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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 alek314??

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  1. here is one from PowerVR, quite different from PC graphics card: https://www.imgtec.com/blog/a-look-at-the-powervr-graphics-architecture-tile-based-rendering/
  2. hi! vkCmdPipelineBarrier needs srcStageMask and srcAccessMask, what should be the initial value for these parameters right after a resource is created? In DirectX 12, you can specify initial state for resources, what about vulkan?
  3. In Metal, MTLVertexDescriptor + [[stage_in]] is very similar to input layout in DX11, but [[ stage_in ]] does not support packed vector type, why? The problem is metal::float3 need to be align on 16Byte boundary, while metal::packed_float3 does not. If i don't use [[ stage_in ]],  vertex buffer and constant buffer will be forced to use the same [[ buffer(...) ]] name space, while in DX11 constant has it's own namespace, which means the same cb would have to use different index in DX and metal shader. Any suggestions? Thank you! 
  4. for question 1: We use UvAtlas in production to unwrap uv. after uv is unwrap,  face number remain the same, but vertex number may increase. Try to image unwarp a teapot onto a texture, parts of the teapot must be separated, so some vertex is duplicated, and position at different place on uv space. to use UvAtlas: 1.DirectX::GenerateAdjacencyAndPointRep 2.DirectX::UVAtlasCreate 3.DirectX::UVAtlasApplyRemap Can't remember the detail, take a look at the command line tools MS provided will help.
  5. Still investigating this issue. We clear color, depth and stencil every frame, but in two call, one clears color, the other clear depth and stencil. What is strange is that other game's present packet is in the 3D queue, but ours is in the copy queue. And our game run faster on a notebook with NV 635m than the brand new NV960m, using the same configuration. :blink:
  6. Our game has a huge frame rate drop on a notebook equipped with Nvidia 960M GTX Optimus. Turn out it spend a large amount of time on the copy queue. And there are many "signal command packet" and "wait command packet". Looks like they make the render thread blocking until copy finished. Any idea why this thing happened? Thank you.   By the way, I also check league of legends on this machine, they have "signal command packet" as well, but no sign of "wait".   [Update] After twiddling with the nvidia control panel, frame rates double. There are still present packet in the hardware copy queue, but it use significantly less time than previous runs.  I am still confused which option did the magic, any way, it works, for now... thanks everyone for your suggestion.
  7. I'm stuck with DX9 api.  LogLUV did have artifact when bilinear filter is on. Is LogLUV  only good at being a slim HDR color buffer? Can I implement a HDR deferred shading pipeline,  while using LDR light map at the same time? 
  8. hello! I'm using LogLUV to encode HDR light map. I think I can use two DXT5 texture to compress the xy and zw components separately with 1 to 2 compression ratio. Is this the way to go? Thank you!
  9. Suggest we have a 2D curve, and we want to generate a ribbon with width r. At the begin, we draw a circle with radius r, then we move to the next extrude point alone the curve, and we draw another circle. We do the previous step until we reach the end of the curve. We end up with a curve like a pearl necklace. Then we extrude. Say we extrude at a point P on the curve, if the extruded vertex is inside a circle which do not belong to P, it's a self-intersection.
  10. how about this: For each vector in the series, first recover the (x,y,z) from (x/y, face), than dot(v, c), where c is the direction of the center of the circular region.  This give you the cos(a) of the angle between the vector and the direction of the circular region.  The radius of the circular region is proportional to the cos(a)
  11. I use _mm_loadu_si128 and process 4 normal at a time, and the stall is gone, thank you!
  12. It's like a regular shadowmap with an extra twist. If a pixel is not in shadow, it's not in shadow. If a pixel is in shadow, you can look up the "transparent texture" to tell whether it's in transparent shadow or in opaque shadow,  and what the transparent value should be.   StarCraft2 use a similar approach http://developer.amd.com/wordpress/media/2013/01/Chapter05-Filion-StarCraftII.pdf section 5.8
  13. hi! I try to convert a normal vector from a DWORD to float3, using the following code:   __m128i n_i; n_i.m128i_i32[0] = n&0xff;   n_i.m128i_i32[1] = (n >> 8)&0xff; n_i.m128i_i32[2] = (n >> 16)&0xff; n_i.m128i_i32[3] = 0; __m128 n_f = _mm_cvtepi32_ps(n_i); ...   here are the assembly:   ... mov dword ptr [esp], ecx mov dword ptr [esp+0x4], edx mov dword ptr [esp+0x8], eax mov dword ptr [esp+0xc], 0 movdqa xmm0, xmmword ptr [esp] cvtdq2ps xmm0, xmm0 ...   And "cvtdq2ps xmm0, xmm0" has a high CPI rate(1.65).  According to https://fgiesen.wordpress.com/2013/03/04/speculatively-speaking/  , CPU can not forward multiple store to one big load. I wonder whether this is a load hit store or not.    
  14. This one should be helpful. Don't Throw it all Away: Efficient Buffer Management https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/gdc12/Efficient_Buffer_Management_McDonald.pdf
  15. Nice screen shot!  Here are some questions: What about instancing? Like i have 10 trees and each of them would have different occlusion data,  how do you manage to put them into one draw call? And the dark part between glass blade, are they made by ssao?