• 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
null434

Transformation

3 posts in this topic

I'd like to know which transformation matrix put the 3d objects into viewing frustum? Is that view matrix? And is that projection matrix is just to create the viewing frustum, if not, then what does?  And also what is projection space?

Edited by null434
0

Share this post


Link to post
Share on other sites

There are four distinct spaces that objects get transformed into:

An object starts in Model Space (generally), then get's multiplied by the world matrix, putting it into World Space.

Then that matrix gets multiplied by a view matrix putting it into view space.

Then that matrix gets multiplied by the projection matrix putting it into Projective or Homogenous space. 

 

Homogenous space is where all on screen vertices are in a Unit Cube. This is where the "w" divide happens, clipping the 3D locations into a 2D screen space coordinate system.

 

There is also another, less used, transform applied here, called the viewport transformation. It's what determines the bounds of the 2D locations.

 

You can read more about the spaces here:

2

Share this post


Link to post
Share on other sites

Thanks. Another question: I read from a tutorial  from Directx SDK that explains how render a flat triangle on screen and it said the vertices of the flat triangle are already defined in screen space. My question is how to let Direct3D know I define vertices in object space? It looks like Direct3D automatically sees the vertices put into vertex buffer as untransformed?

0

Share this post


Link to post
Share on other sites


It looks like Direct3D automatically sees the vertices put into vertex buffer as untransformed?

 

Screenspace is from (-1, 1) to (1,-1) on x / y. So if you specifiy a triangle with points on those four corners, they don't need to be transformed anymore, since they now fill the whole screen no matter what, and thus they are in screen space. Plus, Direct3D does indeed see all vertices put in untransformed, you apply all additional transforms in the vertex shader, and what comes out there is considered to be in screen space. So if you just throughput vertices like in that example, you are just fine.

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