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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.

zero_t98

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  1. Hi if you are using amd card, can you send me the detailed steps to repro?
  2. hi pcmaster, you raised a good point. and, I am writing a library for others to use. thus, I guess i have to handle all possiblities. thank you,
  3. Hi, In SM4 or above, we have Texture Object (DirectX HLSL). Here is the syntax for creating all texture objects (except multisampled objects). Object1 [<Type>] Name; Suppose I want to write a function that takes a Texture2D parameter. What should the syntax look like? Depends on the surface format, Texture2D could have many declarations like Texture2D<int> Texture2D<int2> Texture2D<float> Texture2D<float4> etc. It is unrealistic to write functions for all possible combinations, say MyFunc(Texture2D<int> tex2d) MyFunc(Texture2D<int2> tex2d) MyFunc(Texture2D<float> tex2d) MyFunc(Texture2D<float4> tex2d) ideally, I want something like template<type> MyFunc(Texture2D<type> tex2d){} but it gives me errror message like error X3000: syntax error: unexpected token 'template' any idea? thank you very much for your help.
  4. Hi, I have a simple pixel shader like below. the result looks wrong if I use "texture2d.Gather". But, if I use "texture2d.Sample", the result is correct. the shader resource is RGB8_UNORM, my questions are 1. Gather and Sample should both return float4 in this case, right? 2. I searched the archive, some posts suggest that Gather will return the values of 4 texels. Since TemplateType is float4 here, the return value should be float4. where does "4 texels" come into picture? 3. based on the document, both Gather and Sample should return un-filtered values at one specific texture, correct? Thank you for helps. Texture2D<float4> texture2d; sampler samplerState; struct PSIn { float2 texcoord : TEXCOORD; }; struct PSOut{ float4 color : SV_Target; }; PSOut main( in PSIn input ) { PSOut output; output.color = texture2d.Gather(samplerState, input.texcoord, int2(0,0) ); // output.color = texture2d.Sample(samplerState, input.texcoord); return output; }
  5. HI, CProgrammer: If I already have the game developed by using C++/DirectX, how can I make it run in internet exploer? Thanks, Quote:Original post by CProgrammer Writing games that run in internet explorer generally means you want users to be able to play the game on your site without them having to download anything knowingly. This means that people are trusting internet explorer not to download content that poses a security risk. This again implies that you cant just write C++ code which generally compiles to native assembly and has a great deal of access to your system thus posing a security risk. Your best bets are probably Flash and Java applets. Although Flash can do 3d, Java may be better suited for large scale 3d apps.
  6. HI, I have seen games that are running in internet explorer, such as World of Warcraft. I plan to write a simple 3D navigation game that a character can walk around in a town. Anybody know what kind of programming tools I should use?(NOT art authoring tool). Flash? or use C++? if I write the game in C++, is there any magic interface library that run my game in internet explorer? Thanks very much,
  7. Anybody know if there are free flash libraries that we can use to create front end UIs? thanks,
  8. It will still be right handed if we invert both x and z. In my understanding, we should invert only one of them. Or by multiplying matrix 1 0 0 0 1 0 0 0 -1 to invert z Quote:Original post by Tjaalie Invert the Z and X axis like this X = -X; Tjaalie,
  9. Hi, Gurus: I am planning to develop a mini game which will look like Need of speed. Basically, I am good at 3D math, kinematics/dynamics, collision detection. I have access to 3DS max. I am wondering how I should build the roads? which tools to use? thanks very much,