• 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
Xardov

XNA Bounding Boxes

6 posts in this topic

[color=#4A4A4A]So I'm following the 3D tutorial in this book:[/color]
[url="http://www.amazon.com/Learning-XNA-4-0-Development-Windows/dp/1449394620/ref=sr_1_1?ie=UTF8&qid=1328935412&sr=8-1"]http://www.amazon.com/Learning-XNA-4-0-Development-Windows/dp/1449394620/ref=sr_1_1?ie=UTF8&qid=1328935412&sr=8-1[/url][color=#4A4A4A].[/color]
[color=#4A4A4A]
But for collision, the book uses BoundingSpheres instead of BoundingBoxes. I've done extensive Googling, but the tutorials i've found seem to overcomplicate the issue, because most of them try to extend the Content Pipeline, which I do not want to do. I would really like to know how to use BoundingBoxes, so if someone could kinda show me how? If you guys really have the time, I would also really appreciate it if you would actually implement the BoundingBoxes in the sample game.... because I kinda learn best by example. But just showing me the steps is great too. [/color]
[color=#4A4A4A]
http://dl.dropbox.com/u/13907487/3D%20Game.zip[/color]
[color=#4A4A4A]
But yeah, I hope I don't sound like an annoying noob who's begging for help, but I really want to learn to use BoundingBoxes. Thanks![/color]
[color=#4A4A4A]
P.S. Also, yeah I know I posted a topic about this before, but that was in the wrong section.[/color]
0

Share this post


Link to post
Share on other sites
Sorry I dont understand I gave you enough information in your last thread on the subject that you should have been able to do some research and then implement a bounding box.

Which particular aspect of creating a BB do you not understand?

[url="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.boundingbox.boundingbox.aspx"]http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.boundingbox.boundingbox.aspx[/url]

A BB only needs two Vector3's for defining where and how large the box will be.
0

Share this post


Link to post
Share on other sites
Well, I'm having difficulty comprehending where the min and max positions should be, since I have no way to actually measure the height and width of the model.
0

Share this post


Link to post
Share on other sites
[quote name='Xardov' timestamp='1329029390' post='4912206']
Well, I'm having difficulty comprehending where the min and max positions should be, since I have no way to actually measure the height and width of the model.
[/quote]

Well obviously you're going to need the positions of the model's vertices in order to determine the min/max positions. Without that information the best you could do is generate a bounding box that surrounds the bounding sphere of the model - but that will generally be too large (maybe it's good enough for your purposes though).

It's difficult to get at the Model class's vertex positions at runtime. That's why most samples you see involve extending the content pipeline - because at that stage you have access to the vertex positions.
0

Share this post


Link to post
Share on other sites
[quote name='phil_t' timestamp='1329128218' post='4912536']
[quote name='Xardov' timestamp='1329029390' post='4912206']
Well, I'm having difficulty comprehending where the min and max positions should be, since I have no way to actually measure the height and width of the model.
[/quote]

Well obviously you're going to need the positions of the model's vertices in order to determine the min/max positions. Without that information the best you could do is generate a bounding box that surrounds the bounding sphere of the model - but that will generally be too large (maybe it's good enough for your purposes though).

It's difficult to get at the Model class's vertex positions at runtime. That's why most samples you see involve extending the content pipeline - because at that stage you have access to the vertex positions.
[/quote]

Oh, I see. What if my model didn't move at all? Say for example, a cube that is simply placed into the world, and does not move. Would it still be hard to create bounding boxes then?
0

Share this post


Link to post
Share on other sites
Your problem is simple: To create the bounding box you need to know the positions of the vertices. If you don't know those, then you're out of luck.
0

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