• 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
  • comments
  • views

Spawn Point : Yet Another Planetary Rendering System

Sign in to follow this  
Followers 0


I've long put this off, because if I ever got to integrating Planetary Landings into Dominium, I wanted to do it well and do it 'full on'... (flora, fauna, cities, people, all procedurally crafted). But after two years of spare-time work on the 'behemoth' project... I can no longer resist having a play at least!

There's nothing 'new' here to those who tread the hallowed halls of GameDev, just my take on existing techniques and the resulting trials and tribulations. I found myself with a full working 'day' to dev with, so decided a little video capture to show progress over the day was in order.

The prototype uses the 'make a sphere from a cube' approach - where I split up a patch plane into quads, and then tessellate each until it needs subdividing again, and so on. Then the patches are 'inflated' to form the sphere necessary for the desired planet.

As yet, it's fairly naive - nowhere near a final product. Visibiity and LOD is done (for now), but patch skirts have to go in to close seams, and height values are needed of course. This is all being done on CPU as well - and I've already found with my early noise function trials that I'll have to go GPU to get anything near the results I want.

Still - for a days coding I'm fairly chuffed I got what I had in mind down in code, and it's a solid basis to build something on down the road. For Dom - all I initially want is something that looks 'credible' and allows the player to land/explore/mine/establish bases, etc. Uber-awesomeness can come later if Dom ever gets released, and ever earns a penny ;)

Feel free to read the full article, and check out the video 'diary' of the dev-in-progress!


Sign in to follow this  
Followers 0


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