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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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  1. (J.K already knows this, but for anyone else that stumbles across this)   The issue is that Visual Studio 2015 has changes to the MeshContentTask. Also the version in that download has conditions for VS 11.0 and 12.0.   You also cannot copy the Visual Studio 2015 version directly without some changes (it is designed for a C++ project). I have attached an updated version to https://github.com/spazzarama/Direct3D-Rendering-Cookbook/issues/4 and will be committed to the repository once it has been made backwards compatible.
  2. Hi Nitewalkr, I wrote a book a couple of years ago around Direct3D 11 and C# using SharpDX - Direct3D Rendering Cookbook, you can also find a heap of SharpDX tutorials that have been translated from the C++ rastertek tutes (somewhere on this forum from memory).
  3.   Yes it is possible, however it will depend what is on there as to the approach. If you want to capture the second screen regardless of what is shown there, then you might need to look down the road of mirror drivers and the like (or more traditional desktop capture approaches). If a fullscreen Direct3D window is being shown on the 2nd display then you might need to look at grabbing the image from Direct3D.   If the 2nd screen is showing the desktop, I don't think using the DirectX approach isn't going to work unless you are working with the DWM.   You may need to implement more than one approach to handle all the scenarios, but again we don't know what you are trying to do exactly.   Just a tip - capturing from the front buffer is always going to be slow, and capturing from the backbuffer from 3rd party apps is usually done through hooking (take a look at the Direct3DHook project in my signature).   Other approaches include a mirror display driver but I don't have much experience with these.
  4. I know you are currently using WinForms, however I would highly recommend trying out XAML (i.e. using WPF) - at least so you can see the difference between the two approaches. WPF is designed for dealing with this sort of layout stuff, you can bind the visibility of panels to properties on your view model, you can even implement animation transitions completely within XAML (i.e. slide in/out with almost zero coding). It has a steep learning curve but is really flexible and powerful - it might also be worth taking a look at some MVVM tutorials for WPF but this might be a bit advanced for right at the moment.   Good luck!
  5. Could you please elaborate on what you are trying to protect, your application, or your user's system?   I would probably read that caution as "don't rely solely on CAS".   You can provide a handler for the AppDomain resolve assembly name / type, and prevent particular types/assemblies from being accessed in your AppDomain. This might also help you prevent reflection from bypassing a whitelisting implementation (e.g. restrict access to the reflection types).   Btw, reflection can let you mess with non-public members as well, so don't ignore that.   Maybe all this combined with a "peer review/approved" approach to marking safe maps/plugins would be enough - then the user can be warned about the dangers of using a particular extension.   Add-ins might also be of interest: https://msdn.microsoft.com/en-us/library/bb384200.aspx and https://msdn.microsoft.com/en-us/library/bb355219.aspx
  6. As @MJP said you are unlikely to gain much performance using deferred contexts with D3D11 *unless* you are doing a lot of CPU intensive work that for whatever reason you cannot separate from your rendering logic *and* can actually be parallelised.   I've got a C#/SharpDX example https://github.com/spazzarama/Direct3D-Rendering-Cookbook/tree/master/Ch10_01DeferredRendering. You may need to take a good look at the code to work out how to drive it as it is assumed you are reading the book at the same time.
  7. Here's the project list by chapter:   Chapter 1: Getting Started with Direct3D Building a Direct3D 11 application with C# and SharpDX .\Ch01_01EmptyProject\ Initializing Direct3D 11.1 device and swap chain .\Ch01_02Direct3D11_1\ Debugging your Direct3D application .\Ch01_03Debugging\ Chapter 2: Rendering with Direct3D Building a simple rendering framework .\Common\Common.csproj Rendering primitives .\Ch02_01RenderingPrimitives\ Adding texture .\Ch02_02AddingTexture\ Chapter 3: Rendering Meshes Cube and Sphere .\Ch03_01CubeAndSphere\ Material and Lighting .\Ch03_02MaterialAndLighting\ Material and Lighting with cube mapping .\Ch03_02WithCubeMapping\ Load mesh from file .\Ch03_03LoadMesh\ Chapter 4: Animating Meshes with Vertex Skinning Vertex Skinning .\Ch04_01VertexSkinning\ Bone Animation .\Ch04_02Animate\ Chapter 5: Applying Hardware Tessellation Tessellation basics .\Ch05_01TessellationPrimitives\ Tessellation of a mesh .\Ch05_02TessellatedMesh\ Chapter 6: Adding Surface Detail with Normal and Displacement Mapping Displacement Mapping .\Ch06_01DisplacementMapping\ .\Ch06_01DisplacementMapping_TangentSpace\ Displacement Decals .\Ch06_02DisplacementDecals\ Chapter 7: Performing Image Processing Techniques Image processing (compute shaders) .\Ch07_01ImageProcessing\ Chapter 8: Incorporating Physics and Simulations Physics (with BulletSharp) .\Ch08_01Physics\ Particles (compute shaders with append\consume buffers) .\Ch08_02Particles\ Chapter 9: Rendering on Multiple Threads and Deferred Contexts Multithreaded rendering - benchmark .\Ch09_01Benchmark\ Multithreaded Dynamic Cube Environment Map .\Ch09_02DynamicCubeMapping\ Multithreaded Dual Paraboloid Environment Mapping .\Ch09_03DualParaboloidMapping\ Chapter 10: Implementing Deferred Rendering Deferred rendering .\Ch10_01DeferredRendering\ Chapter 11: Integrating Direct3D with XAML and Windows 8.1 Direct3D CoreWindow Windows Store app .\Ch11_01HelloCoreWindow\ Direct3D SwapChainPanel Windows Store app .\Ch11_02HelloSwapChainPanel\ Loading resources asynchronously .\Ch11_03CreatingResourcesAsync\
  8. I've just uploaded my Direct3D Rendering Cookbook projects to GitHub for ease of access. These projects are written in C# using SharpDX and can be built in VS2012 / VS2013+.   I'll be updating these projects to support current SharpDX releases, however for anyone wanting to try their hand at using SharpDX they provide a good starting point as is.   Cheers, J
  9.   I prefer SharpDX for this exact reason! It is much easier to include with your own deployment, you can also even use ILMerge if necessary to incorporate it into your own assembly.
  10. For a 2D app it makes it heaps easier if your original assets are vector images to begin with so that you can save them off at the different resolutions necessary - assuming that you need to target a range of resolutions (but personally I found it useful even just to get the icons done, splash screens and other assets necessary for release etc etc etc). Of course you don't have to and I don't think Unity has in-built vector graphic support so you would be saving the images off as raster graphics (but I think there are various attempts to support this on the Unity 3D asset store) - I would take a look over at their forum or perhaps ask there too.
  11. Has it ever worked?   I'm not a wiz with Math so stepping through Matrix calculations is always a very time consuming method for me to check if they are what is expected or not   Therefore I like to do a sanity check and create the most simple version first. I.e. just facing forward from origin or something equally basic, if that works then introduce your rotation calculations and so on until it fails again. The problem could be your camera class, or it could be a shader, who knows.   Btw is this SharpDX? What version? etc... you might need to help us with more info to help you.
  12. Why learn only one or two? Dabble in it all, work out what you like about each. It will all make you a better programmer in the end (and it sounds like you have plenty of years ahead of you yet). Btw I'm coming from the opposite end with 14 years OF commercial programming experience - hmm been a long time since I was 14
  13. I know you don't need it at the moment and perhaps a bit pricey for what you want to achieve right now, however I find it helpful using a MacBook with Bootcamp for dual booting into Windows also. This allows me to develop and test games for Windows, Mac and iOS (and Android).
  14. There are many non-hack related reasons for wanting to show an overlay within a game. Yes you generally hook EndScene (for DX9 at least).   You can find a half decent overview of how to do this on my blog here. The corresponding project is on GitHub here. This example is in C# however using SharpDX and EasyHook.