If your light's position is in object space, and your mesh is in eye space, then imagine that you have a light that is in a position away from the camera that is equal to it's position, and moves with the camera when the camera moves.
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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics
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College Student Majoring in CS and Minoring in Game Design
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#4985763 [OpenGL 3.3+] Newbie phong shading issues
Posted by MashesButtons
on 01 October 2012 - 08:40 AM
#4985760 Smooth interpolation between two matrices
Posted by MashesButtons
on 01 October 2012 - 08:35 AM
Using a linear interpolation between two angles will result in something that looks off, even if it's for 2D space. If people could linearly interpolate theta and have it look correct, then they could linearly interpolate phi as well.
#4800000 How much time do you spend on game design?
Posted by MashesButtons
on 18 April 2011 - 12:17 PM
I agree with NeoMortiny.
If you change your design every time a new idea comes into your head, you'll end up with feature creep. Just start programming whatever version of the game you have now. Once you have most of the game finished, then you can see if gameplay elements need to be tweaked or readjusted.
Unless your game has dynamic storytelling with player action directly affecting the story (and if you do, you might not want to work on this alone), then don't worry about story so much right now. It's much better to just get your mechanics in playable form.
If you don't think the game is fun at all while searching for the fun factor, then that's a different problem.
If you change your design every time a new idea comes into your head, you'll end up with feature creep. Just start programming whatever version of the game you have now. Once you have most of the game finished, then you can see if gameplay elements need to be tweaked or readjusted.
Unless your game has dynamic storytelling with player action directly affecting the story (and if you do, you might not want to work on this alone), then don't worry about story so much right now. It's much better to just get your mechanics in playable form.
If you don't think the game is fun at all while searching for the fun factor, then that's a different problem.
#4775757 Board Game Prototyping / Initial Playtesting
Posted by MashesButtons
on 18 February 2011 - 02:09 AM
What you did is commonly referred to as a non-digital prototype. They are very good for answering questions about certain mechanics without a large amount of work. This approach is actually the one I would recommend, because for digital prototypes you need to build the game engine, which may be a waste of time if your design radically changes after the first prototype. Unfortunately, some games amy require a digital prototype, such as twitch/reflex based games because of their difficulty to represent in a non-digital fashion. A good general rule is if there is strategy, there is a non-digital representation for it.
As for reading material, a good book for design is Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games by Tracy Fullerton.
As for reading material, a good book for design is Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games by Tracy Fullerton.
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