• 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

DirectX for CAD applications.

2 posts in this topic

I have studied the 2D drawing tutorial from rastertek.com and if I understand correctly an orthographic projection can be set up so that primitives like vertexes lines and triangles can be drawn in screen co-ordinates.


I have an interest right now in starting on a CAD application. Before I was into programming I was a drafter and there are certain aspects of a CAD application that I am looking to incorporate in my application. CAD applications have the concept of a top view and top view has these properties.


- If a one unit square is drawn and placed on the plane Z=0 and another unit square is drawn and placed on the plane Z=-100 in top view the squares still appear to be the same size even though they are 100 units apart on the Z-axis.


Is the orthographic projection still the way to accomplish this goal with DirectX? It seems at this point that if an orthographic projection is used to create a top view effect like the one I describe then there is going to have to be a translation from world co-ordinates to screen co-ordinates. For example in a CAD application when the user draws a unit square he is drawing in world co-ordinates. So if I were to use an orthographic projection and call the center of the screen the equivalent to world co-ordinates (0,0,0) then the co-ordinates of the unit square drawn in world co-ordinates is going to have to be translated into screen co-ordinates. That translation is going to depend on the users zoom level in top view as well as the pan location.


Is the orthographic projection the right technique for this type of application?




Share this post

Link to post
Share on other sites

As Mona2000 mentioned (rather succinctly), the answer is yes - you can (and probably should) use orthographic projection.


With regard to some of your comments, it seems you're concerned with converting coordinates. You needn't pay much attention to "converting" world coordinates to the screen. That can be taken care of by the projection and view matrices. I.e., drawing objects produces world coordinates; the projection and view matrices will do the conversion to screen coordinates for display.


A little more difficult part of such an application is unprojecting screen coordinates. However, in DX9 anyway, there are functions to do that. If the user uses a mouse to draw a unit square in ortho, your input will be in screen coordinates (where the mouse is). You'll convert those 2 mouse coordinates to 2 world coordinates (say, mx-to-worldx and my-to-worldy) and have to provide a method for the user to set the third coordinate - e.g., switching from front- to side-view and have the user set the z coord.


The Blender modeling program, for instance, lets you set a 3D cursor. In ortho mode, say, front-view looking down the z-axis, clicking the screen sets the cursor to some x-y value. You can then switch to side view, say looking down the -X axis, and click to set the world z-value of the cursor. That 3D cursor defines default X-, Y- and Z-planes. Back in front-view, you can draw a unit cube, specifying the x-y coordinates and it will be created in the default z-plane.

Edited by Buckeye

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