• 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.

davidko

principle directions

6 posts in this topic

Anyone know of a good implementation for calculating principle directions of a manifold with boundary? The only paper I could find was by Taubin, but it'll be nice to find code that works. I would write it myself, but I have one day to do it. I don't think that's possible for me. Perhaps there's a quick and dirty way to calculate this that'll take a really short amount of time? Edited by - davidko on October 10, 2001 12:19:10 AM
0

Share this post


Link to post
Share on other sites
How is it specified? you mean, what data structures do I use?

I just have a list of polys and all the polygons it is connected to. Each vertex knows all the polygons that contains it. This information is determined during starttime, but later is discarded. I use the AC3D modeler, which doesn't give you any connectivity information, so I do it myself so I can calculate all the vertex normals and such. I make sure the models I create are manifold.

Edited by - davidko on October 12, 2001 4:08:35 AM
0

Share this post


Link to post
Share on other sites
And what do you mean by ''principal directions'' ? A generalised manifold can be very complex, so much that it''s impossible to identify it''s direction or directions.
0

Share this post


Link to post
Share on other sites
http://amp.ece.cmu.edu/Publication/Cha/icip01_Cha.pdf
This one is real easy to understand and implement.

The fast, and obvisously more complex method is here together with source code and example program:
http://www.cs.berkeley.edu/~mirtich/publications.html
"Fast and Accurate Computation of Polyhedral Mass Properties"

Im still trying to find this paper:
Sheue-ling Lien, James T. Kajiya, "A Symbolic Method for Calculating the Intergral Properties of Arbitrary Nonconvex Polyhedra"

Edited by - no way on October 12, 2001 10:02:50 AM
0

Share this post


Link to post
Share on other sites
The Mirtich reference pointed to by no way is good. I''ve actually used the code and it works, though I don''t recall if it gives you the principal inertias and axes...
0

Share this post


Link to post
Share on other sites