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      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.
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spawn_thang

Extrusion

3 posts in this topic

Hi,

Does anyone actually know how to extrude and edge or vertex or face because everything I have tried to do has failed.

Is it a magic trick, only known to the inner circle ?

Whats the rub, hows it done, because I have tried everything and I have not got a clue.

If the vertices are orthogonal and centered round the origin, no problem just add a scaler but what if they are not and most of the time they wont be, so whats the deal ?

Cross product on edges don't seem to get anywhere ?

Dot product times a cross product ?

I have been stuck on this for so long and would really appreciate some help, for instance if I were to say actually how many years you would be shocked but yes it is years.

So, please if you might know how to do this, if you could let me know, thanks.
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Actually, I know I keep thinking this but today after a few months of stuff like linear algebra, I think I may have got it at last but the solution looks to be very much like an, 'OUT SIDE OF THE BOX', solution.

If I am right then I shall post the results, but not the solution, 'he, he, he', I shall keep that to myself . . .but there again who know's !
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It might be instrumental to fire up something like Blender to see how they do their extrusion. Most operations are performed relative to the 3D view, so if you select an edge and extrude it, then the extrusion will happen upon planes parallel to the view plane. However, you can override that by choosing to extrude along any of the coordinate axes. Also, you can choose to extrude along normals, which means that each vertex will move along the line formed by their vertex normal, or along the line formed by a face normal. You can also change the extrusion by changing the center point. If you set the center point to be the 3D cursor, then you can have edges and faces extrude toward or away from the cursor. Other options include the object's center point, the median center point of all selected objects, etc...

As you can see, there isn't really a one size fits all solution to extrusion. You should choose the best option for your particular application.
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Hi and thanks for the reply, I am a big fan of Blender it is one of my favorite applications and I think the source is open too but I really would not think of looking there for a solution because I have wanted to figure this one out myself and as intimated in my previous post I have found, my solution, although I am not going to divulge what it is but here are a couple of images of the proof, which means at last I may be able to get a bit of sleep. Index order and other things, like a full scale implementation will take a few months I guess but what this means to me is that finally now, I can move on . . . phew !

[img]http://i307.photobucket.com/albums/nn292/frog_mate/EXTRUSION_zps791363d1.jpg[/img]

[img]http://i307.photobucket.com/albums/nn292/frog_mate/EXTRUSION_METHOD_PROVED_zpsc8efa10d.jpg[/img]
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