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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.

wpyax

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  1. i use the VTP tool process my plant texture, but it's no happen after process.... Does anyone use the tools to do same things???
  2. I use the light pre pass, and i have the depth buffer and normal buffer, but how can i get the all positions ? i mean that i have the ray of current pixel...how can i get other's position?
  3. I want to use the "HardwareShadowMap" on my work, and i read the paper from nvdia. there is a question, when i disable color write,and use clip() in the PS, what will happen? Is it have the double speed ??
  4. 。。。。。
  5. I read the paper of Isidoro(Shadow Mapping:GPU-based Tips and Techniques), and the paper of gpu3. But I can't understand completely... Does there have a sample with source code(d3d9)??
  6. i create the depth and normal RT ,use the same size of back Buffer, when the size is non two of power, there is some alias。。。why? ps:I do the 0.5 offset..
  7. When i use the pix to debug,if i use a depthStencil texture, there's a error about createTexture(), why?
  8. Sorry,this's the picture Uploaded with ImageShack.us
  9. I study the directX's sample about shadow map. When i change the light type to direction(use the orth project), something is mistake, the picture is in here http://www.opengpu.org/viewthread.php?tid=3090&pid=21877&page=1&extra=#pid21877 How can i fix it?
  10. The shader is very different between materials,so the render state of shader change is very frequent。 is't bad?
  11. I need the “generating light-maps ”method, I think that rendering using light-maps is easy。。。
  12. where can i find some samples of lightMap ?(ps: d3d's sample is best) thank you.
  13. dynamic object??? how can do that? is it having any paper?
  14. which is better to set shader param? device->setShaderConstant or shader->setparamValue? and why?