• 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.
Sign in to follow this  
Followers 0

[DirectX] Normale calculation

2 posts in this topic

Hello everyone

Its the first time im using lighting in my scene so im not that experienced with it yet. For the light im in need of normals for my terrain. My terrain is built up from several patches which overlap each other always at the edges. So calculating the normals for each face does not give the correct results at the edges of the chunks (youll see a border when lighting) and so ive decided to take the current land height at 4 points around the vertices from the terrain handler. This is very fast and gives the same accuracy as its using intersection. Thats how my algorithm looks at the moment:

void MTFChunk::RedoNormals()
for(uint32 i = 0; i < m_vertices.size(); ++i)
Vector3 N1, N2, N3, N4;
Vector3 P1, P2, P3, P4;

P1->x = m_vertices[i].x - m_unitSize;
P1->z = m_vertices[i].z - m_unitSize;
P1->y = m_vertices[i].y;

P2->x = m_vertices[i].x + m_unitSize;
P2->z = m_vertices[i].z - m_unitSize;
P2->y = m_vertices[i].y;

P3->x = m_vertices[i].x + m_unitSize;
P3->z = m_vertices[i].z + m_unitSize;
P3->y = m_vertices[i].y;

P4->x = m_vertices[i].x - m_unitSize;
P4->z = m_vertices[i].z + m_unitSize;
P4->y = m_vertices[i].y;

Vector3 vert(m_vertices[i].x, m_vertices[i].y, m_vertices[i].z);

N1 = (P2 - vert).Cross(P1 - vert).Normalized();
N2 = (P3 - vert).Cross(P2 - vert).Normalized();
N3 = (P4 - vert).Cross(P3 - vert).Normalized();
N4 = (P1 - vert).Cross(P4 - vert).Normalized();

Vector3 Norm = N1 + N2 + N3 + N4;

m_vertices[i].nx = Norm->x;
m_vertices[i].ny = Norm->y;
m_vertices[i].nz = Norm->z;


Ive looked trough it with the debugger and seen the following:
GetLandHeight gives the correct height. It never returned false so far which means that it could determine the landheight for every vertex.

Though the result is not really satisfying:

During editing of the terrain the light flickers and does weird things so obviously the above code yields completely incorrect results! To make sure the errors come not from my setup ive tasted a face based approach. This gives good results inside the chunks but makes bad borders at the chunk borders.



Share this post

Link to post
Share on other sites
A simple and reusable method is to first generate faceted normals and then let each group of vertices on the same place calculate a normalized weighted average.

A faster and better looking way would be to render the terrain to a high resolution heightmap and apply blur and noise so that you can generate a world space normal map. Just sample the normal map instead of getting the normal from vertices to get normal mapping to your shader.

Share this post

Link to post
Share on other sites
Thanks for your tips!

Ive reworked my algorithm and now it looks pretty nice:


Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0