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      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.

meZmo

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  1. Make sure you're generating and embed a manifest in your exe. Visual Studio will do this for you if you tell it to.
  2. Actually, for d3d9 you don't even need to create multiple swap chains. Just render and _present_ your scene once for each window, making sure your swapchain is at least as big as the largest window (full screen sized makes that easier), and that your viewport is correctly sized for each window's client rect. Then, when you invoke Device::Present, pass your window handle as an override to present to that specific window. -meZ
  3. Unless you're working on "the next big thing", GetCursorPos in combination with ScreenToClient should do just fine. Don't be confused by Ron's code, it has a small error: the WM_MOUSEMOVE data is already relative to the client rect, so you shouldn't use ScreenToClient in that case. There really isn't any reason to get into DirectInput for mouse input, Microsoft doesn't even recommend using DI for mouse/keyboard.
  4. Matt's suggestion is a good one. Nvidia tends to accept more errors and still render correctly, it might be that your app has been slightly broken all along, but nvidia drivers just ignored the error and kept steaming on. Also, assuming you're using d3d9, there used to be cases where nvidia would fill in missing data with white, whereas ati would return black, though I'm not sure if that is still the case.
  5. How are you getting your mouse coordinates? DirectInput GetDeviceState returns relative mouse movements, not absolute positions. If you have correct absolute positions from somewhere else, they're probably in the wrong "space". Did you forget to transform them from screen to window coordinates? Or did you not supply the correct window styles when transforming them to the client rect? Adding magic numbers is bound to give you trouble.. e.g. when you transition to full screen mode and your window no longer has any borders.