• 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.

Guest Anonymous Poster

D3DRMMESH

1 post in this topic

Hmmm.. intresting, ive played around with RM too, not much with mesh manipulation on your scale but from my experience there could be several possiblitites:

-UV coordinates are being messed up by moving verticies. This is unlikly since you dont have any textures from your description.

-You have to recalculate normals for faces when you manipulate a mesh (not sure about this but you can check) I think RM uses normals to calcualte visiblity and lighting, which would fit the effects your describing of disappering faces and strange lighting.

So the struct for D3DRMVERTEX is as follows :

typedef struct _D3DRMVERTEX{
D3DVECTOR position;
D3DVECTOR normal;
D3DVALUE tu, tv;
D3DCOLOR color;
} D3DRMVERTEX;

As you can see if you dont init the normal, tu, tv, or color you'll proably experiecne that affect your describing. Yes thats proably it. Youll have to explicitly set those values.

Good Luck!

-ddn

0

Share this post


Link to post
Share on other sites
I converted a Meshbuilder which had already loaded a file in to a Mesh.

meshbuilder->CreateMesh( &mesh );

I added it to the scene and I tried to change the vertices using the SetVertices function. The problem is after doing so, everything works as it should, except the mesh is pitch black, even with the lights and everything. You can just see the silhoutte of the mesh.

what I did was:

D3DRMVERTEX vertices[3000];

. . . //put vertex positions in vertices[]

mesh->SetVertices(0, 0, vertnum, vertices);

But when I change the

D3DRMVERTEX vertices[3000];
to
D3DRMVERTEX *vertices = (D3DRMVERTEX *)malloc(sizeof(D3DRMVERTEX) * vertnum);

and then do the SetVertex call, it works better, but now it has flashy black and white alternating colours swirling around the mesh.

I have no idea what's wrong, the mesh should be white, and it is if I don't call the SetVertices function, but I need to change vertex positions often so I used D3DRMMESH instead of Meshbuilder.

When I set only a portion of the mesh vetices with the SetVertices function, those vertices are turned black, but the rest is white.

Please help, I don't know why the mesh turns pitch black or swirls with alternating black and white colours when I call the SetVertices function.

Thanks very much,

0

Share this post


Link to post
Share on other sites