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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.

XVincentX

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  1. [quote name='Bacterius' timestamp='1339520182' post='4948548'] [quote]I would REALLY avoid this.[/quote] [img]http://i49.tinypic.com/rwm5qw.png[/img] [/quote] Respect, bro! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  2. [quote name='NightCreature83' timestamp='1339504265' post='4948457'] As another option you could compile them into the binary as well. You need to make a HEX dump of the BMP file and thin in code you define this: [code]class image_error { public: static const unsigned char m_imageData[] = { 0x42, 0x4D, 0x38, 0x30, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x36, 0x0, 0x0, 0x0, 0x28, 0x0, 0x0, 0x0, 0x40, 0x0, 0x0, 0x0, 0x40, 0x0, 0x0, 0x0, 0x1, 0x0, 0x18, 0x0, 0x0, 0x0, 0x0, 0x0, 0x2, 0x30, 0x0, 0x0, 0xE6, 0x1C, 0x0, 0x0, 0xE6, 0x1C, 0x0, ... ,0x0 }; static const unsigned int m_dataSize = 12344; }; [/code] This is not ideal however as it will make the executable very big and you have to have facilities in place to be able to load image data from memory (which usually shouldn't be a problem). [/quote] I would REALLY avoid this.
  3. Any info from debug runtime? Pix output? It's hard withoud details!
  4. This should meet your needs: [url="http://assimp.sf.net"]http://assimp.sf.net[/url]
  5. I made several updates to project, have a look at it!
  6. I think you should check out your drivers and update them,if necessary.
  7. Hello! At first i am sorry for the short comment, i realized it's useless if not well explained. I did not say i do not like your book, i just said that is (in my opinion) quite useless for beginners. I think this book is best suitable for middle-knowledged D3D programmer. The pipeline is explored with great detail (i learned some useful things from it), and works great for a beginner (even if i think that Tesselation shader stages are explained in the "standard way", and so very difficult to understand). But the entire second part of the book (Mesh Rendering and so on) jumps directly to concepts and tasks extremely difficult for a beginner. Displacement Mapping? Vertex Skinning (very bad explained, in my opinion)? Dynamic Tessellation? Deferred Rendering? The best way to start is Documentation and the Beginning DirectX series, in my opinion. P.S. Since i'm not a very good english writer, i just copied this text from amazon page of your book, where a guy gave a review that express very better what is in my brain. "the material presented is accurate and well written, but it fails on too many fronts to be considered great. The first half of the book is dedicated to explaining the Direct3D 11 Pipeline or at least it tries to. What you get is ultimately a regurgitation of the freely available DX documentation. The authors do little to actually explain the behind the scenes workings and I have a feeling if it is your first foray into DX you will be quickly lost. The one bit of explanation they routinely throw at you is through the use of images to explain concepts. This sounds excellent until you realize what it really means. You get images like a cube with six exploded sides demonstrating a cube map (which is sadly one of the better images) and my personal favorite, an image of a sphere in three different positions to demonstrate translations. This examples may sound petty, but if you read this book you will constantly roll your eyes at the ridiculousness of these listings. Code listings for the book's first half are no better. They are literally ripped from Microsoft's documentation and dumped on the page in an unremarkable matter. The book improves in it's second half with more concrete examples of the concepts. They are actually interesting reads and very well explained compared to the first half. Unfortunately, here is where the book's biggest problem comes in. The authors have elected to use Jason Zink's Hieroglyph 3 engine as the basis for all of their examples. While I'm certain Mr. Zink's engine is of a high quality, it is a huge mistake. The justification for it's use is so we as readers are not bogged down in minutia when it comes to initializing Direct3D and Win32. In practice, it fails to allow us experience in initializing Direct3D. This is a fairly important component of using the API and it's dismissal is absurd. You will be forced to return to the documentation of the DXSDK in order to find anything of use, unless you want to be locked into the Hieroglyph engine. The biggest problem with authors using their own engines is in the changes that occur over time. Including raw DX and Win32 code allows future use even through subsequent DXSDK changes with a minimal of rewriting. The Hieroglyph engine is already changing from the version when the book was published just a few short months ago. Nowhere is this more apparent than in the books appendix stating that the Boost libraries are required for building the engine. On the engines homepage, this dependency has already been removed. This isn't a big deal for now, but does speak to the rate at which libraries tend to change overtime. It is entirely possible in the future the engine will have changed so much it's usefulness will suffer. Because of the use of the Hieroglpyh engine, all of the examples focus on shader code and leave everything else up to the engine itself. This is not particularly useful when you want to learn how to code in D3D11 from the ground up. While the authors have presented a few useful chapters, the book fails to deliver consistently. If you are looking for anything other than a few shader code examples of trendy topics, you will have to look elsewhere. I recommend picking up Frank D. Luna's Direct3D 10 book to learn the fundamentals of DX programming. Afterward the Direct3D 11 documentation will be more than sufficient at highlighting the differences in the older and newer APIs. If you want the examples this book offers, I would suggest a GPU pro or ShaderX book as they are considerably heavier on content and will provide many more examples than this book provides. Again, it is not a bad book and if I were looking for strict documentation this would be high on my list. It's weakness however is in striking a balance between documentation like theory and cohesive examples of implementation." "This book is too difficult for beginners and useless for advance users (you won't really learn something new)."
  8. [quote name='Dave Eberly' timestamp='1327565006' post='4906354'] [quote name='Jason Z' timestamp='1327561934' post='4906344'] You could also take a look at our book: "[url="http://www.amazon.com/gp/product/1568817207/ref=s9_simh_gw_p14_d1_g14_i1?pf_rd_m=ATVPDKIKX0DER&pf_rd_s=center-2&pf_rd_r=1384DGPHZSX2X06CFSSB&pf_rd_t=101&pf_rd_p=470938631&pf_rd_i=507846"]Practical Rendering and Computation with Direct3D 11[/url]". Even if you don't buy the book, you can still get the associated engine and sample programs on the [url="http://hieroglyph3.codeplex.com"]Hieroglyph 3[/url] codeplex site. [/quote] You need to buy this book. It is really good... [/quote] I have the book; i think it's useless for beginners.
  9. [quote name='Waaayoff' timestamp='1326041601' post='4900668'] First off you will need to understand how skinning animation works. [url="http://mathinfo.univ-reims.fr/image/dxMesh/extra/d3dx_skinnedmesh.pdf"]This[/url] is an excellent article that explains it. Try to understand the theory and ignore the DirectX specifics. ... .... .... [/quote] YOU ARE AWESOME!!!! I'M GOING TO READ ALL YOUR POST! p.s: i already managed entire static scene loading with texturing and all vertex data (except bones)
  10. Hello! I'm trying to implement GPU Vertex Skinning with the help of Assimp Library. However i've not understand what should i do and how a Skinning animation works. Code Examples? Complete theory tutorials? Thank you for your help! P.S: already googled.
  11. Thank you, if you find it useful rate and spread the project around the web!
  12. DX11

    It's not the first time that Ms functions are bugged. In this tutorial ([url="http://www.notjustcode.it/public/FanGames/shadowMappingDX10.pdf"]http://www.notjustcode.it/public/FanGames/shadowMappingDX10.pdf[/url]) i wrote years ago, i describe that some MS functions are bugged and even if i wrote to Microsft support, they never answered me.
  13. Good morning game coders. While having fun in real time rendering, i have to work too, mainly using ASP NET MVC and other Microsoft Technologies. While working in a project, i had a common issue that i solved into a library and, after some modifications, i decided to upload on codeplex and share the sources: JsAction [url="http://jsaction.codeplex.com/"]http://jsaction.codeplex.com/[/url] Give it a look and post comments!
  14. Thank you, now i have a little bit cleaner idea. P.S: Congrats for the book, i've purchased it and waiting!