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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.

oncle-bob

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  1. My previous nVidia driver was telling me "taking charge of DirectX 11.1".   After installing latest driver from nVidia, it is no longer misleading... it simply tells DirectX 11.   Furthermore, if I only request feature level 11.1 in my code snippet, the app would crash at device creation tellin me it is not supported.   Thanks all, problem is the video card.
  2. Thanks for the answer.   It does crash with a SharpDXException at SharpDX.Direct2D1.Device.CreatePrintControl.   I am running Win7 sp1 with the platform update, Windows SDK for Windows 7, vs2012 update 4, and my graphics card is a Quadro 1000M with a driver that does handle dx 11.1.     Still dxdiag keeps telling me that my runtime is dx 11.0. I'm about to go back to GDI+ so I can do my project before Christmas...
  3. Hi,   I am using SharpDX 2.5 on Windows 7. I try to use PrintControl but it crashes on creation. I just don't know what to use as a TargetDocument??   Anyone has successfully used this API?   Here is where am at right now:   d2DFactory1 = new Factory1(); wicFactory2 = new ImagingFactory2(); // SwapChain description var desc = new SwapChainDescription { BufferCount = 1, ModeDescription = new ModeDescription(ClientSize.Width, //Kernel.ViewManager.CurrentView.RenderingContext.Width, ClientSize.Height, //Kernel.ViewManager.CurrentView.RenderingContext.Height, new Rational(60, 1), Format.B8G8R8A8_UNorm), IsWindowed = true, OutputHandle = Handle, SampleDescription = new SampleDescription(1, 0), SwapEffect = SwapEffect.Discard, Usage = Usage.RenderTargetOutput }; // Create a D3D device and a swap chain SharpDX.Direct3D11.Device.CreateWithSwapChain( DriverType.Hardware, DeviceCreationFlags.BgraSupport, new[] { FeatureLevel.Level_10_0 }, desc, out d3DDevice, out dxgiSwapChain); // Get a DXGI device interface from the D3D device. using (var dxgiDevice = d3DDevice.QueryInterface<SharpDX.DXGI.Device>()) { d2DDevice = new SharpDX.Direct2D1.Device(d2DFactory1, dxgiDevice); } // Create a device context from the D2D device. d2DContext = new DeviceContext(d2DDevice, DeviceContextOptions.None); using (Surface dxgiSurface = dxgiSwapChain.GetBackBuffer<Surface>(0)) { var dpi = d2DFactory1.DesktopDpi; bitmap = new Bitmap1(d2DContext, dxgiSurface, new BitmapProperties1(new PixelFormat(Format.Unknown, AlphaMode.Premultiplied), dpi.Width, dpi.Height, BitmapOptions.Target | BitmapOptions.CannotDraw)); } solidColorBrush = new SolidColorBrush(d2DContext, Color.Red); // Initialize print job (WILL CRASH HERE) printControl = new PrintControl(d2DDevice, wicFactory2, bitmap, new PrintControlProperties { RasterDPI = 150.0f, // Use the default rasterization DPI for all unsupported Direct2D commands. FontSubset = PrintFontSubsetMode.Default, // Using the default font subset strategy. ColorSpace = ColorSpace.SRgb // Color space for vector graphics in Direct2D print control. });   Thanks