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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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stateOfDaniel

Defining an arbitrary rectangle from a normal

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So I have been programming a top down zombie shooter and I made it in a city type area so I need to be able to generate buildings.  I've made a class that makes a rectangular prism based on an x, y, and z position and the length width and height of the building.  This has worked for now, but I added lighting to my shaders and need normals and texcoords and these buildings also always faced the same direction. so I wanted to make something more flexible.  I wanted to make a function that makes an arbitrary quad that takes a normal vector, a position vector that lies on the center of the quad, and a width and height which correspond to the tangent and bitangent axis's respectively. I figure this is possible considering there is only one plane per vertex normal pair.  My question is how would I do this.

I know the formula for deriving a plane from a normal but I cant figure out how to make the quad on it.

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You can't derive a plane from a normal, you need another parameter like a point on the plane or a reference distance. The plane equation (the equation I think you are referencing) is useful for determining where a point lives with respect to the plane.

 

You need to create a tangent and bi-tangent on each plane of your prism. Then the corners look something like (1/2)((+/-) L*T (+/-) W * B). Just for an example, you could compute them in model space. For the sides: T = Z x N, B = N x T. For the top: T = X, B = Y. For the bottom: T = -X, B = Y. 

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