• 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
hybrid_ham

SVG gaps when transform used

1 post in this topic

Hello all! Lurker, first time poster. Web dev by trade, hobbyist programmer for fun, working on my first "real" game so everything is new.
I chose SVG for my graphics to advance my learning on that for web and because I'm comfortable with all the web languages. Since I know little about 3d programming and my math is "the suck" beyond trigonometry a 2d game seemed more my style, I can at least visualize it. What I have so far is just HTML 5, PHP, Javascript, and SVG. Those are what the screen you see is from, a web browser. Not a big fan of frameworks and all that so I expect all of this to stay core.

Looking for some insight or workarounds that anyone has noted for the SVG gaps that are wrecking my display. In this image, my lines are drawn in red at the 10 pixel points and the blue lines are my background showing through because there are some weird gaps happening in all browsers. The red lines I think aren't matching my 10px x 10px boxes because I have scaling on the object and those are paths but better to deal with the blue lines first. Is the standard just to overdraw everything and cover up the gaps or has someone found some better way of approaching it? It seems like drawing things larger than needed is just wasted computer work to me but it's all I can really come up with right now.

[attachment=12544:lines.png]

Relative code that you might want to see that creates the lines.
[source lang="php"]
// This is the view source generated by the PHP that you would see starting drawing on the top left then heading off to the right

<g id="main_field_shell" transform="translate(220.0,0.0) scale(80.0,80.0)">
<g id="main_field_innershell" transform="scale(1.0,0.45) rotate(45)" style="border:none; padding:0px; margin:0px;">

<rect id="0.0" x="0" y="0" width="10" height="10" class="grey">title>0.0</title><desc>nowalk</desc></rect>

<rect id="1.0" x="9" y="0" width="10" height="10" class="white"><title>1.0</title><desc>nowalk</desc></rect>

<rect id="2.0" x="19" y="0" width="10" height="10" class="black"><title>2.0</title><desc>nowalk</desc></rect>

<rect id="3.0" x="29" y="0" width="10" height="10" class="pink"><title>3.0</title><desc>nowalk</desc></rect>

... etc

</g>
</g>
[/source]

The lines for the red areas are instead drawn with a path in SVG and not generated in any real dynamic way yet, just some echos so that I can rip all this out later and put it into includes making it easy to comment out with a single line during testing. No one would want to see big red lines and markers anyway but me [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]
[source lang="php"]echo '<path id="donda_across" d="
M 0 0 L 1000 0
M 0 10 L 1000 10
M 0 20 L 1000 20
M 0 30 L 1000 30
M 0 40 L 1000 40
M 0 50 L 1000 50
M 0 60 L 1000 60
M 0 70 L 1000 70
M 0 80 L 1000 80
M 0 90 L 1000 90
M 0 100 L 1000 100
M 0 110 L 1000 110
M 0 120 L 1000 120
M 0 130 L 1000 130
M 0 140 L 1000 140
M 0 150 L 1000 150
M 0 160 L 1000 160
M 0 170 L 1000 170
M 0 180 L 1000 180
M 0 190 L 1000 190
M 0 200 L 1000 200
M 0 210 L 1000 210
M 0 220 L 1000 220
M 0 230 L 1000 230
M 0 240 L 1000 240
M 0 250 L 1000 250
M 0 260 L 1000 260
M 0 270 L 1000 270
M 0 280 L 1000 280
M 0 290 L 1000 290
M 0 300 L 1000 300
M 0 310 L 1000 310
M 0 320 L 1000 320
M 0 330 L 1000 330
M 0 340 L 1000 340
M 0 350 L 1000 350
M 0 360 L 1000 360
M 0 370 L 1000 370
M 0 380 L 1000 380
M 0 390 L 1000 390
M 0 400 L 1000 400
M 0 410 L 1000 410
M 0 420 L 1000 420
M 0 430 L 1000 430
M 0 440 L 1000 440
M 0 450 L 1000 450
M 0 460 L 1000 460
M 0 470 L 1000 470
M 0 480 L 1000 480
M 0 490 L 1000 490
M 0 500 L 1000 500

M 0 0 L 0 1000
M 10 0 L 10 1000
M 20 0 L 20 1000
M 30 0 L 30 1000
M 40 0 L 40 1000
M 50 0 L 50 1000
M 60 0 L 60 1000
M 70 0 L 70 1000
M 80 0 L 80 1000
M 90 0 L 90 1000
M 100 0 L 100 1000
M 110 0 L 110 1000
M 120 0 L 120 1000
M 130 0 L 130 1000
M 140 0 L 140 1000
M 150 0 L 150 1000
M 160 0 L 160 1000
M 170 0 L 170 1000
M 180 0 L 180 1000
M 190 0 L 190 1000
M 200 0 L 200 1000
M 210 0 L 210 1000
M 220 0 L 220 1000
M 230 0 L 230 1000
M 240 0 L 240 1000
M 250 0 L 250 1000
M 260 0 L 260 1000
M 270 0 L 270 1000
M 280 0 L 280 1000
M 290 0 L 290 1000
M 300 0 L 300 1000
M 310 0 L 310 1000
M 320 0 L 320 1000
M 330 0 L 330 1000
M 340 0 L 340 1000
M 350 0 L 350 1000
M 360 0 L 360 1000
M 370 0 L 370 1000
M 380 0 L 380 1000
M 390 0 L 390 1000
M 400 0 L 400 1000
M 410 0 L 410 1000
M 420 0 L 420 1000
M 430 0 L 430 1000
M 440 0 L 440 1000
M 450 0 L 450 1000
M 460 0 L 460 1000
M 470 0 L 470 1000
M 480 0 L 480 1000
M 490 0 L 490 1000
M 500 0 L 500 1000
" ';
echo 'stroke="#880000" fill-opacity="0" stroke-linecap="round" stroke-width="0.10">';[/source]

Oh, no remarks on the UI graphics needed, this is my testing, not a final version and the game is far from done. Edited by hybrid_ham
0

Share this post


Link to post
Share on other sites
Hrm, no answers, guess SVG isn't a hot topic but it should be [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] The future is calling ... dun dun dun.
I found the issue with the red lines. The moveto(M) lineto(L) were going from 0-10 and that is actually 11, doh.
I'm going to do the offset of 1px each direction since no one has any other ideas on the real problem, the blue lines. Edited by hybrid_ham
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