• 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.

Archived

This topic is now archived and is closed to further replies.

OpenglLearner

Using Bryce 5 to create game terrains,got any comments?

8 posts in this topic

I''m exprimenting it.I make a terrain, export it to 3ds format and load it by 3ds loader in gametutorials.com. What are the flaws of such a method?? Any ideas?
0

Share this post


Link to post
Share on other sites
The main flaw with that idea is that the mesh is harder to make than a 2-dimensional height map (what you normally use to represent the terrain''s height values). The reason people use height maps is because, I can whip off a nice customized height map in under 5 minutes. I, however, cannot whip off a complete 3D mesh for a patch of terrain in under 5 minutes in a 3D modeller.

In the end, just go the way everyone else does, coding a terrain engine. Its better in the long run.

------------------------------
Trent (ShiningKnight)
E-mail me
ShiningKnight Games
0

Share this post


Link to post
Share on other sites
Bryce 5 is not just another 3d modeling software. It is made to create terrains and veiws. It also has the ability to modify the tearrain using height maps and you see the changes you''ve made right away instead of having to load them into your game to test them. It is also easy to apply textures to it and you can control the number of polygons the are needed to craete the terrain when you want to export it as a 3ds file.
0

Share this post


Link to post
Share on other sites
quote:
Original post by ShiningKnight
In the end, just go the way everyone else does, coding a terrain engine. Its better in the long run.

------------------------------
Trent (ShiningKnight)
E-mail me
ShiningKnight Games


My situation:

Short on time. Not enough knowledge. Can''t do it. the terrain created by Bryce looks damn good It will lack water however, but who cares?

0

Share this post


Link to post
Share on other sites
I have a terrain mesh made out of a bunch of teriangles. How can I check for the height at a certain point. I need this in order to let my character walk/run on the terrain mesh without going through it (Collision detection).
0

Share this post


Link to post
Share on other sites
Well the flaws of using something like bryce to generate in game terrains are pretty obvious. The polygon count is tremendiously high. Which in turn means your going to have less polygons to use for your game characters. I''d honestly be suprised if you got anything above 20fps with a bryce terrain unless your developing on an Xbox.
0

Share this post


Link to post
Share on other sites
I believe that, while Bryce is designer for photorealistic terrain generation, the detail level (polygon count) can be adjusted. I haven''t used Bryce5, but I seem to remember being able to adjust several settings in 4...
0

Share this post


Link to post
Share on other sites
quote:
Original post by Anonymous Poster
Well the flaws of using something like bryce to generate in game terrains are pretty obvious. The polygon count is tremendiously high. Which in turn means your going to have less polygons to use for your game characters. I''d honestly be suprised if you got anything above 20fps with a bryce terrain unless your developing on an Xbox.



As I said before the number of polygons are customizable. It might give you unuptimized polygons but you can set the number of them. If I find more time I could write a program to optimize the mesh(get rid of extra traiangles).


Any one got an answer for my question about collision detection?
0

Share this post


Link to post
Share on other sites