• 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.

Archived

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

Pythius

Non-API (software) Texture Mapping - Perpsective correctness question

5 posts in this topic

I am beginning to sound like a broken record but anyway: Check out Michael Abrash' Black Book of Graphics Programming - it explains (with source) perspective correct texture mapping + a lot of other neat stuff.

/Niels

0

Share this post


Link to post
Share on other sites
Ok. I have the black book, and Pooh Bear and the spacestation is a great read, but when I implement it (I don't like to borrow his source) it doesn't prove to be perspective correct. He says it is, and gives a pretty vague reason why, but it really isn't. The real problem arises when I try to determine that certain pixels should be closer (from the texture) as the z values increase. I know that the method in the black book is not perspective correct from my research into this. Anyway, thanks for the recommendation, and I'm still hoping for more.
0

Share this post


Link to post
Share on other sites
I just checked the book - he actually specifically says that "perspective texture mapping is a complex subject that's outside the scope of this book". My mistake, sorry 'bout that!

/Niels

0

Share this post


Link to post
Share on other sites
I have the book and another limitation I've found of his engine XSharp, is that there's no support for transformation from world coordinates to the view coordinate system. He just assumes that the viewer is looking down the z-axis. Maybe that's a reason the engine is so fast (no extra transformation and no matrix inversions).
0

Share this post


Link to post
Share on other sites
I am programming a software rendering app that I just added Texture Mapping to. Anyway, one thing I noticed is that as my planes that are being textured begin rotating such that perspective begins to come into play, my textures seem to "slide" along the intersecting edges. I know why this is, after a full night of internet research, and now I come to the harder problem of fixing it. I know some buzz words like anisotropic filtering, etc., but I am mostly wondering if there is a good site or if there is someone here who has a great idea for me. I'd be happy to paste some code snippets or take this to email if you like. Thanks.

Andy Luedke

0

Share this post


Link to post
Share on other sites