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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 BlueWanderer

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  1. I think one resource cannot be input and output at the same time. [quote]If an overlapping resource view is already bound to an output slot, such as a render target, then the method will fill the destination shader resource slot with NULL.[/quote] Guess you will need put the result in the shared memory and do the filtering yourself.
  2. You can render to the back-buffer. It is the back-buffer be stretched to the front-buffer if the back-buffer and the front-buffer are not compatible. If they are compatible, the back-buffer becomes the front-buffer, and the ex-front-buffer is put into the swapchain.
  3. Let's put it another way. My card has 16 x 9 SIMD units and 4 x 9 texture mapping units (and I wonder if the 2 "x 9"s have same meaning). Can I say that one SIMD group have 4 texture mapping units? If so, when the group is executing one sampling instruction, how the texture mapping units are used? If not, how will they do the job?
  4. As it seems to me, when there are around one thousand shader units, we can only expect around one hundred or less texture units. So when the shaders are sampling textures, will they be stalled?
  5. Can I call the Present method of different swapchains of a single adapter each in a separate thread? I have 2 monitors attached to one card and 2 swapchains for each monitor. Without triple buffering, call Present sequentially would be silly. And with triple buffering, I will have to add one more staging buffer for each stream content (and I have a lot of them). ---- I found that I didn't know when Present would wait... Will Present be blocked when there is no free buffer in swapchain, or will it be blocked when number of queued frames have reached the maximum?