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Member Since 20 Sep 2012
Offline Last Active Yesterday, 11:54 AM

Topics I've Started

Trademark of Landmarks

23 February 2015 - 03:04 PM



  As title suggests, I am intending to include some landmarks (Eiffel Tower, Statue of Liberty etc) in game both as art and name in fashion of





So I decided to check about legal issues using these landmarks especially after Ocean Quigley mentioning that they have been asked for serious money to use landmarks at Simcity 4. ( http://strategywiki.org/wiki/SimCity_4/Landmarks )


 According to my search, it's obvious that some commercial buildings like Chrysler Building and Empire State Building are definitely "protected" , there is also list of restricted places at shutterstock that may give some idea ( http://www.shutterstock.com/contributor-resources/legal/stock-photo-restrictions/ , photographing community is very into such issues for obvious reasons)


  So I checked copyright lengths of countries ( http://en.wikipedia.org/wiki/List_of_countries%27_copyright_lengths ) , Life + 70 years looks like fail-safe.


  Also I read that Eiffel Tower isn't copyrighted because already expired but lighting of it was ( http://hoaxes.org/weblog/comments/is_the_eiffel_tower_copyrighted ) which supports my theory



My questions are,


1 -  Based on my search I assume that any landmarks roughly before second half of 19th century is public domain anyway, and for buildings after that era is to be handled per landmark. There are also special cases like Eiffel Tower night lights to be taken into consideration. Is this right approach?


2 - Can I use a public domain landmark as stated above, both as 3D model and by name?


Thanks in advance,

Simple Geometry UV Mapping ?

21 February 2015 - 07:32 AM

First of all, hope title doesn't falsificate and sorry if my question makes few to zero sense. smile.png
   As I am working on a browser based game with isometric projection, my initial idea was using sprites with canvas, but after then decided to switch to a webGL based solution for using some 3D features as well.
   After then and reading Ocean Quigley's blog post about imposters ( http://oceanquigley.blogspot.com/2010/03/decorating-buildings-in-simcity4.html ) , I was not sure about " Buildings were rendered by projecting textures onto very simple 3D geometry " part.
   So I sent him an email about this and he was kind to reply. If I may quote he replied that

... we made simple boxes to capture the extents of the buildings. We UV'd the building sprites onto those boxes, using an orthographic projection, mapped to the appropriate camera (which was fixed per zoom). That was just part of our content pipeline - the game fetched the appropriate art asset (3d model with texture) and inserted it into the scene.

   After this happy coincidence to learn briefly what UV mapping is, I am pity still not sure about this basic geometry part
For example when looking at Simcity 4's Dao Chemicals building,
If I am not mistaken, entire building without container props next to is one box, container props next to it are separate boxes and game fetches them and put into scene. And doubt these are 3D models anymore looking at Last Chance Motel for example (tables, trashcans, signs all are separate props)
But what I don't get is (considering what I know about UV mapping is very limited) if it is possible to UV map a box with a "texture" like this?
Or asking same question different way, how can I manage mapping sophisticated modelling into simple geometry?
Thanks in advance

Isometric 3D prerendered terrain mouse picking problem

17 January 2015 - 08:36 AM



  Don't want to flood forum but " Isometric Terrain (2D) generation " would be misleading for this question. Thanks to responses at other question, seems viable option for terrain (at a browser game) is generating 3D terrain on serverside (as fallback, might also implement 3D terrain via webGL in future) then integrate elements like buildings, trees etc as prerendered 2D assets.


 So the current plan is something like (took image from another site but explains the situation)




Doubt can achieve such quality but as style I aim for something like at SimCity 4








According to my search, if I am not mistaken there are two approaches, one is using mouse maps (seems to apply for limited number of slopes) and raycasting (for fully 3D terrain)


But the problem is 3D prerendered terrain is none of these, so I am not sure how to handle mouse picking problem


So I'd appreciate some help. I will not start from map itself to build game (its browser game after all) but need to clarify data structure before.

Getting number of nodes of a grid

11 January 2015 - 06:18 PM

I preferred to use General programming as using Math&Physics would be insulting other questions there smile.png


I am was looking for an elegant way of getting number of nodes in a grid




 I verified an ugly equation of


#nodes = [ 4 + ( ( #cols - 1) * 2 ) ] + [ ( #rows - 1 ) * ( #cols + 1 ) ]


but wondering if there's an elegant way.


well, seems this equation leads to


#nodes = ( #cols + 1) * ( #rows +1 )


so problem solved smile.png


apologies for unnecessary topic :/

Isometric Terrain (2D) generation

26 December 2014 - 04:26 PM

Hello there,


  I am working on a web based isometric game and due to limited availability of WebGL and even not limited familiarity with 3D of me, I am stuck with Canvas therefore 2D atm. While checking, found some topics especially FLeBlanc's answer at this topic explains problems regarding 2D terrains especially if elevation involved.


  My problem is , I don't want simple terrain like Simcity 2000/3000 or (open)TTD which is well, dull. And looks very 90s





but I know that expecting something like at Simcity 4 with 2D is not realistic




so I am with (though seems extensive asset work involves) something like Railroad Tycoon II way






I am ok that this is a problem of preference atm.


  But my question is if I choose last option, a web based game also have asset size/bandwidth problem. So what I wonder is if there is room to create some assets on-the fly, using base textures and simple geometry instead of endless number of terrain assets?


  Or would be futile or too CPU intensive to try it (with JS)?


Thanks in advance.