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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 shavitpriens

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  1. thank a lot it worked but i still don't know why it moved with flickers when the data was not defined 
  2.   You either want to use D3D10_MAP_READ_WRITE (remember that reading from GPU memory is SLOW) or re-generate the vertices from scratch. Oh wow totally missed that. mdias is right. The data in your Vertex* v is undefined. Your code v[i].pos+displacement adds a value to v[i] which is undefined. You should have the position value, along with the rest of the data in your vertex buffer, saved in system memory then use those values to assign it to v[].   So it should look something like this: // This is stored somewhere in system memory VertexData m_vertices; Vertex* v = 0; mVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&v ); for(int i = 0;i < mNumVertices;i++) { // Update position m_vertices[i].pos += displacement; // Replace new data v[i].pos = m_vertices[i].pos; // Also replace the rest of the attributes as well.. (color, normal, texCoord, etc...) } The reason why its probably flickering is that the api will give you a system memory with the values you initially assigned to the vb in one frame then the next frame the api will give you a totally different system memory with garbage values (resulting in a position with crazy values off the screen).   Thanks for the heads up mdias!   if the data is undefined so why does the box still moving when i press a key ?
  3.   You either want to use D3D10_MAP_READ_WRITE (remember that reading from GPU memory is SLOW) or re-generate the vertices from scratch.   Do I need to keep the vertices data in an array and then recreate a vertex buffer?
  4. I have no flickers when the box doesn't move
  5. when i use this update code my box flickers and sometimes doesn't appear on the screen.     void Box::update(float dt) {   D3DXVECTOR3 displacement = Velocity * dt;   if(Velocity != D3DXVECTOR3(0,0,0)) {   Vertex* v = 0; mVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&v );   for(int i = 0;i < mNumVertices;i++) v[i].pos +=displacement;   mVB->Unmap(); } }     I need help I don't know what to do, I tried to use D3D10Device::CopyResource but it didn't work it crushed the program ! 
  6. I recommend two useful books: "introduction to 3d game programming with directx 10" and for math "3d math primer for graphics and game development"