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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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Earth Cubed

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Dancin_Fool

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This is a repost from my blog http://codingintransit.blogspot.com

It's been a long time since my last post!

Life has been so busy the last couple of months I just haven't been able to find the time to post. I took a break from the bar game over the month of December. As you readers have probably noticed my attention span for a project usually lasts about a month before I need a change of pace. So as a change I decided to spend some more time on my voxel earth project.

Kind of took a step back and decided to get a voxel globe rendering first rather than getting all the height maps loading properly. It should be fairly easy to drop in the height maps though. I've got a nice chunked lod working so each tile subdivides as the camera gets closer and closer to the surface down to about 100 meters. There's a lot of depth issues I need to resolve at that resolution but I'll revisit that down the road.

I spent some time on the rendering as well. The atmosphere rendering in particular. I used Sean O'Neils implementation of atmospheric scattering as a starting point and made a few modifications to get more of it running in the pixel shader rather than the vertex shader which gave a smoother result. The big thing that's still missing is to render in HDR and apply some kind of tonemapping. I'd get much better results that way. For now I'm just applying some tonemapping to the end pixel result so that I get a nicer visual range of values.

Now that I've got the rendering working there's going to be quite a bit of work on my post processing tool that splits up the DEM's into bite sized chunks to map onto the surface. The work is fairly straight forward but it will take some time to switch everything around. Probably more time than I really want to invest at the moment. Not to worry though, I always come back to projects.

Moving forward for the new year I'll be taking a break from these big projects and giving the one game a month competition a try. More to come about that in my next post.



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Neat!  I was thinking about experimenting with this myself, but haven't had time due to other projects.  It'll be fun to see where it leads!

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