• 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
Chris_J_H

xnacollision structure general transform function versions

2 posts in this topic

Help! - I've been busy replacing my custom collision volumes with the xnacollison.h versions to make use of the xnamath.h SIMD functionality... and only just noticed that it doesn't provide the general transform functions for these volumes (ie. passing in a CXMMATRIX instead of the broken down contributions: translation, rotations etc. I now read that the directxcollision library has these functions but I am running on Windows 7 (DirectX June10 SDK) so cannot access it. The 4 functions I need are the (c++) equivalents of:

xnacollision.h : TransformSphere(), TransformAxisAlignedBox(), TransformOrientedBox(), TransformFrustum()

Does anyone have the source for general transform versions of these functions handy that they could let me have - to save me reinventing the wheel (and probably a lot less efficiently...)?

0

Share this post


Link to post
Share on other sites

What you need is in DirectXCollision.h and DirectXCollision.inl,but there are a few functions that have changed from xnamath to DirectXMath(if I remember correctly,some xnamath functions that weren't templated are now templated in DirectXMath) [attachment=13333:Desktop.rar]
Also you can still DL the Windows 8 kit on Win7:
http://msdn.microsoft.com/en-us/windows/hardware/hh852363.aspx

1

Share this post


Link to post
Share on other sites

Thanks MrHeisenberg - I did not know you could use the Windows 8 SDK on Windows 7. Not sure I want to install it though - maybe I'll write my own functions to avoid having to do that.

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