• 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.

Someone

3D Character Modelling

3 posts in this topic

Hi! I''m a newbie in 3D Programming. I''ve been trying out OpenGL on Visual C++ lately and have gotten the basics of it understood. I''m just wondering what is the best way to start modelling a 3D Character / Human? Since OpenGL is procedural, which part of the body is the best to start with? Also, is it advisable to model parts of the body (i.e. model upper arm, lower arm, etc.) and then use glRotatef to position them to simulate the movement of the arm, or is it better to manipulate the position of the vertices itself using some coding? Thanx in advance!
0

Share this post


Link to post
Share on other sites
The absolutely best way to model a character is using a modeling package, and reading it''s output.

If you use OpenGL, and you don''t use bone systems/skinning, the best way is to compile the body parts into separate display lists, and manipulate them through matrices. This allows the OpenGL driver to maximize performance. The second-best way is to use compiled indexed vertex arrays.

But I recommend getting some static scenery working first. THis proves to be already quite hard. If you managed to get that working, proceed to the actors. This way, you gradually build up knowledge.

DaBit (dabit@trybit.com)
http://dabit.trybit.com
0

Share this post


Link to post
Share on other sites
Thanks for the input! But, how do you use bone systems / skinning in OpenGL? I''ve been using 3D Studio Max for quite some time and understand how the bone system works, so if it''s possible to use that under OpenGL, it would be much easier...

Does anyone know if there are programs out there that will convert 3D Studio models into OpenGL codes?
0

Share this post


Link to post
Share on other sites
The glutmech demo for glut/OpenGL demonstrates the display list method for animating a bipedal figure. If it didn''t come with your GL distribution, you can download it from the SGI site.
0

Share this post


Link to post
Share on other sites