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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.


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About Eitsch

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  1. Hello! I am trying to run CsGL on windows vista with aero theme activated. somehow CsGL controls do not update properly. With windows classic themes it works just fine. With aero activated rendering can be triggered by window resize events - with xp theme refresh is called automatically (possibly onPaint is called more frequently) did you experience similar problems? what is the clean way to fix this? EDIT: with "Disable desktop composition" in the applications compatibility settings enabled it works too. [Edited by - Eitsch on March 17, 2009 11:38:49 AM]
  2. i am using c# with slimdx whereby the build target is ANY CPU. an explicit x86 compile works but is there a possibility to run any cpu builds with perfhud? thanks
  3. sad...if this is the only solution... simple internal conversions would be nice anyway;
  4. my source color array's layout is: rgba (each single bytes). using DXGI_FORMAT_R8G8B8A8_UNORM as internal format gives expected results (interchanged red and blue component). DXGI_FORMAT_B8G8R8A8_UNORM does not work (Input layout creation fails). according to current directx docs these formats don't work like the names promise. DXGI_FORMAT_R8G8B8A8_UNORM A four-component, 32-bit unsigned-integer format. ok.. DXGI_FORMAT_B8G8R8A8_UNORM A four-component, 16-bit unsigned-normalized integer format that supports 8-bit alpha. ...which seems inconsistent!.. so my question: what format should i use. i need bgra 32 bit.
  5. use glGetError to determine which operation fails with error code. make sure filtering is set up correctly
  6. just use glClear after setting up each viewport (and its clear color)
  7. this exception occurs in all cases. if file exists, or it doesn't - evertime SEHException. EDIT: after rebuilding the slimdx dll using latest svn source it seems to work. this dll does not contain the.FromFile overload method with 2 arguments. now i use: D3D10.Effect effect = D3D10.Effect.FromFile(Device, file, "fx_4_0", D3D10.ShaderFlags.Debug, D3D10.EffectFlags.None, (D3D10.EffectPool)null); [Edited by - Eitsch on January 12, 2008 11:58:16 AM]
  8. my c# app crashes at: D3D10.Effect effect = D3D10.Effect.FromFile(m_device, "MiniTri10.fx", "fx_4_0"); the slimdx example MiniTri10 works but in my app i get SEHException. i use exactly the same effect source (as in the example) and the device seems to be ok. (clearing framebuffer works) any ideas? thanks
  9. vertex texture fetches are available on modern hardware (sm3 hw). however it is a slow operation.
  10. god...what's goin on with this example?? second destructor fails - but why?
  11. get modelview with glGetFloat*v. multiply this matrix (sub3x3) with your vertex and add the translation vector (last row)
  12. Quote:Original post by shotgunnutter Quote:Original post by alx123 I have this book that tell me that for more complicating games I need to know window programming and I only know console. I make a game with opengl and glut is so much easier. Can I make a really big game like Halo (is only a example) only using glut?? yes you can but it would take about 10 years! lol why should it take so long? yes .... there are better libs which offer more control, flexibility and features but come on...why should it take longer?
  13. sorry. no directx on mac os. to run dx on mac dx runtime libraries for mac os would be needed but microsoft only supports the own plattforms.
  14. you have to do the texture upload when your ogl context is active. this means you have to switch context (activate) in your "decode" thread. you could also create two ogl contexts and share resources between them.
  15. pointList[i].color = D3DCOLOR_XRGB(i, 0, 204-i); if i (so pixelcount) is higher than 204 you produce negative color values. furthermore i think a drawPixels call would be more appropriate.