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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.


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About akira32

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  1. [quote name='Ripiz' timestamp='1344513458' post='4967740'] Google Drive link works fine: [url="http://www.gamedev.net/topic/629053-where-can-i-download-the-source-code-of-the-book-gpu-pro/page__view__findpost__p__4966408"]http://www.gamedev.n...ost__p__4966408[/url] [/quote] Thanks! I had download and used winRAR to unzip.
  2. Could you give a website link for me to download again. Your links both are unvalidated. Thanks.
  3. Ripiz, I download both. Both cannot unzipped by 7-zip software. Could you rezip and reput again?
  4. Ripiz, the zip file is breaked. Cannot be unzip by 7zip
  5. [quote name='Ripiz' timestamp='1344090024' post='4966101'] Now sure how legal this is, but here's a link. File will be removed after a few days, so don't take too long. [url="https://dl.dropbox.com/u/2637453/GPU_Pro.zip"]https://dl.dropbox.c...453/GPU_Pro.zip[/url] [/quote] Thanks, Ripiz!
  6. Could somebody share it with me by skydrive?
  7. Where can I download the source code of the book "GPU Pro"? I cannot download it at the website [url="http://www.akpeters.com/gpupro/"]http://www.akpeters.com/gpupro/[/url].
  8. Sorry! I lose something. But after below processes, I still cannot see my index.php in [url="https://strong-planet-2902.herokuapp.com"]https://strong-planet-2902.herokuapp.com[/url]. E: mp\heroku2>heroku login Enter your Heroku credentials. Email: [email="rikcuo.akira@gmail.com"]rikcuo.akira@gmail.com[/email] Password (typing will be hidden): Authentication successful. E: mp\heroku2>git clone [email="git@heroku.com:strong-planet-2902.git"]git@heroku.com:strong-planet-2902.git[/email] -o heroku Cloning into 'strong-planet-2902'... remote: Counting objects: 162, done. remote: Compressing objects: 100% (144/144), done. remote: Total 162 (delta 71), reused 0 (delta 0) Receiving objects: 100% (162/162), 123.89 KiB | 34 KiB/s, done. Resolving deltas: 100% (71/71), done. E: mp\heroku2\strong-planet-2902>git remote heroku modify the index.php E: mp\heroku2\strong-planet-2902>git commit -am "changed greeting" [master 072c608] changed greeting Committer: unknown <[email="akirachen@akirachen.(none"]akirachen@akirachen.(none[/email])> Your name and email address were configured automatically based on your username and hostname. Please check that they are accurate. You can suppress this message by setting them explicitly: git config --global user.name "Your Name" git config --global user.email [email="you@example.com"]you@example.com[/email] After doing this, you may fix the identity used for this commit with: git commit --amend --reset-author 1 files changed, 1 insertions(+), 1 deletions(-) E: mp\heroku2\strong-planet-2902>git push heroku master Counting objects: 5, done. Delta compression using up to 2 threads. Compressing objects: 100% (3/3), done. Writing objects: 100% (3/3), 295 bytes, done. Total 3 (delta 2), reused 0 (delta 0) -----> Heroku receiving push -----> Ruby/Rack app detected -----> Installing dependencies using Bundler version 1.2.0.pre Running: bundle install --without development:test --path vendor/bundle - -binstubs bin/ --deployment Using addressable (2.2.7) Using crack (0.1.8) Using daemons (1.1.3) Using eventmachine (0.12.10) Using multipart-post (1.1.5) Using rack (1.3.2) Using faraday (0.7.6) Using httparty (0.7.8) Using json (1.5.4) Using multi_json (1.0.3) Using koala (1.3.0) Using tilt (1.3.3) Using sinatra (1.2.6) Using thin (1.2.11) Using bundler (1.2.0.pre) Your bundle is complete! It was installed into ./vendor/bundle Cleaning up the bundler cache. -----> Discovering process types Procfile declares types -> web Default types for Ruby/Rack -> console, rake -----> Compiled slug size is 8.8MB -----> Launching... done, v6 [url="http://strong-planet-2902.herokuapp.com"]http://strong-planet-2902.herokuapp.com[/url] deployed to Heroku To [email="git@heroku.com:strong-planet-2902.git"]git@heroku.com:strong-planet-2902.git[/email] a23dc99..072c608 master -> master When I input the website [url="https://strong-planet-2902.herokuapp.com/index.php"]https://strong-planet-2902.herokuapp.com/index.php[/url] in IE, it appears the error message "cannot find the website" even I login facebook. Does somebody know how to add a index.php to heroku and validate it?
  9. I run "git push heroku master". I do not see the file detail uploaded. Just see "Everything up-to-date".
  10. Thanks! I run "git add index.php" and "git push heroku master" and then open the website of "[url="http://strong-planet-2902.herokuapp.com/"]http://strong-planet....herokuapp.com/[/url]index.php". IE appears cannot find the website. Does somebody know how to solve this problem?
  11. I saw this website as below. [url="https://devcenter.heroku.com/articles/facebook#create_an_app"]https://devcenter.heroku.com/articles/facebook#create_an_app[/url] I follow the steps until input the command of "git commit -am "changed greeting"" When I input the command, it appears the message as below: [CODE] E:\tmp\heroku\strong-planet-2902>git commit -am "changed greeting" # On branch master # Untracked files: # (use "git add <file>..." to include in what will be committed) # # index.php nothing added to commit but untracked files present (use "git add" to track) [/CODE] Does somebody know how to solve this problem?
  12. [url="http://www.gamedev.net/page/resources/_/creative/visual-arts/how-to-render-light-maps-in-xna-r2721"]http://www.gamedev.net/page/resources/_/creative/visual-arts/how-to-render-light-maps-in-xna-r2721[/url] [url="http://www.gamedev.net/page/resources/_/creative/visual-arts/how-to-render-light-maps-in-xna-r2721?"][color="#284b72"]How To Render Light Maps in XNA [/color][/url] [color="#284b72"]Please see the article.[/color]
  13. I render a elephant into a render target and then use the render target to draw a quad(full screen). But I can not use the quad in screen. I think that is rendering problem. I also put my complete source code at: [url="https://skydrive.live.com/embed?cid=FBEB6373D9321A7F&resid=FBEB6373D9321A7F%21884&authkey=AFtjlRG9yqoz7d4"]https://skydrive.liv...AFtjlRG9yqoz7d4[/url] My quad max file: [url="https://skydrive.live.com/embed?cid=FBEB6373D9321A7F&resid=FBEB6373D9321A7F%21885&authkey=AMf6yH0lBxeac9E"]https://skydrive.liv...AMf6yH0lBxeac9E[/url] My quad faces the position z axis and cullmode=none. In quad max file, the x is between -1 to +1, the y is between -1 to +1. I put my shader code as below for rendering a full-screen quad: Does somebody know how to solve this problem? [CODE] 1 texture RenerTargetTexture 2 < 3 string ResourceName = "RT"; 4 string UIName = "RenerTargetTexture"; 5 string ResourceType = "Texture"; 6 >; 7 8 sampler2D RT = sampler_state 9 { 10 Texture = <RenerTargetTexture>; 11 MinFilter = LINEAR; 12 MagFilter = LINEAR; 13 MipFilter = LINEAR; 14 }; 15 16 struct VS_OUTPUT 17 { 18 float4 Pos : POSITION; 19 float2 TexCoord : TEXCOORD0; 20 }; 21 22 VS_OUTPUT vs_main( float4 inPos: POSITION, float2 inTexCoord: TEXCOORD0) 23 { 24 VS_OUTPUT Out=(VS_OUTPUT)0; 25 26 Out.Pos = float4(inPos.xy, 0.0, 1.0); 27 Out.TexCoord.x = 0.5 * (1 + inPos.x); 28 Out.TexCoord.y = 0.5 * (1 - inPos.y); 29 30 return Out; 31 } 32 33 float4 ps_main( VS_OUTPUT input ) : COLOR 34 { 35 float4 Color1 = tex2D(RT, input.TexCoord); 36 return Color1; 37 } 38 39 technique Technique1 40 { 41 pass Pass1 42 { 43 VertexShader = compile vs_2_0 vs_main(); 44 PixelShader = compile ps_2_0 ps_main(); 45 46 CullMode = none; 47 } 48 } 47 } 48 } [/CODE] In Draw function: [CODE] 1 GraphicsDevice.SetRenderTarget(m_RenderTarget1); 2 3 GraphicsDevice.Clear(Color.Black); 4 m_ElephantModel.DrawWithEffect1(m_camera.view, m_camera.projection, m_effect_orginal_model); 5 GraphicsDevice.SetRenderTarget(null); 6 7 GraphicsDevice.Clear(Color.White); 8 m_QuadModel.DrawWithEffect2(null, m_effect_final_result); [/CODE] Even I change the shader code as below, I also cannot see any red pixel on the screen. 33 float4 ps_main( VS_OUTPUT input ) : COLOR 34 { 35 float4 Color1 = tex2D(RT, input.TexCoord); 36 return float4(1,0,0,1); 37 }
  14. Thanks. Another problem, how do I set the vertex limit to 4,294,967,296? Use which function?