• 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
cobraduck

2d to Pseudo 3d in Android

2 posts in this topic

I need some help redrawing a 2d view into pseudo 3d. I've made a simple game app that draws horizontal lines across the screen to create rectangles in alternating colors. When the top of the screen is touched the rectangles move vertically down the screen, creating the illusion of movement. As it's being drawn currently, it looks like you are looking down on the moving rectangles from above.

[color=#000000][font=Arial,]What I'd like to do is take those rectangles and transform them to look like they are 3d, from a first person style view.[/font][/color] [color=#000000][font=Arial,]I've seen a lot of examples of taking a known 3d point and converting it to a 2d point on the screen, but I'm not sure how to apply that to what I'm doing. Since the lines are being drawn in 2d, there is no 3d point for me to transform. [/font][/color]

[color=#000000][font=Arial,]The code for drawing a line is pretty simple:[/font][/color]
[color=#000000][font=Arial,]canvas.drawLine(Xstart, Ystart, Xend, Yend, paint);[/font][/color]

So given the start and end point of each line in 2d, how can I redraw them to look like you are looking out over a horizon of rectangles rather than
[color=#000000][font=Arial,]looking straight down at them from above?[/font][/color]
0

Share this post


Link to post
Share on other sites
The easiest way of getting perspective (and how we did 3d pre-hardware acceleration) is to divide your screen coordinates by the required depth. The coord 0,0 will need to be in the screen center for it to look right.

X and Y remain the usual screen coord system, Z is the depth. A depth of 1 will give you the same pixel-mapping as before. Greater than 1, X and Y will shrink to look like it is getting further 'into' the screen. Less than 1, X and Y get bigger as if they are coming 'out' of the screen.

It sounds like you want a guitar-hero fret look to your rectangles? You will need to define them in X (constant for left and right edges), a constant Y and Z increasing 'into' the screen.

Note that this is about the simplest 3d system you can get. You can hack in field-of-view, basic parallel viewpoint movement and some rotation, but for anything more complex/generic you are better off looking into matrix stacks. Or just make the switch to OpenGL ES as that is what you will be emulating anyway.
0

Share this post


Link to post
Share on other sites
The guitar hero comparison is a perfect example of what I want to accomplish visually. I wish I had thought of that to get my point across better. There are a couple of things I'm still not quite clear on though.

So I draw my line rectangles with this code:

for (int i = 0; i < 20; i++){

Ystart = this.gridHeight;
Yend = this.gridHeight / 2;
Xstart = this.gridWidth / 2 + i;
Xend = this.gridWidth / 2 + i;
canvas.drawLine(Xstart, Ystart, Xend, Yend, paint);
}

This gives me the 'over the top' style view I want to transform. How do i actually determine what Z, the depth, is going to be? Is it the height of the rectangle I've created with lines? For some reason grasping this is turning me stupid, probably because actual math is involved..

As a side note the line rectangle drawn above is being drawn vertically so I can view any transform more clearly.
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