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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.

Roberto Vbr

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  1.   Thanks Anonymous Noob! You gave me a great idea of ??how to begin creating my loader. Here I was thinking and thinking again and your explanation was easier for me to start.         Now I was worried. I will export a model with multiple materials and textures and see the exported file in the blender exporter creates a file in text mode. Edited: From what I have researched on the problem of blender not export the textures apparently the solution is to use autodesk convert textures and attach the fbx in binary mode and so the textures are part of the model and can be imported with a parser. Now I will try and see if it works.
  2. Thank Yourself and Tom KQT the information. The version of directx that I am using is 11.0 (I'm programming with the intention that users of Windows 7 and Windows 8 can play for free). On this issue of subsets I'll search to see more using the FBX SDK how to go all subsets, I confess that I still do not idea how to do that yet. To create the models I'm using Blender version 2.70, I've seen the hierarchy system and really the model that created the house only has a mesh (created at home doing extrude from plane) covering materials that may become even more easy.
  3. Hello to all. I had begun to study the directx, but had to stop because of work. Have learned how to load a 3D model (FBX) and I get how to load a model with a simple texture. My problem is that I can not find an example that clearly tell me how to load a model with multiple textures. Example: I have a model of a house that has four rooms, each room has a texture to the walls on the inside and one for outside walls. How to put the textures correctly? I thought about using a material for each room, but return to the same problem on how to get a certain texture in the right index and right vertices.    I appreciate any hint or answer to make me understand how to correctly assign multiple textures.
  4. Ok DaBono now I'm learning more about swapchain I'm also learning to set this sleep to save the processor.
  5. That was exactly what was missing. Thank you. Swapchain tested both with and without this and now the CPU is ok.
  6. I open the task manager, look for the name of the program and there is even running with 25 percent of the CPU and only this program is marked the same occupancy. When this application is not running the amount of CPU usage is always marked as zero.
  7. Not my CPU is an Intel Core i5-2410M and there is still the application swapchain. The beginning of the program code is this (always starting at windowed mode) : void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight) { WNDCLASSEX wc; DEVMODE dmScreenSettings; int posX, posY; // Get an external pointer to this object. ApplicationHandle = this; // Get the instance of this application. //m_hinstance = GetModuleHandle(NULL); // Give the application a name. m_applicationName = L"Directx10"; // Setup the windows class with default settings. wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = m_hinstance; wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); wc.hIconSm = wc.hIcon; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = m_applicationName; wc.cbSize = sizeof(WNDCLASSEX); // Register the window class. RegisterClassEx(&wc); // Determine the resolution of the clients desktop screen. screenWidth = GetSystemMetrics(SM_CXSCREEN); screenHeight = GetSystemMetrics(SM_CYSCREEN); // Setup the screen settings depending on whether it is running in full screen or in windowed mode. if(FULL_SCREEN) { // If full screen set the screen to maximum size of the users desktop and 32bit. memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = (unsigned long)screenWidth; dmScreenSettings.dmPelsHeight = (unsigned long)screenHeight; dmScreenSettings.dmBitsPerPel = 32; dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; // Change the display settings to full screen. ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN); // Set the position of the window to the top left corner. posX = posY = 0; } else { // If windowed then set it to 800x600 resolution. screenWidth = 800; screenHeight = 600; // Place the window in the middle of the screen. posX = (GetSystemMetrics(SM_CXSCREEN) - screenWidth) / 2; posY = (GetSystemMetrics(SM_CYSCREEN) - screenHeight) / 2; } // Create the window with the screen settings and get the handle to it. m_hwnd = CreateWindowEx(WS_EX_APPWINDOW, m_applicationName, m_applicationName, WS_OVERLAPPEDWINDOW, posX, posY, screenWidth, screenHeight, NULL, NULL, m_hinstance, NULL); // Bring the window up on the screen and set it as main focus. ShowWindow(m_hwnd, SW_SHOW); SetForegroundWindow(m_hwnd); SetFocus(m_hwnd); // Hide the mouse cursor. ShowCursor(true); return; }
  8. God does not play dice, life is like in football and Death plays chess.
  9. I'm studying directx for some time now, in fact shortly. While I was learning directx 9 processor was little used, but with a simple window directx 10 steals 25% of the processor and so far I can not find anything that answers why this difference.
  10. Thanks Radikalizm now understand the issue better package distribution to the end user. It was really hard for me to understand this part of the process. Now it's easier to know what to do and when. Thanks Adam_42 I had already tested in virtual machine (vmware) but always some error occurred that was not setup but running even with testing app using directx 9 (which works smoothly on vmware) without installing the application.
  11. I'm beginning game programming using directx 11, but I have a doubt can not a clear answer: How to distribute a game made with directx 11 that works on Windows Vista, Windows 7 and Windows 8 (desktop mode) without the end user have to download anything else besides my game? Because there are differences between what is in DirectX 11 SDK (June 2010) and that comes with Visual Studio 2012 and I follow no tutorial talks about how to make a correct distribution for the user to run the game without problems be missing some *. dll. Thank you for the attention.