• 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
Chris Tubbs

Rendering items on a model

3 posts in this topic

I looked around/did a search and I didn't find another topic like this. Sorry in advance if I missed it.

I'm working on a new project where different types of characters can wear different clothes, tools, etc. I've done a project like this in 2D and it just required that I make new sprites, not a big deal. The new project is going to be in 3D (using XNA), so I was wondering:

1. Would it just be easier (though time consuming) to just create a new model for every different set of equipment (i.e. guy in fatigues, guy in plate armor, guy in t-shirt/jeans) ?

or

2. Would it be easier/more efficient to render the equipment onto my base character models based on their dimensions (i.e. breast plate is scaled based on model's width, depth, and height and placed with relative coordinates to the model's torso)?

I've done some work in 3D as far as hierarchal modeling that I believe might be the correct direction to go, but I'm not sure (this being my first 3D game).

I'm not asking for code or anything, just some psuedocode or a general direction will be tremendously helpful. I'm still quite a bit far away from actually rendering models to the screen, so its not that urgent. Really just curious.
0

Share this post


Link to post
Share on other sites
#2 as it is more flexible, and in the long run is quicker to add new features with less memory overhead.

If your characters are rigged, then you can just load multiple models and attach them all to the same skeleton instance. As long as the peices are designed to fit together, everything just works (e.g. if you do body shape scaling by affecting the skeleton, then it will affect the body model, the chestplate armour model, gauntlets model, etc)
1

Share this post


Link to post
Share on other sites
Ok, thats pretty helpful. Thanks for taking the time to help! [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img]
0

Share this post


Link to post
Share on other sites
from performance wise, it would allso be more efficent to bake the entire models into one vertexbuffer aswell as one texture atlas.
ea, one drawcall.

the way i would do it would be like this :
1 : find the models current itemset
2 : load the correct items, ea, right arm, left arm, torso, head, legs and more to it.
3 : combine the vertex & texture buffer
4 : unload all the data we dont need anymore (models and texture that we just combined)
5 : in the shader have input params controlling the length, size and other personal stuff about the charcter.


hope this would help. (btw, this way will work with animation aswell)
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