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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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About JavaCoolDude

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  1. It turns out ps_4_0 is just fine what happened though was when I switched to ps_5_0 I also started declaring my texture resource as Texture2D<uint4> instead of Texture2D<uint> and since the stencil value is stored in the y (green) component of the texture according to the DXGI_FORMAT_X24_TYPELESS_G8_UINT format, I was originally discarding it. Sigh!
  2. ps_4_0 dcl_resource_texture2d (uint,uint,uint,uint) t6 dcl_input_ps linear v1.xy dcl_output o0.xyzw dcl_temps 1 ftoi r0.xy, v1.xyxx mov r0.zw, l(0,0,0,0) ld r0.xyzw, r0.xyzw, t6.xyzw utof o0.xyz, r0.yyyy mov o0.w, l(1.000000) ret vs ps_5_0 dcl_globalFlags refactoringAllowed dcl_resource_texture2d (uint,uint,uint,uint) t6 dcl_input_ps linear v1.xy dcl_output o0.xyzw dcl_temps 1 ftoi r0.xy, v1.xyxx mov r0.zw, l(0,0,0,0) ld_indexable(texture2d)(uint,uint,uint,uint) r0.y, r0.xyzw, t6.xyzw utof o0.xyz, r0.yyyy mov o0.w, l(1.000000) ret
  3. What do you know, I just switched from ps 4.0 profile when compiling my shader to 5.0 and everything works as I would expect. Sigh!
  4. Hi, I am running out of ideas on why my stencil values aren't showing up in a test shader I wrote. I am using Windows 7 and a Radeon 5870. Setup code: // create texture D3D11_TEXTURE2D_DESC desc; desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R24G8_TYPELESS; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; HRESULT hr = d3d->CreateTexture2D( &desc, NULL, &m_DsTexture.m_Texture); D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; dsvd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvd.Flags = 0; dsvd.Texture2D.MipSlice = 0; VERIFY_HR( d3d->CreateDepthStencilView( m_DsTexture.m_Texture,// pResource &dsvd, // pDesc &m_DsWriteView )); // ppRTView // Create the shader resource view D3D11_SHADER_RESOURCE_VIEW_DESC descSRV; descSRV.Format = DXGI_FORMAT_X24_TYPELESS_G8_UINT; descSRV.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; descSRV.Texture2D.MipLevels = 1; descSRV.Texture2D.MostDetailedMip = 0; VERIFY_HR( d3d->CreateShaderResourceView( m_DsTexture.m_Texture, &descSRV, &m_DsTexture.m_View ) ); Shader code: Texture2D<uint> g_StencilTexture : MAKE_TEXTURE_REG( TEX_UNIT_BASE ); float4 PS_Stencil_Test(in PS_Tex0 input ) : SV_TARGET { // m_Tex0 contains unnormalized UV coordinates float4 sample = g_StencilTexture.Load(int3(input.m_Tex0.xy, 0)); return float4(sample.xyz != 0.0.xxx, 1.0); } I did try clearing the stencil values to 0xFF hoping to obtain a white color output but still no luck! I modified the code and I got it to show depth just fine but stencil is failing me badly. Abdul
  5. Second vote for FreeType; I used the library a few days ago and create a platform-independant text rendering class that produces high-quality text at extremly high-frame rates =-) It was also fun playing around with procedural italic, bold, italic-bold, shadowing, outlining etc =-) Two thumbs up for FT from me.
  6. Since I wrote that demo for NVIDIA, let me answer your question: Your video card basically lacks support for vertex and fragment (pixel) shaders which happen to be required for the demo to run. Can you please post the content of the log file here? Thanks =-)
  7. Happy one year anniversary man, it's crazy looking back at how time flies by; I remember getting into NVIDIA at the same time you were leaving, I can't believe it has been a whole freakin year =-/
  8. OpenGL

    <TextureRectangle x = "71" y = "57" z = "159" w = "0" /> The x y z and w represent the boundaries of rectangular region on the texture sheet. (x, y) ______ | | | | ------ (z, w) If any of those values exceeds 1.0, it will be divided by the texture's edge size. For instance <TextureRectangle x = "71" y = "57" z = "159" w = "0" /> given a power of two texture of size 256 by 256 is identical to <TextureRectangle x = "0.27734375" y = "0.22265625" z = "0.62109375" w = "0" />
  9. The blast from the gun looks like it distorted the graphics behind it as if it was some heat haze effect :P
  10. OpenGL

    Sorry for the delay in responding; I am truly busy at work =-/ I will try and answer all of your questions tonight, promise =-)
  11. OpenGL

    Quote:Original post by frankmail007 JCD, thanks for your reply. I managed to compile it under mingw32 and I rewrite your sample with wxWidgets. It works fine except some minor issue for window resize. I modified a bit in MathUtils.cpp which seems use __asm which I don't know how mingw32 supports it. And I also modify some source code in your tool directory so glee,tinyxml and glpng will be compiled seperately. And finally I create a Codeblocks project to compile your SXML GUI as a library. By the way, can I use your library in a comercial software? Good job =-) Of course you can use it in a commercial software. =-)
  12. OpenGL

    You can set the position through XML via the Position tag: <Position x = "10" y = "10"/> Or if you wish to do so during runtime, you may use the GUIRectangle member function setPosition, just remember to set the update flag to true through the function forceUpdate. void mouseClicked(int button, int state, int x, int y) { button = (button == GLUT_LEFT_BUTTON ) ? MB_BUTTON1 : (button == GLUT_RIGHT_BUTTON) ? MB_BUTTON2 : MB_BUTTON3; MouseEvent event = MouseEvent(MB_BUTTON1, x, y, guiFrame.getHeight() - y); guiFrame.checkMouseEvents(event, (state == GLUT_DOWN) ? ME_CLICKED: ME_RELEASED); GUIRectangle *recPtr = guiFrame.getWidgetByCallbackString("Color Sliders Group"); if(recPtr) { recPtr->setPosition(x, y); recPtr->forceUpdate(true); } }
  13. OpenGL

    You know I have been meaning to include the licensing terms into the package for the longest time but I guess I am too lazy to do it :'( Anyway, it's the zlib license which could be found here.
  14. http://www.ati.com/developer/sdk/radeonSDK/html/Tools/ToolsPlugIns.html
  15. OpenGL

    Since I am the author of the said GUI package, let me answer some of your questions ^_^ 1-I have never tried compiling anything under MINGW32 but I know for fact that my sources files compile successfully under both Linux (g++) and Windows (Visual Studio). 2-SXML Engine was my first attempt at creating a rendering engine and it does indeed include SXML GUI, however I would recommend sticking with the stand alone GUI package rather then digging deep into the Engine because of comlpexity issues. You can grab the latest source files here.. Enjoy =-) PS: For further details look over here.