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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.

mooni

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  1.   Thanks and will look into the procedure you suggested.
  2.   Thanks for your suggestions , will look into the links. FYI, I am just trying to test my application and note its behavior under various stress.
  3. Can we just skip the question for a moment, and assume you have whatever data you'd get from this process.  What knowledge do you hope to extract from this data, and why would you be confident that this knowledge would be inferred by that data?   I am planning to test how my application-game behaves when GPU is stressed and wanted to find out if the application would actually crash.
  4. Thanks for your response and will look into GPUbench. So if i want to create my own benchmark, How do i approach it?   For instance just stressing the GPU, am i good just creating several dummy calculations in a loop in shaders?
  5. Hello          Does anyone know of any benchmark using which we can stress a particular pipeline stage isolatedly. For example, stressing only the Vertex shaders or increasing stress using Tessellation  alone. I am trying to analyze how the game play is effected under different stress.   Also, if i want to create a benchmark  myself , say for example i want to stress the vertex shader part. Does simply adding some dummy calculation in the vertex shaders  do the trick?    It will be great if one could give guidelines on creating a simple GPU-stress benchmark.       Thanks.
  6. Thanks all for the replies.   As of now, I am planning to minimize and release keyboard and mouse on losing focus. I am planning to take a look at SDL  https://wiki.libsdl.org/SDL_SetWindowFullscreen in future.    
  7. Does anyone know what actual PC games do to hold on to their Foreground window focus without losing their focus easily for instance to an application popping up.
  8. Thanks all, will look into your suggestions.
  9. Hello            Can someone point me to an open source Height-map generator that is easy to use. Also, it will be great if one  could point me to a tool that has GUI which shows the updated changes on the height map  (Eg: Terrain height change with respect to changes in Height-map image).Currently i  create Height-map using tools like GIMP by manually editing the image which i find very tedious.        Thanks.
  10. Thanks , Will take a look at that.
  11. Thanks all for your responses.
  12. Thanks for your response. In my case its option 2 and i did try googling found nothing useful. Also, had an outside thought of breaking down video into images and rendering images at a frame rate but don't really want to do that. Looking for someway to just play the video as it is using dx11 APIs.
  13. I am making a simple game (Using Directx-11 - C++ - Win32) and i am trying to add a cut scene for my Game's Intro, effectively trying to play a video but not sure how to do that. Any suggestions would help. 
  14. @ DishSoap How would you calculate the position to be translated to as the position would be changed all the time due to rotation.   @ KingofMen This would result in rotating around a fixed point but i want to change the radius of rotation, in this case the radius would be distance from a given point to the point with respect to which the object is rotating.   Thanks all for the replies , I'l post an answer once i find and test its working.
  15. I am trying to rotate a point say (20,6,30) around a point (10,6,10) at a radius of 2 and i have failed so far trying to do it. I know that to rotate a point around origin you just multiply rotation matrix with world matrix and to rotate a point around itself is translating the point to origin ,then rotating and translatingback, but not sure how to approach this problem.