• Announcements

    • khawk

      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.
  • entries
    316
  • comments
    485
  • views
    321143

Refining Objects for Hieroglyph

Sign in to follow this  
Followers 0
Jason Z

323 views


Refining Objects for Hieroglyph


I have had a few weeks to think about where to take Hieroglyph from here, and I hinted at a few ideas back in a previous post regarding simplicity in interfaces based on how the Processing language builds its interface. After spending some time with Unity as well, I have started to get a picture of what I want from Hieroglyph - ease of use.

As can be seen in many of the sample applications, the basic 3D element in Hieroglyph is the Entity3D class, with a subclass for scene graph connectivity called Node3D. Entity3D provides spatial data representation, geometry and material references, and gets used fairly directly in many situations. However, I have in the past utilized an Actor class as well, which holds a Node3D as a container, and then one or more Entity3D/Node3D instances are added for special processing. The recent addition of SkinnedActor provides a good example - a single entity provides the mesh and the skeleton is provided by a series of Node3D objects for the bones. Animation is done on the bones, and the transformation matrices are used to render the entity.

Up until now, I have considered Actor as a special case class - only used for fancy aggregation of the "standard" objects. But, I think for simplicity's sake I will make all game objects utilize the Actor interface regardless of if it is fancy or simple. There is very little overhead for doing this, and it makes all objects have the ability to add content to themselves throughout the duration of the application. In fact, this will also help solve some problems with dynamic changing of materials and things like that which have been popping up here and there.

One final note on my scripting solution as well: only Actors will be directly manipulated from the Lua code, as opposed to Entity3D and Node3D. This will make it very much more streamlined to create and use a scene, and will reduce the amount of connecting code that is needed between Lua and C++. I'm working out the exact syntax that will be used, but my goal is for it to be simple enough to let my "non-programmer" family members be able to create a scene with a few simple instructions [grin]. We'll see how that works out...

0
Sign in to follow this  
Followers 0


0 Comments


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now