• 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
Locutusborg

z buffer effect

9 posts in this topic

Hello All

I've got a space sim game more or less running, but i'm finding an issue with the z-buffer.
Z-buffer is working (close objects are in front of far objects), but the effect of things getting smaller in the distance is not so strong. example:
my ships have a diameter of 1 approx. they become "close to invisible, abt 1-2 pixel) at a distance of 150 (DirectX units)
The planets have a diameter of about 50, and even at a distance of 1500 (the other end of the level) they are not much smaller

Is there any way to increase this effect so that the planets (and ships) will be more smaller in the distance? Only option i can think of is scaling objects down, or distances up, but this will cost me a lot of work. If anyone knows a programmatic option I'd love to know!
Thanks
0

Share this post


Link to post
Share on other sites
This is not a question of scale it depends on your projection matrix. If your using a perspective projection the "scaling" will ne done automatically but I guess your using an orthographic matrix.
0

Share this post


Link to post
Share on other sites
Thanks for your reply!

Unfortunately, it is not the solution. I'm already using a perspective projection (D3DXMatrixPerspectiveFovLH)
It's also working, because there is "scaling" happening, it's just not strong enough. It has to be smaller at a closer distance. I've tried changing the far clipping plane to see if te far/near ratio has influence, but it makes no difference.

Any other idea's?

Thanks!
0

Share this post


Link to post
Share on other sites
[quote name='Locutusborg' timestamp='1347215976' post='4978360']
Unfortunately, it is not the solution. I'm already using a perspective projection (D3DXMatrixPerspectiveFovLH)
It's also working, because there is "scaling" happening, it's just not strong enough. It has to be smaller at a closer distance. I've tried changing the far clipping plane to see if te far/near ratio has influence, but it makes no difference.[/quote]
Have you tried changing the Field of View angle (fovy)? The larger you set the field of view, the smaller distant objects will appear (although too large an angle will result in a fisheye effect).
2

Share this post


Link to post
Share on other sites
[quote name='swiftcoder' timestamp='1347216344' post='4978364']
Have you tried changing the Field of View angle (fovy)? The larger you set the field of view, the smaller distant objects will appear (although too large an angle will result in a fisheye effect).
[/quote]
And too low a field of view angle will result in an orthographic projection approximation (you lose any sense of depth). 50 to 70 is usually ideal, but it also depends on the effect you want your game to achieve (if you need peripheral vision, you'll want a bigger FOV such as 80, but it tends to make people dizzy because of the extreme edge distortion)

EDIT: those are degree angles, obviously. Edited by Bacterius
1

Share this post


Link to post
Share on other sites
I'm using PI/4 as FOV, 45 degree angle. tried some other settings as suggested, but I did get the desired effect. I'll try uploading a screenshot later (not at my own pc now) see if it helps
0

Share this post


Link to post
Share on other sites
[quote name='Locutusborg' timestamp='1347239436' post='4978441']
I'm using PI/4 as FOV, 45 degree angle. tried some other settings as suggested, but I did get the desired effect. I'll try uploading a screenshot later (not at my own pc now) see if it helps
[/quote]
edit: I didn't get to the effect I wanted, sorry typing too fast :$
0

Share this post


Link to post
Share on other sites
Here's the screenshot. both planets are the same size. the left one is at a distance of 1300 units. is there any way of making it appear at half the size without putting it at double distance?
I'm afraid it doesn't look like it...

Thanks for all idea's so far, it's appreciated!
0

Share this post


Link to post
Share on other sites
You could add a scale matrix depending on the distance. Then applied to each vertex before multiplying with the viewprojection matrix makes it smaller. Edited by quiSHADgho
0

Share this post


Link to post
Share on other sites
Thanks,

Think i'll give it a shot with the scale matrix. entering all data again would be a hell of a job!

Thanks for all replies!
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