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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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trock3155

Ragdoll Physics - Rendering Issues

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Hi folks,
I have reached my wits end in trying to get my model to align with its ragdoll, and I was hoping you could help me a with a couple questions. I am using BEPU physics for my simulation, where my Player primarily moves around via a CharacterController object until he dies, and then the ragdoll is activated.

I am currently trying to simply get the player model to stay locked with the the "body" entity as an initial working case before attaching each limb. The problem I have is pictured below:
[img]http://i573.photobucket.com/albums/ss178/trock3155/ragdollseparation.jpg[/img]

As the ragdoll moves, the model does not stay locked with the body entity, and the more it rotates, the more the model separates. I presume this has to do with one (or both) of these 2 things:

1. The world transform of the model represents the center of the CharacterController capsule (the pink thing pictured). I use an offset during drawing that adjusts the draw position, but this may be causing wierdness when rotations are added from the body entity. Should I essentially just pre-offset my CharController's position, and then pass that Transform to the ragdoll class and draw functions?

2. I am attempting to calculate the offset of the model to the ragdoll, which I then factor in when passing back the bone transforms, so that apples are compared to apples when the body does start to rotate/translate. I may be doing this wrong? This is my psuedocode for calculating that offset:
Matrix offset = Matrix.Invert(bindPose[bindPoseIndex]) * Entities["body"].WorldTransform
and my code for reapplying it when the bone transforms are being calculated:
Matrix.Invert(offset) * body.WorldTransform * actor.WorldTransform (actor is the char controller)

I am pretty sure that once I can figure this out, the rest of the ragdoll will be gravy, but I have been racking my brain for about 30 total hours on this issue to no avail, and I need some help thinking outside the box.

Thanks! Edited by trock
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