• 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
nbertoa

[D3D11] Cube Mapping

0 posts in this topic

Hi GameDev community. Recently I finished another mini DirectX 11 application. It is cube mapping (sky, static and dynamic)

The idea of cube mapping is to store six textures and to visualize them as the faces of a cube, centered and axis aligned about some coordinate system. Because the cube texture is axis aligned, each face corresponds with a direction along the three major axes; therefore, it is natural to reference a particular face on a cube map based on the axis direction (+-X, +-Y, +-Z) that intersects the face.

In contrast to 2D texturing, we can no longer identify a texel with 2D texture coordinates. To identify a texel in a cube map, we use 3D texture coordinates which define a 3D lookup vector v originating at the origin. The texel of the cube map that v intersects is the texel corresponding to the 3D coordinates of v.

The primary application of cube maps is environment mapping. The idea is to position a camera at the center of some object O in the scene with 90 degrees field of view angle (both vertically and horizontally). Then have the camera look down the positive x-axis, negative x-axis, positive y-axis, negative y-axis, positive z-axis and negative z-axis, and to take a picture of the scene (excluding the object O) from each of these six viewpoints. Because the field of view angle is 90 degrees, these six images will have captured the entire surrounding environment from the perspective of the object O. We then store these six images of the surrounding environment in a cube map, which leads to the name environment map.

We can use an environment map to texture a sky. We create an ellipsoid that surrounds the entire scene. To create the illusion of distant mountains far in the horizon and a sky, we texture the ellipsoid using an environment map. We assume that the sky ellipsoid is infinitely far away, and so no matter how the camera moves in the world, we never appear to get closer or farther from the surface of the sky ellipsoid. To implement this infinitely faraway sky, we simply center the sky ellipsoid about the camera in world space so that it is always centered about the camera.

The other main application of environment maps is to model reflections for arbitrary objects. Now suppose that we want animated actors moving in our scene. With a pre-generated cube map you cannot capture these animated objects, which means we cannot reflect animated objects. To overcome this limitation we can build the cube map at runtime. That is, every frame you position the camera in the scene that is to be the origin of the cube map, and then render the scene six times into each cube map face along each coordinate axis direction. Since the cube map is rebuilt every frame, it will capture animated objects in the environment, and the reflection will be animated as well.

DEMO:
[media]http://www.youtube.com/watch?v=f5aHZQ3tC8g[/media]

WEB:
[url="https://sites.google.com/site/nicolasbertoa/cube_mapping"]https://sites.google...oa/cube_mapping[/url]

SOURCE CODE:
[url="http://code.google.com/p/dx11/"]http://code.google.com/p/dx11/[/url]
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