• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

588 Good

About Anddos

  • Rank
  1. i remember reading about this http://www.toymaker.info/Games/html/xanimator.html
  2. how do i make a save file system for a first person type game?
  3. you will still need lighting regardless if the mesh has no materials or textures
  4. have you added a light source ? // this is the function that sets up the lights and materials void init_light(void) {     D3DLIGHT9 light;    // create the light struct     D3DMATERIAL9 material;    // create the material struct     ZeroMemory(&light, sizeof(light));    // clear out the light struct for use     light.Type = D3DLIGHT_DIRECTIONAL;    // make the light type 'directional light'     light.Diffuse = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);    // set the light's color     light.Direction = D3DXVECTOR3(-1.0f, -0.3f, -1.0f);     d3ddev->SetLight(0, &light);    // send the light struct properties to light #0     d3ddev->LightEnable(0, TRUE);    // turn on light #0     ZeroMemory(&material, sizeof(D3DMATERIAL9));    // clear out the struct for use     material.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);    // set diffuse color to white     material.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);    // set ambient color to white     d3ddev->SetMaterial(&material);    // set the globably-used material to &material }   //set these after you make the device   d3ddev->SetRenderState(D3DRS_LIGHTING, TRUE);    // turn on the 3D lighting d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);    // turn on the z-buffer d3ddev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(50, 50, 50));    // ambient light  
  5. when i do this   UINT vidx[3]; vidx[0] = ib[ faceIndex*3 + 0 ]; vidx[1] = ib[ faceIndex*3  + 1 ]; vidx[2] = ib[ faceIndex*3 + 2 ];   http://snag.gy/71y92.jpg   also where does .position come from?
  6. This is the rendering code to render and do a pick test on the terrain What i want todo next is increase the picked triangles vertices for mouse 1 and decrease for mouse 2 , so that i can sculpt it to how i like I know i have to lock the vertex buffer but i am unsure how to get the positions and adjust them and when todo it // Clear the backbuffer and depth buffer.     HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffeeeeee, 1.0f, 0));     HR(gd3dDevice->BeginScene());     // Setup the rendering FX     HR(mFX->SetMatrix(mhViewProj, &(mView*mProj)));     HR(mFX->SetTechnique(mhTech));     UINT numPasses = 0;     HR(mFX->Begin(&numPasses, 0));     HR(mFX->BeginPass(0));     HR(gd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME));     HR(mTerrainMesh->DrawSubset(0));     // Switch back to solid mode.     HR(gd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID));     // Did we pick anything?     D3DXVECTOR3 originW(0.0f, 0.0f, 0.0f);     D3DXVECTOR3 dirW(0.0f, 0.0f, 0.0f);     if( gDInput->mouseButtonDown(0) )     {         getWorldPickingRay(originW, dirW);         BOOL hit = 0;         DWORD faceIndex = -1;         float u = 0.0f;         float v = 0.0f;         float dist = 0.0f;         ID3DXBuffer* allhits = 0;         DWORD numHits = 0;         HR(D3DXIntersect(mTerrainMesh, &originW, &dirW, &hit,             &faceIndex, &u, &v, &dist, &allhits, &numHits));         ReleaseCOM(allhits);         // We hit anything?         if( hit )         {             // Yes, draw the picked triangle in solid mode.             IDirect3DVertexBuffer9* vb = 0;             IDirect3DIndexBuffer9* ib = 0;             HR(mTerrainMesh->GetVertexBuffer(&vb));             HR(mTerrainMesh->GetIndexBuffer(&ib));             HR(gd3dDevice->SetIndices(ib));             HR(gd3dDevice->SetVertexDeclaration(VertexPNT::Decl));             HR(gd3dDevice->SetStreamSource(0, vb, 0, sizeof(VertexPNT)));             // faceIndex identifies the picked triangle to draw.             HR(gd3dDevice->DrawIndexedPrimitive(                 D3DPT_TRIANGLELIST, 0, 0, mTerrainMesh->GetNumVertices(), faceIndex*3, 1))                          ReleaseCOM(vb);             ReleaseCOM(ib);         }     }     HR(mFX->EndPass());     HR(mFX->End());          mGfxStats->display();     HR(gd3dDevice->EndScene());     // Present the backbuffer.     HR(gd3dDevice->Present(0, 0, 0, 0));
  7. DX11

    yes , release it to gitub, ive always had problems with skinned meshs when not using the dx .x helper functions, does it use shaders as well?
  8. Just letting fellow programmers know about a site to for just coding https://www.livecoding.tv
  9. sorry Buckeye can you elaborate on that idea
  10. would that work with as an animated x tho?, how would you animate the lights exactly?
  11. I am loading a traffic lights model with the.x functions the problem is i want 3 texture states for the lights etc, red, amba , green , how would i load 3 different textures if the model loading function loads 1 texture?   for(DWORD i = 0; i < numMaterials; i++)    // for each material...     {         material[i] = tempMaterials[i].MatD3D;    // get the material info         material[i].Ambient = material[i].Diffuse;    // make ambient the same as diffuse         // if there is a texture to load, load it         if(FAILED(D3DXCreateTextureFromFileA(d3ddev,                                              tempMaterials[i].pTextureFilename,                                              &texture[i])))         texture[i] = NULL;    // if there is no texture, set the texture to NULL       }   could i not use D3DXCreateTextureFromFileA 3 times on the different texture states and apply the texture this way? because in code i need to set device->SetTexture(&red); , device->SetTexture(&amba); device->SetTexture(&green); http://i.imgur.com/hGL4nHH.png?1 thanks if you can help
  12. well the sample works if i use the loaded vectors from the .md5 hence the left screenshot, i dont know what can cause this just having loaded the data from a file i made and reading it in rather than directly parsing the .md5 etc..
  13. yes there the same after writing the read in data to .txt files, ive tried with an obj model and that worked fine