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About codymanix

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  1. I found the problem: Rendertagets loose their contents on backbuffer change and normally need to be recreated, so needed to copy the data to a new texture.   I managed it to create a normal mip mapped Texture2D from a file with the following code. It uses 3 Steps:   1. Load file with Texture2D.FromStream 2. Create mipmapped RenderTarget2D and render texture as sprite on it 3. Copy rendertarget texture to new Texture2D using GetData(mipLevel, ..)/SetData(mipLevel, ...)   It is unbelievable unefficient but I fear there is no better way to do it in XNA:       MemoryStream ms = new MemoryStream();                 s.CopyTo(ms, 1024);                 ms.Seek(0, SeekOrigin.Begin);                 // load texture from file                 using (Texture2D intermediateTexture = Texture2D.FromStream(Graphics, ms))                 {                     // create mip mapped texture                     using (RenderTarget2D renderTarget = new RenderTarget2D(                         Graphics,                         intermediateTexture.Width,                         intermediateTexture.Height,                         mipMap: true,                         preferredFormat: SurfaceFormat.Color,                         preferredDepthFormat: DepthFormat.None,                         preferredMultiSampleCount: 0,                         usage: RenderTargetUsage.PreserveContents))                     {                         SamplerState oldSS = Graphics.SamplerStates[0];                         RasterizerState oldrs = Graphics.RasterizerState;                         SamplerState newss = SamplerState.LinearClamp; // todo which is best?                         Graphics.SetRenderTarget(renderTarget);                         spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, newss, DepthStencilState.None, RasterizerState.CullNone, effect: null);                         spriteBatch.Draw(intermediateTexture, new Vector2(0, 0), Color.White);                         spriteBatch.End();                         Graphics.SetRenderTarget(null);                         Graphics.DepthStencilState = DepthStencilState.Default;                         Graphics.BlendState = BlendState.Opaque;                         Graphics.SamplerStates[0] = oldSS;                         Graphics.RasterizerState = oldrs;                         // since rendertarget textures are volatile (contents get lost on device) we have to copy data in new texture                         Texture2D mergedTexture = new Texture2D(Graphics, intermediateTexture.Width, intermediateTexture.Height, true, SurfaceFormat.Color);                         Color[] content = new Color[intermediateTexture.Width * intermediateTexture.Height];                         for (int i = 0; i < renderTarget.LevelCount; i++)                         {                             int n = renderTarget.Width * renderTarget.Height / ((1 << i) * (1 << i));                             renderTarget.GetData<Color>(i, null, content, 0, n);                             mergedTexture.SetData<Color>(i, null, content, 0, n);                         }                         t = mergedTexture;                     }                                    }  
  2.   Thank you for the Code. It first seemed to work, it creates textures which also look mip mapped. But now if I switch during the running game to fullscreen or activate multisampling (Anything that needs   GraphicsDeviceManager.ApplyChanges()     to be called), then things go mad. My textures seem to be exchanged and sometimes I see nothing at all. When I use the original texture loading mechanism through content pipeline, it works again.   My first thought was passing   RenderTargetUsage.PreserveContents     when creating the rendertarget, but this didn't help.   Do you have an idea what the problem could be?
  3. Hi thanks for the answer!   Yes I draw the quads in arbitrary order and with enabled Z-Buffer. Due to the (potentially) huge number of transparent objects I have sorting is no option for me. But I searched a bit and found out that I can use the AlphaTestEffect or the HLSL Instruction clip(). Is HLSL portable to XBox or Windows Phone?
  4. Hi Iam having trouble getting transparent texture to work correctly. I append what the problem is. [sharedmedia=core:attachments:13305] As you can see, the transparency works good for the bottom faces. But the faces in the background are somehow obstructed by the transparent texture although it should shine through. This effect seem always to happen with all faces in this direction, doesnt seem to happen with faces pointing in the other direction. What could this strange effect be? Iam using the following (and the BasicShader) to draw things: CullMode=Off; FieldOfView = MathHelper.ToRadians(45); AspectRatio = (float)Engine.Instance.Graphics.Viewport.Width / (float)Engine.Instance.Graphics.Viewport.Height; NearPlane = 0.1f; FarPlane = 250.0f; Graphics.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.LightBlue, 1.0f, 0); Graphics.BlendState = BlendState.AlphaBlend; Graphics.DrawPrimitives(PrimitiveType.TriangleStrip, cubeSide * 4, 2); EDIT3: I found that it only happens if I look at a face that is behind, right or top from the cube I am looking at. It doesn't happen for front, bottom or left faces. Could this have to do something with my normals, since Iam using different geometry for each cube side (6 different Meshes)? Without AlphaBlend everything is rendering fine. I now tried VertexPositionTexure (without normals), still the same problem.
  5. Thank you for the reply!   I also found out that I could use new Texture2D(device,w,h,true,format) and then call SetData() on it. Would this be possible? Will it automatically create a valid mip map too?   I believe that there is a performance penalty on writeable textures (RenderTarget2D). Is this true?
  6. Hi!   Can I generate Mip Maps in XNA without using the content pipeline? When I use Texture.FromStream there is no parameter which can be used for that.   Is it even recommended using XNA without the content pipeline? I know that it provides faster content loading and its content importers save your quite a bit coding..   But the thing with the content pipeline is that everybody who wants/needs to change game content (graphics designer, sound artist or even a hobbyist modder) needs to have an installed copy of visual studio. That is quite bad, so I want to avoid using the content pipeline.  
  7. Hi folks, I want to create a multiplayer game. The clients can communicate with the server with different messages for example "move object x", "send chat msg to all", "send chat msg to x", "request stats". what is best: 1. Having clients creating a single tcp connection to the server and then so all communication with that conection, but requiring some kind of message type code in the packet OR: 2. Having clients creating a connection for each message type. How would you solve it?
  8. Hi Folks, Iam trying to use hires satellite images (like google maps) in a game. Where can I get such things? I want free colored orthogonal images where I can see buildings on it and so on. Do I have any chance to get something like that?
  9. Hi Iam using managed directX and want to do some bumpmapping. It looks fine so far but the problem is that ambient light is completely ignored so that the the side of my models which aren't facing the light is completely black: device.RenderState.Ambient = System.Drawing.Color.FromArgb(0x606060); int factor = VectorToRgba(Vector3.Normalize(viewV-planetV), 1.0f); device.RenderState.TextureFactor = factor; device.SetTexture(0, planet.BumpTexture); device.TextureState[0].TextureCoordinateIndex = 0; device.TextureState[0].ColorOperation = TextureOperation.DotProduct3; device.TextureState[0].ColorArgument1 = TextureArgument.Diffuse;//;TextureColor device.TextureState[0].ColorArgument2 = TextureArgument.TFactor; device.SetTexture(1, planet.Texture); device.TextureState[1].TextureCoordinateIndex = 0; device.TextureState[1].ColorOperation = TextureOperation.Modulate; device.TextureState[1].ColorArgument1 = TextureArgument.TextureColor; device.TextureState[1].ColorArgument2 = TextureArgument.Current;
  10. > Isn't centering the skybox just as simple as this: > skybox.position = camera.position; Isn't that the same as device.Transform.World = Matrix.Scaling(40f, 40f, 40f) * Matrix.Translation(camPos); ? To Roquqkie: I already turned depth writing off.
  11. Hi I have a planets simulation. The look direction is always the center(sun) but the user can rotate the solar system and change and the view distance. The problem now is that the skybox should, no matter which distance user user looks from never be scaled that is, always be the same size which means it should be centered around the camera. This is my code but it does not seem to center the skybox: Vector3 camPos = new Vector3(0, 0, camDist); Matrix mat = Matrix.RotationYawPitchRoll(camYAngle, camXAngle, 0) * Matrix.Translation(camPos); device.Transform.View = mat; // make skybox big enough and center it around camera device.Transform.World = Matrix.Scaling(40f, 40f, 40f) * Matrix.Translation(camPos); skyBox.Show(); // draw skybox with current world transform [Edited by - codymanix on March 20, 2005 12:43:55 PM]
  12. > It's better to make each effect self reliant, setting all values, even if > they're defaults, as drivers or another effect may have changed the setting from > expected default. Yes that is true. I once tried to capture the renderstates and reappling the original ones after each effect, but notices the applyign a renderstates object to the device is a serious performance bottleneck. However, do you have an Idea what could be wrong with my lightvector? The sun is at coord (0,0,0). The planet circles around the sun, the viewer look staight at the planet. if I transform the coord(0,0,0) with the matrix the planet is using shouldn't I get the correct lightvector?
  13. I don't believe it!!! Putting device.TextureState[1].TextureCoordinateIndex = 0; in solved the problem! I don't know why but after experimenting for hours that did it. But I have now another problem: The sun rotates around the mars (from viewer). If you see sun coming from the side mars gets brighter (as it should), but if the sun reaches the "highest point" or zenith (you know what I mean) it starts to get darker again which is wrong. What could be the reason? Iam calculating the vecot like this: int VectorToRgba(Vector3 v, float height) { int r = (int)(127.0f * v.X + 128.0f); int g = (int)(127.0f * v.Y + 128.0f); int b = (int)(127.0f * v.Z + 128.0f); int a = (int)(255.0f * height); return((a<<24) + (r<<16) + (g<<8) + (b<<0)); } int factor = VectorToRgba(Vector3.Normalize(Vector3.TransformCoordinate(lightVector, planet.Matrix)), 0.0f); device.RenderState.TextureFactor = factor; However I have one additional question: What is in your example the disabling of device.TextureState[2] good for since it is never set shouldn't it be disabled by default?
  14. I created my texture using format Q8W8V8U8. The result looks a bit bumpy now but the texture is gone away so I just see the bumps: /* Layer 0 */ lpDev7->SetTexture(0, lpDDSBaseTexture); lpDev7->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SelectArg1); lpDev7->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); /* Layer 1 */ lpDev7->SetTexture(1, lpDDSBumpMapTexture); lpDev7->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DOT3); lpDev7->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT); lpDev7->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TFACTOR); In case case my translation to unmanaged directx got wrong here is my original: device.SetTexture(0, planet.Texture); device.TextureState[0].ColorOperation = TextureOperation.SelectArg1; device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor; device.SetTexture(1, planet.BumpTexture); device.TextureState[1].ColorArgument1 = TextureArgument.Current; device.TextureState[1].ColorOperation = TextureOperation.DotProduct3; device.TextureState[1].ColorArgument2 = TextureArgument.TFactor; This is how I create my textures now: Texture marsTexture = TextureLoader.FromFile(device, resPath + "mars.png"); Texture marsBumpTexture = TextureLoader.FromFile(device, resPath + "mars_bump.jpg"); Texture normalTexture = new Texture(device, 1024, 512, 0, (Usage)0, Format.Q8W8V8U8, Pool.Default); TextureLoader.ComputeNormalMap(normalTexture, marsBumpTexture, NormalMap.InvertSign, Channel.Luminance, 1f);
  15. So I need a *particular* (vertex, texture?)format. And which one exactly? To Trenton05: Uuh vertex shaders. I wanted to start with something easy, not with HLSL :)