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      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.
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captaincheerios

Help finding Realistic Perspective Scaling and Forumla's to prove

5 posts in this topic

I am working on a simulator to project a realistically scaled object onto the screen. Eg. The person stands 3.8 M away from the screen, so a 1 meter cube placed 3.8M in front of the camera should measure out to be 1M on the projector screen.

Is there any formula I can use to prove that the perspective is properly scaling, eg. If I move the object back to 4M from the camera I can use a formula to prove that it is the proper scaling to the human eye?
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Also any help for ideas of search terms of what I want would be helpful. I'm good with using equations its just been a few years since I've done any physics related to this subject.
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Your FOV for your objects camera must equal the FOV of the projector... Also remember that FOV in 3d apps is generally a vertical measure. What you will likely find though, is that a real world FOV doesn't translate well to FOV for an in game camera. Our eyes have a horizontal FOV of almost 180, but only about 90 vertically. this aspect ratio is difficult to map to standards. On a computer screen this would equate to having blinders on. To see an accurate projection on a monitor would mean that our view window would only cover about 1/6th of our actual view space. It's actually very similar to how we see with a scope or binoculars.
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The blinders aspect is acceptable as I only am concerned with objects scaling at a distance. So even if its like looking at the world through a window I just want to make sure that the object at X distance appears to be the same scale as an object at X distance. Thank you for your input and I am definately going to be comparing the FOV of the projector to make sure everything works out.
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It works, I got a home theatre setup Excel spreadsheet that calculated out the FOV and it works! Thanks for your help!
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Glad I could help, I've been away from GD and programming in general for about a year(well i still lurk, always lurking). I hope you'll be posting up a video of the project at some point, it's always fun to see what others are working on.
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