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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. Hey dude, I'm afraid all I have is a video and the final XNA package/file I sent to the contest. I lost the main scene file during a backup, I have only the assets and the code =/ But thanks for the interest!
  2. This is from a "game" I've submitted to DreamBuildPlay contest (XNA) back in 2011:     Unfortunately I didn't finish it, but at least I made available some of it's code/shader/techniques on my blog http://jcoluna.wordpress.com
  3. I posted something similar on my blog some time ago: [url="http://jcoluna.wordpress.com/2012/06/05/light-shafts-tone-mapping/"]jcoluna.wordpress.com/2012/06/05/light-shafts-tone-mapping/[/url] The source code+assets are available for download, hope it helps. -J.Coluna
  4. Hi folks, I just posted about how to add fog to your LPP or deferred pipeline, using the depth buffer+fullscreen quad to achieve the effect. Feel free to download it and use in your projects, the sample code also incldes cascade shadow maps, LPP, light shafts, etc. See ya! -J.Coluna [url="http://jcoluna.wordpress.com/2012/11/06/xna-adding-fog-in-a-lpp-or-deferred-pipeline/"]http://jcoluna.wordpress.com/2012/11/06/xna-adding-fog-in-a-lpp-or-deferred-pipeline/[/url]
  5. Hi folks, I just added a new post in my blog about how to accomplish a simple light shaft effect, in screen space. The example is in C# (XNA), and the source code + assets are available for download. See ya! -J.Coluna [url="http://jcoluna.wordpress.com"]http://jcoluna.wordpress.com[/url]
  6. Hey guys, I've posted a new entry on my blog, improving the visuals on my XNA - LPP renderer. As before, the source code + assets are available to download. Feel free to get it, comment, and improve it! [url="http://jcoluna.wordpress.com"]http://jcoluna.wordpress.com[/url] See ya! -J.Coluna
  7. Tks sir! Feel free to use the source code in your projects =) -J.Coluna
  8. Hey guys, I just updated my blog with a sample (with full source+assets) about Light Pre-pass technique + transparent objects, like particles. Feel free to download, add comments and suggestions. [url="http://jcoluna.wordpress.com"]http://jcoluna.wordpress.com[/url] See ya! -J.Coluna
  9. I just added a new sample that supports also skinned meshes. Enjoy it!
  10. Hey guys I've posted in my blog an implementation of cascade shadow maps for XNA 4.0, with source code + assets. Feel free to download and use it! [url="http://jcoluna.wordpress.com/2011/07/06/xna-light-pre-pass-cascade-shadow-maps/"]jcoluna.wordpress.com[/url] -J.Coluna
  11. I still haven't implemented the shadows for point lights on my game (I'm using a spot light with cone angle of 45º pointing down to fake it ). I took a quick look at your code and I couldn't find the shader to render to the shadow map. For PSM, I think you have to have another technique to render the meshes to the SM, since my sample uses a "regular" projection scheme. Just add a new technique, following the paper you've linked, and change the ShadowRenderer to use that technique instead of the default one. Hope that helps. J.Coluna
  12. Hi folks, I've updated my blog with a new release of my XNA experiments with light pre-pass rendering, now with spot light shadows. Please take a look, download, comment and feel free to use it. [url="http://jcoluna.wordpress.com/"]http://jcoluna.wordpress.com/[/url] See ya! J.Luna
  13. Here is the result: [url="http://jcoluna.wordpress.com/2011/02/01/xna-4-0-light-pre-pass-optimization-round-one/"]http://jcoluna.wordpress.com/2011/02/01/xna-4-0-light-pre-pass-optimization-round-one/[/url]. It works fine, but I have some artifacts when the light is close to the far plane (I may fix it in the next days). Thanks guys!
  14. Thank you guys! I will try it at home. MJP: you are right, I meant input.Vertex * WorldView.
  15. Hi all, I'm trying to recompute the z-buffer from a linear buffer texture, inverting the formula found [url="http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html"]here[/url], without success. My linear buffer is stored in the [0..1] range, and its just the "z" component of the projected vertex ( input.Vertex * WorldViewProjection), divided by -FarPlane. Im using this linear depth in my Light Pre-Pass renderer and it's working fine, so the problem is only the linear to z formula. Can anybody help me on this? Ps.: I've found a thread some time ago about this, but I couldn't find it anymore, sorry.