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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.


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  1. Hi, I have a surface mesh and I want to use a cone to cut a hole on the surface mesh. Anybody know a fast method to calculate the intersected boundary of these two geometries? Thanks. YL
  2. Many thanks Infinisearch! Thank you so much for your detailed information!
  3. Got it. Thanks. I got similar answer from other places. https://gamedev.stackexchange.com/questions/26719/when-does-depth-testing-happen "This is the idea behind the Early-Z optimization, where if you're rendering a pixel whose pixel shader doesn't change the depth, the hardware may never actually run the pixel shader (or, more likely, if a full 2x2 quad of pixels is occluded, then none of them will be run through the pixel shader). This is why you want to render a fully-opaque scene from front to back."
  4. I am confused about "it doesn't need to be run at all if the fragment fails the depth test". The output merge stage gets color and depth from pixel shader output and then do depth and stencil test. I think this means the pixel shader will run no matter if the fragment pass the depth and stencil test or not, right? Thank.
  5. Hi, I would like to know if rendering opaque surfaces in front-to-back order (closer ones first, more distant ones last) can improve performance much. By 'opaque' I mean surfaces for which the DepthWriteMask is set to one in the depth-stencil state. I think no matte we adjust order or not, the pixel shader needs to be performed. The difference is the output merge stage. Does this improve performance much? Thanks. YL
  6. Thanks Hodgman. I am not clear about the first method you mentioned. For example, I can run the following code in main thread, m_d3dContext->Map(vertexBuffer2.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); // Update the vertex buffer here. memcpy(mappedResource.pData, vertices, sizeof(vertices)); // Reenable GPU access to the vertex buffer data. m_d3dContext->Unmap(vertexBuffer2.Get(), 0); To run the above code in two threads, I run map and unmap in main thread and memcpy in another thread. However, is it safe to call unmap while another thread is updating the buffer? Thanks.
  7. DX11

    Got it. Thanks.
  8. Hi, I want to render a object with a dynamic vertex buffer and I do rendering in UI thread. I am thinking is it possible to change this vertex buffer content in a non UI thread using Map and Unmap. Thanks. YL
  9. Hi, I want to use a 3D mouse to draw free-form line in 3D space using DirectX11. I have a question about how to create vertex buffer. Please see comments in the following code. struct SimpleVertexCombined { XMFLOAT3 Pos; XMFLOAT3 Col; }; D3D11_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D11_USAGE_DYNAMIC; bufferDesc.ByteWidth = ???;//the size will change dynamically, how to fill this part? bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 1; bufferDesc.MiscFlags = 0; After I create a dynamic vertex buffer, I use Map and UnMap to update the buffer. How to incrementally update the buffer? Any comments about how to do free-form line drawing in 3D space are really appreciated. Many thanks. YL
  10. The problem is I do not have the sphere model. What I have is the slice and the photo of the sphere taken by a real camera. The margin of the hole looks very real. Is it produced by using shadow?
  11. Hi, I found this video, which can create a hole on the real wall and through this hole you can see sky and mountain outside. https://hololens.reality.news/news/video-holelenz-adds-magic-windows-hololens-gives-portals-new-worlds-0176281/ Any idea about how to reach this kind of effect? My speculation is first scan the wall to get the wall surface mesh and then break this mesh with a hole to generate the margin of the hole and then render hole margin and skybox(sky or mountain). Any comments are really appreciated. Best, YL
  12. Thanks Scouting! My understanding based on what you said is there are two methods. The first method is to use pixel shade to render the sky, but just render part of the sky based on a map. This method looks easy to be implemented because it does not require the mesh of the surface. For this method, does it looks real or provide enough depth information? It is better if you can send me an example. But I am not familiar with Unity and Unreal. I want to use DirectX11 to implement it. The second method based on what you said is to build a mesh for the wall surface and then update the mesh. It looks this method can produce more realistic result, right? Do you know where can I get some examples of similar implementation using DirectX? The following is the link for this video: https://hololens.reality.news/news/video-holelenz-adds-magic-windows-hololens-gives-portals-new-worlds-0176281/ Thanks.