• 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.


This topic is now archived and is closed to further replies.


graphics scales and the x, y, z, plain

1 post in this topic

I have been programming for about three years now but am new on the game scene. In many programming languages their is a statement which allows you to change the scale of the screen (x, y) what I need to know is how to implement a 3d scale so that their will be an x a y and a z value so that I can program 3d games. RSVP.
Any advice is greatly appreciated.

Share this post

Link to post
Share on other sites
Not sure what you mean. If you're using a prebuilt 3D engine or API there will be calls to transform world coordinates into screen coordinates. Otherwise you have to do it yourself via a bit of math.

In other words, the screen will never be anything other than x & y axes. To get the Z axis figured in requires math.

All the objects in a 3D world have local coordinates which apply to their vertices (points). Prior to rendering, these local coordinates are converted to World coordinates, which are then converted to camera coordinates. All of these use x, y & z axes. When it comes time to render to the screen however, you can either drop the z value and render the final x & y coordinates
(parallel projection), in which case the object will always be the same size, or you can use Perspective projection, meaning the object will shrink or grow according to the z value, giving the illusion of depth.

The basic formula to get the correct x & y values for perspective projetcion is:

x_perspective = viewing_distance *x/z
y_perspective = viewing_distance *y/z

To actually use these coordinates you also need to figure the width & height of the screen. You may also need to figure in an aspect ratio. But they are ultimately derived from the objects local coordinates, which means you have to do all the conversions, too.

This comes from things I've studied. I've never programmed my own engine. I just use what's available (and rarely).

[This message has been edited by Aldacron (edited October 29, 1999).]


Share this post

Link to post
Share on other sites