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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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Michael Smith_49683

Ragdoll Physics and Skinning

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Hello All!

I have having a problem with skinned meshes and ragdoll physics using BEPUPhysics in XNA 3.1. I am not a math expert, and the issue lies mostly in not understanding how to skin my meshes when physics is activated on a mesh (ie. ragdoll)

I already have skinned meshes rendering and animating. The problem lies when physics takes over in my game.

When I activate physics, whether in the T-Pose or in the middle of an animation on a mesh, I create a bunch of physics boxes using BEPU and add them to the physics space. They are positioned in world space given the animations current bone transformations and world transform. Using constraints, they seem to render fine using debug boxes I created, and fall/contort realistically.

First picture is T-Pose with user defined collision boxes. Second picture is when physics takes over and the physics objects laying on some steps below.

[attachment=6628:physics0.jpg]

[attachment=6629:physics1.jpg]

So, again I am not sure how to transform my vertices to match the ragdoll. I have a skinned shader which takes a world matrix and skeleton transforms, and then performs pretty standard hardware skinning. The skeleton transforms are calculated below for animations, which I believe is pretty standard.


for (int i = 0; i < bones.Count; i++)
{
Bone bone = bones[i];
bone.ComputeAbsoluteTransform();

m_boneTransforms[i] = bone.AbsoluteTransform;
}

//
// Determine the skin transforms from the skeleton
//

for (int s = 0; s < m_modelExtra.Skeleton.Count; s++)
{
Bone bone = bones[m_modelExtra.Skeleton[s]];
skeleton[s] = bone.SkinTransform * bone.AbsoluteTransform;
}


public void ComputeAbsoluteTransform()
{
Matrix transform =
Matrix.CreateScale(Scale * bindScale) *
Matrix.CreateFromQuaternion(Rotation) *
Matrix.CreateTranslation(Translation) *
BindTransform;

if (Parent != null)
{
// This bone has a parent bone
AbsoluteTransform = transform * Parent.AbsoluteTransform;
}
else
{ // The root bone
AbsoluteTransform = transform;
}
}

I would appreciate some direction in how I need to calculate the skeleton matrices given box physics objects in world space. =) I am having lots of trouble understanding the concept and step-by-step instructions on how to proceed, especially after just wrapping my head around animation skinning. Thank you so much, I'm sure I'll need to elaborate more on certain things.

- Mike
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