• 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.

Guest Anonymous Poster

Object vs World vs View Space - implementation question

1 post in this topic

For some reason my brain just won't comprehend the concept of object space vs world space vs view space vs screen space- please help!! Actually, I understand what each of these terms mean and how they relate to each other, just not practically how the concepts are implemented.

All of these questions relate to the design of a FPS (probably an unimportant fact).

First Question -- I want to design several rooms joined together. Should all the polygons that define these rooms be in world space (which means to me that all the polygons are relative to the same origin), or should the polygons be in object space (which means to me that each polygon would have its own origin)?

Second Question -- Now that I have several rooms, I would like to put a camera in one of them (a.k.a. go from world space to view space). How do you figure out what the initial transform will be so the camera is in the middle of one of the multiple rooms you've created? Or is it better to design the rooms initially (assuming the answer to question 1 is that all the rooms are designed at once in world space) with the origin being where you initially want to put the camera?

Third Question -- Now I want to place an object (i.e. a crate, etc) in the corner of one of the rooms. I am fairly sure that the object should be designed in object space (which means to me that it has its own unique origin) so that the object can be moved, rotated, etc independently of the world. Once again, how do you figure out the initial transform so that the object end up in the corner of one of the rooms you've created?

I am assuming that the rooms will be created using some type of level editing program.

Please help before my brain explodes.



Share this post

Link to post
Share on other sites
I may be a little off base, but here it goes:

First off, object space does NOT mean a unique origin for each polygon. That would be insane. Object space is exactly that: space that an entire object is defined in. That way, one transform will let you place the object into "world space."

I don't think anything in your game is defined in terms of "world space", just large object spaces. For example, your two rooms, assuming they are static, are basically the same object, and should be treated as one. In fact, an entire static map should be treated as one object, and placed into "world space" like every other object.

Using the above as a model, it becomes clear that the crate is defined in its own object space, and is placed into the "world space" using yet another transform.

As for the camera, generally the camera is placed in the world, not the world is designed around a camera.

Checking out the articles on the introduction to 3D in the Direct3D documentation would help a lot. Many complicated concepts are descibed in better ways than I can (read: with graphics )

- Splat


Share this post

Link to post
Share on other sites