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      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.
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casanovaC4

Permanent Object Transformation . . . . ..

7 posts in this topic

Hy, is there any way to translate or rotate a 3D object permanently without loading identity matrices again and again. Like, i have a cube and i want to rotate the cube itself but not the modelview matrix. The solution i think is that i have to create a matrix for each vertex of the cube and then load that vertex matrix and then use rotation or translation method, this way cube will rotate but not the modelview matrix, but i maybe wrong. Will be greatly thankful if someone can help out. Regards.
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That means i have to convert every point into a matrix?
Wont that be difficult and time consuming?
Does OpenGL provide any function which takes in x, y, z and returns matrix or something?
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I know what your saying but tell me how to multiply a point with a rotation or translation matrix?
Is there any OpenGL function which does that for you or what?
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I have answered your question here...

Just note that the GPU will transform all vertices anyway, even if you don't specify a modelview/projection matrix! This is what the GPU is designed to do - by duplicating all this work on the CPU you essentially lose the benefits of hardware acceleration and make your code several orders of magnitude slower.

The only reason you should ever touch the vertices of an object, is to deform it in a permanent way.
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Quote:
Original post by Fiddler
The only reason you should ever touch the vertices of an object, is to deform it in a permanent way.

I think the most often reason is importing a model from a modeling package that doesn't fit the game's world convention (okay, can be understood as "permanent deformation" ;)).

@OP: However, I agree that besides some special purposes one should keep the hands off it. Avoiding "loading identity matrices again and again" isn't such a purpose, IMHO, especially because one cannot avoid it anyway.
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