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      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.
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Vincent_M

Model Loader Advice

2 posts in this topic

I've written a few model loaders from scratch over the years, but I always run into a snag when trying to import models using different plug-ins for different editors. For example, just when I think my MD5 or OBJ importer works, it'll crash my game when I try importing a model from one of my modelers if they don't use the same DCC tool with the same version of the same exporter I use. Same with MD5 and X...

 

I've been able to write a model loader that'll load up Half Life 2 maps (when converted to OBJ), and my MD5 loader has been able to load, render, and animate DOOM3 models, but still, I run into compatibility issues, and I haven't been lucky finding MD5 exporters for DCC packages my modelers use.

 

All of these file formats are text-based formats, and if the text formatting is off by a little bit, I'm in bad shape. I believe my text parsing skills aren't that great. I've thought about using ASSIMP to get around this or writing a COLLADA importer from scratch, but that seems overwhelming to me. Does anyone know of any good C++ text-parsing tutorials that I could read to improve my text loading skills?

 

Also, what model formats would you recommend? I've thought about FBX, but it looks like an in-depth file format similar to COLLADA.

 

Also, are there any good tutorials out there for handling animation blending? I've looked around and right now, I have it setup to where my MD5 models can have 2 animation channels playing at once, and each channel can transition between animations, but I still get weird issues when my characters go from walk to stand, etc.

 

 

EDIT: Btw, it looks like Autodesk's FBX model format is more like a next-gen version of Microsoft's X format that's no longer supported natively by Direct3D (deprecated in DX10). Instead of using curly braces, it uses an XML-based format. Has anyone succeeded in writing a pretty stable importer for this without having to use the Autodesk APIs?

Edited by Vincent_M
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In the end, you're probably going to want to create your own custom format.  I'd recommend you just use ASSIMP (it's not that complicated) to import stuff for now and then use it to make a converter later

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That's what my code does for now. It imports some sort of model format, but saves it out in a binary format that stores the data in the same way that my code holds the data. The format is more serialized and necessary for the end-product. I'll try ASSIMP again, but I had trouble getting it to build for iOS.

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