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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. any suggestion to debug this? have some tools can debug this? Thanks.
  2. thanks for your reply. in your reference article, the present() use too much time is because that it's cpu time. the cpu wait gpu when application is gpu bound. i profile the gpu time, not the cpu time, it's not a same question. about 40ms.
  3. Andrew, looking forward to your SIGGRAPH 2017 Talk. thanks for your share. ps. the gallery pic can't show correctly now, is it because of gamedev revision? have chance to recover it?
  4. recently, i profile my game use the gpu query. i use the method from mjp's blog. everything is fine, except that the present() use too much time, 6-10ms. even my game is gpu bound, this is too much, i don't use vsync. why present() use so much time? Thanks.
  5. @SourceDude22 have you finish it?
  6. i solve the problem. after taa, get the min depth of current frame and last frame, write to new depth buffer, use this new depth buffer for transparent object depth test. transparent object don't flickering now.
  7. i want calculate and write the unjittered depth to a render target at the g-buffer pass. and use this unjittered depth buffer as the tranparent object's depth buffer.   has some method to calculate the unjittered depth? thanks.
  8.   but how to calculate and store velocity? transparent object have multi layer.
  9. thanks. for some reason, i can't use msaa. i will try jorge jimenez's method.   i found another problem, for transparent object, i don't use temporal aa. when draw transparent object, i don't jitter the camera, but the depth buffer is come from the opaque pass which the camera was jittered. so the transparent object will flickering.   how to solve this problem? must apply temporal aa to all object?
  10.   thanks. yet, the tree is sharpening too much, now we have a stencil that can tell which pixel is tree, so it's convenient to control the tree sharpen radius, i will try it.
  11. i just play the inside, i found it also have the problem of flickering.   [sharedmedia=gallery:images:7844]   look at the lamp, left is dark, right is dark, and center is a narrow vertical bright beam, all this situation will flickering.
  12. From the album Graphics

  13. stair flickering but clearly [sharedmedia=gallery:images:7841]     stair smooth but blurry [sharedmedia=gallery:images:7842]
  14. From the album Graphics

  15. From the album Graphics