• 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
timothyjlaird

need advice on water vertex shader

2 posts in this topic

I'm trying to implement some simple water in XNA. Right now I'm focusing on the vertex shader part to generate at least passably realistic wave motion by manipulating the 'y' values of my grid. This is the code I'm using for the shader (time is gameTime.TotalGameTime.Milliseconds / 80)...

[CODE]
float4x4 xWorldViewProjection;
Texture xColoredTexture;
int time;
sampler ColoredTextureSampler = sampler_state
{
texture = <xColoredTexture>;
magfilter = LINEAR;
minfilter = LINEAR;
mipfilter = LINEAR;
AddressU = mirror;
AddressV = mirror;
};
struct VertexIn
{
float4 position : POSITION;
float2 textureCoordinates : TEXCOORD0;
};
struct VertexOut
{
float4 Position : POSITION;
float2 textureCoordinates : TEXCOORD0;
};
VertexOut VertexShaderFunction(VertexIn input)
{
VertexOut Output = (VertexOut)0;
float sinarg = mul(input.position.x, 0.5) + time;
input.position.y = mul(0.5, sin(sinarg));
Output.Position = mul(input.position, xWorldViewProjection);
Output.textureCoordinates = input.textureCoordinates;
return Output;
}
float4 PixelShaderFunction(VertexOut input) : COLOR0
{
float4 color;
float4 maskcolor;
color = tex2D(ColoredTextureSampler, input.textureCoordinates.xy);
return color;
}
technique Textured
{
pass Pass0
{
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
[/CODE]

The problem is that sin waves only get me so far. Can someone point me in the direction of a better algorithm to calculate the y values for my verticies in my vertex shader? Preferably something that isn't too math heavy?

Short video of where I am right now:

[media]http://www.youtube.com/watch?v=cJDf0xZbpow[/media]
0

Share this post


Link to post
Share on other sites
You can grab my WaterSimulation demo from my Hieroglyph 3 engine [url="http://hieroglyph3.codeplex.com"]here[/url]. It uses a navier stokes style solver to implement the water animation, and it currently runs in the compute shader. That won't work directly in XNA, but you could always move the solver portion to the CPU and just upload the height data to the GPU. Or you could modify it to run in the vertex shader using multiple passes - it all depends on what you are looking for.

If you have any questions about the implementation just let me know.
1

Share this post


Link to post
Share on other sites
[quote name='Jason Z' timestamp='1341142587' post='4954502']
You can grab my WaterSimulation demo from my Hieroglyph 3 engine [url="http://hieroglyph3.codeplex.com"]here[/url]. It uses a navier stokes style solver to implement the water animation, and it currently runs in the compute shader. That won't work directly in XNA, but you could always move the solver portion to the CPU and just upload the height data to the GPU. Or you could modify it to run in the vertex shader using multiple passes - it all depends on what you are looking for.

If you have any questions about the implementation just let me know.
[/quote]
Thanks! This will take me a while to figure out but I appreciate the help.
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