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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.

dilipd

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  1. Found the solution. The image was being saved correctly, its just that compositing was done differently on the rendered surface & while saving the png. I am using VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR in my swapchain. So Vulkan will not do any pre or post multiplication while compositing the image but that task is left to native window platform surface which calculates the final composited image & hence the rendered image was different than the saved png, setting the alpha value to 255 while saving the png does solve this problem.
  2. I am looking in this demo for rendering a scene in vulkan using depth peeling Order Independent Transparency Blog: https://matthewwellings.com/blog/depth-peeling-order-independent-transparency-in-vulkan/ Code: https://github.com/openforeveryone/VulkanDepthPeel I have modified the code so that I am able to save the final render in an output image(png) before presenting for rendering to the surface. Once the primary command buffer consisting secondary command buffers responsible for drawing operations is submitted to queue for execution & rendering is finished, I am using vkCmdCopyImageToBuffer for copying the data from the current swap chain image(The copy operation is done after introducing the image barrier to make sure rendering is completed first) to a VkBuffer & then mapping the buffer memory to an unsigned char pointer & writing this information to the PNG file. But the output which I see in the PNG is different from the one rendered on window as the boxes are almost entirely transparent with some RGB information as you can see in the image below. My guess is this might be the case due to this particular demo involving multiple subpasses & I am not copying the data properly but only thing bothering me is that since I am directly copying from swapchain image just before finally presenting to the surface, I should be having the final color data in the image & hence PNG & render should match. Rendered Frame: Saved Frame: Let me know if I have missed explaining any details, any help is appreciated. Thanks!