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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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KaiserJohan

Is a mesh a 3d model?

7 posts in this topic

Short question; Is a 'mesh' a '3d model'?

I need abit of terminology check, as I'm not sure what exactly separates a 3d model from a mesh, or if its the same thing.

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I'll just re-enforce the above with an image I posted the other day to ScreenshotSaturday

http://screenshotsaturday.com/images/directlink_BET1gACCEAEYrua.jpg

I have a 3D object called DummyRig. It consists of a world position, a rotation, and a scale. You can call it a model, but a 3D object doesn't have to be. It could be a light, a particle system, a marker, a target.

It references a MESH data block, which is the green man you see. As stated above, this is vertex, edge, polygon, etc data.

The mesh references a material called 'vertex colors' which tells the renderer to use the vertex colors in the mesh data to color the model.

The mesh also references a skeleton (seen in stick form in the image above), which will tell it how to deform. The skeleton refers to the mesh data in the form of vertex groups, which is list for each bone of which vertices they will affect. A vertex in the mesh can belong to more than 1 vertex group.
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A Model is just that, A Model. Like a model Car or Plane, a Person or a geographical location.  In the computer world, a virtual Model is comprised of a mesh or meshes.

A mesh is a virtual surface, ( I am not going to get to technical here just trying to explain the differences in simple terms ) This virtual surface is what you see.

1 more example would be to ask if a lump of clay is a model ?  No!  But as you shape it into something identifiable it becomes a model.  So maybe you could think of a mesh as a 2D lump of clay,  bent and shaped and added to other 2D lumps of clay to produce a 3D Model.

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NO! a mesh isn't a 3d Model, but most 3d models have meshes.(exceptions are voxel models,solid models,ens....)

A 3d model usually consist of a Object(sometimes known as a Node) with a input for a mesh or a array of meshes, a Material with a input for a Texture or a array of textures.

In short:a 3d object can swap meshes like textures.

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