CBV(b1), " \                                           "CBV(b2)) " ..... [RootSignature(MyRS1)] VSOutput VSMain(float3 pos : POSITION, float4 color : COLOR) { .... } And can be used like this: // Use the root sig extracted from one of the shaders. if (g_VS.ContainsRootSignature()) {     g_RootSig.CreateFromBlob(mDevice.Get(), g_VS.GetBlob()); }
  13. Cool, thanks for the new sample!     Is it documented somewhere?
  14. Does anybody know whether "commandList->CreateVertexBufferViewsInHeap" has been removed entirely or is it just missing from the SDK?