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      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.

niexuchina

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  1.   I run a-buffer OIT sample in DX SDK. It's very slow, it can't be used in games. Is k-buffer also slow?
  2. I previously encountered a problem of transparent dresses and hair rendering. I didn't figure out a perfect solution at that time.   Later I have an idea of sorting triangles. My idea is to divide view frustum into many small view frustums, and put centers of triangles of a mesh into those small frustums, and then do sorting on triangles in each small frustum. Because nearer frunstums occlude further ones, we can fill the indices buffer in the order from further frunstums to nearer ones. So that triangles will be rendered from further to nearer.   I wonder whether there is someone who has already implemented such an idea.
  3.   Thanks.   The article is insteresting. And it also contains many reference articles in the end. But this method works only for static meshes. And its preprocessing is so slow.   Any other idea?
  4.   Thank you.   You mentioned that triangles can be sorted on gpu, through compute shader, openCl, or cuda. Could you talk more on this? Could you post more information on this? I can't find anyting useful on this topic through search engine.
  5. I've searched on google and I haven't found any useful information yet :(.   Is there any one who knows something about this?
  6. 3D Max CS bone is man shape bone system. Because it adopts program driven animation, so we have to sample the animation, usually at 30 FPS, which results big data file. Is there any available code to reproduce the program driven animation with only needed data in games?
  7. If you are using DirectX, D3DXFont simply works:).
  8. Most of game code should be writen with script language, like java, lua, python, c# for unity3d. It's no need to work with native code if you are using a good engine, like unity3d. The only reasons to adopt c++, I think, are to replace some slow code, to call native api, and to reuse old but useful code base.
  9. Our game needs to record playback video. We have handled video recording with ffmpeg. But for audio, is there a method to capture any sound coming out from a game? I have knowed that WASAPI can capture all sound from computer, but I expect something better :-).
  10. I saw there are 3 strange methods in NiDynamicEffect, they are [CODE] void IncPushCount(); void DecPushCount(); int GetPushCount() const; [/CODE]. Document does not metion those. And they are never called anywhere else. Is any one familiar with Gamebryo? Who can tell me what is PushCount of NiDynamicEffect?
  11. I have used WM_NCLBUTTONDOWN's wParam to solve it.
  12. It's WM_NCLBUTTONDOWN. If we do not pass this message down, the game doesn't stop. But we can't receive some messages like minimize nor close neither.
  13. [quote name='YogurtEmperor' timestamp='1322448523' post='4888293'] Manually process the WM_SYSKEYDOWN message. Don’t send it to the default procedure unless you specifically detect a key code you want to handle. L. Spiro [/quote] Still doesn't work. The key message is WM_NCLBUTTONDOWN. But we can't handle it manually, because we don't know whether cursor is on a window system button.
  14. [quote name='Hodgman' timestamp='1322198343' post='4887527'] The way your Process function is written, you either process a Windows message OR update your Gamebryo application -- so, as long as you're receiving windows messages constantly, your app will never be updated. You could change that so, for example, if you've processed 100 Windows messages without performing an update, then you call update [i]as well as[/i] processing a windows message that time. [/quote] It doesn't work. I think that our game stopped inside DefWindowProc().
  15. [quote name='YogurtEmperor' timestamp='1322127394' post='4887173'] What do you mean by “the game halts”? If you press Alt, the game stops, and then when you press Alt again it resumes? Something along these lines? [/quote] Yes, it's just like Alt is pressed. We have handled Alt so that the game did not stop. But window system buttons are still trouble.