• 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
KoldGames

AssimpNet + BinaryWriter - Writing Nodes + Name Problem

2 posts in this topic

Hello! I have created my own custom binary model format. To create a file of this format, I have created a converter that uses AssimpNet to load and write the model data the data to a new file. I currently have meshes & materials done and working. But for me to get animation working, I need the RootNode and all of its children. My game engine contains a class called NXNode, which I will be loading each node's data into. It has two constructors:

 

public NXNode(BinaryReader reader) - Reads the node from the binary file.
 
public NXNode(string name, short meshCount, short childCount, NXNode parent, NXNode[] children, Matrix4 transform, bool hasChlidren, bool hasParent) - Used in my converter project to write the node to the binary. Basically, just sets all members.
 
I also have a method (which is in all my structs or classes that have to do with data loading):
 
public void WriteTo(BinaryWriter writer) - Writes the node's name, mesh count, child count, parent (if not null), children, and transform.
 
The problem is that I cannot get it to write the nodes without getting a StackOverflow exception. I tried everything that I could think of. It works without writing nodes, but I need the nodes for animation so leaving them out is not an option unless there is another way to do this. Also, Assimp seems to not be loading mesh names. Any help? Thanks! :)
0

Share this post


Link to post
Share on other sites

You probably have to supply some code other than just some method signatures. Although this WriteTo, why are you writing the parent, usually a parent would be calling WriteTo - parents write children, children write their children and so on. And by writing the parent, the parent is writing other information out? If so, parent writing its children, its children writing its parent, ping pong and so on.

 

For the case of not getting mesh names that you may be expecting, this may be dependent on the importer. If there's a mesh name, the AssimpNet marshaling process will grab it. If its there or not is dependent on what the native library is doing.

0

Share this post


Link to post
Share on other sites

Hey Starnick! Thanks! It worked. I don't even know why I did that. lol No more staying up until 4AM coding anymore! Haha, thanks again! :)

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