• 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.

atcdevil

Triangle in Cube

5 posts in this topic

Hi, I''m trying to implement an octree, in order to do so I need to find out if a triangle is in a cube. In game programming gems, specifically octree construction, they mention an algorithm used in "Real-Time Rendering" I do not own that book. I understand all of the sample code given in the Polygon Overlap section, except I don''t know what I would write for the function TriInVoxel. So basically my question is how do I find out if a triangle is an a voxel??
0

Share this post


Link to post
Share on other sites
If you want to test if a triangle is in a cube, you can probably do so by testing if all verticies of the triangle is in the cube. If your cube is axis-aligned, that''ll make it pretty easy. Just do a test one vertex at a time.
0

Share this post


Link to post
Share on other sites
That will not work properly. A triangle can have all of it''s vertices "around" the cube, so the triangle is in the cube but the vertices are not. A way to test this is when you test the tree vertices against the planes of the cube, remember wich side each vertice was, if two vertices is on different sides of a plane, you''ll have to test where the line between the vertices intersect with the plane, and test that point as if it were a vertice...
0

Share this post


Link to post
Share on other sites
Ok, there are two steps to do in order
first: check if the points of the triangles are all inside
the cube and set it to ''inside''
second: check for ray/plane intersection for each segment
building up the triangle do it for every plane of the cube
if one of this intersects the plane ( you don''t have to rewrite the entire forumla, remember that the planes are aligned each other )then set the triangle to ''intersecting'' if this condition
is not met, then the triangle is ''outside''
hope it helps, i did so in my engine and it works perfectly

0

Share this post


Link to post
Share on other sites
FYI,

There is a web site for the book "Real-time Rendering."

Here it is:

www.realtimerendering.com

Graham Rhodes
Senior Scientist
Applied Research Associates, Inc.
0

Share this post


Link to post
Share on other sites
joke_dst

mah bad...I misinterpreted the question. I thought he was asking whether the triangle is completely contained by a cube. Yes, my algorithm would most definitely not work in this case.
0

Share this post


Link to post
Share on other sites