• 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
liaokei

Is it possible to render minimap in a different way?

7 posts in this topic

Hi,

I am new to 3D rendering. Currently I have an idea about minimap. As far as I know, minimap generally rendered by a camera facing the terrain. In this way, minimap shows the upper faces of all the mesh to render.

I am wondering whether it is possible to render the minimap like the meshes have a different material, or merge with a normal map and height map of the meshes. What I means is that to add more mesh information(e.g. normal, height) into the 2D minimap, not just a simple rendering form a sky camera. Is it possible or valuable to do so?

Thanks.

Edited by liaokei
0

Share this post


Link to post
Share on other sites

Are you meaning create another scene for rendering minimap? Would that be too complicated? I don't want to create a copy of my game scene so that I can use different materials or geometry. I just want to create one scene, and render the minimap based on it.

Edited by liaokei
0

Share this post


Link to post
Share on other sites


Minimap is just different presentation of that scene not different scene itself. For gameplay and UI design reason it has to be clearly readable. Totally different needs than main scene rendering.

 

quite true. look at the local map in Skyrim, basically a top down x-ray view of the level map. rather useless at times, what with all the overlapping levels they love to use.  Sometimes i'm temped to break out pencil and paper to hand map a level like i'm playing table top D&D again.

0

Share this post


Link to post
Share on other sites

And you don't create a direct copy of your main scene. You add different geometry to the minimap scene, to account for the fact that the view is smaller. Sure, you need some means of tying the minimap geometry and the main view geometry together, but that should be trivial if designed right.

 

Thanks. I want to solve this problem by automatically create a readable by some calculation or specific shader. Is this valuable? I mean is it valuable or worth to find a solution to automatically create a minimap that meets our needs and reduce the work to create a second scene?

Edited by liaokei
0

Share this post


Link to post
Share on other sites

 


And you don't create a direct copy of your main scene. You add different geometry to the minimap scene, to account for the fact that the view is smaller. Sure, you need some means of tying the minimap geometry and the main view geometry together, but that should be trivial if designed right.

 

Thanks. I want to solve this problem by automatically create a readable by some calculation or specific shader. Is this valuable? I mean is it valuable or worth to find a solution to automatically create a minimap that meets our needs and reduce the work to create a second scene?

 

in case the large scale view of your scene does not expand the already loaded scene you do not have to recreate anything, just draw the scene again from top down drawing every node of scene in a diffrent way than normaly, like a dot, brown square or so. you can also simplify it by a static map texture, drawing only relevant volatile objects, player, and other. Remember also you can draw tha large scale scene with the same shaders as in detail view offline, to a texture map, resulting in a static asset that will very accurately represent top down of the very scene, and than use this static map to display few volatile objects of player interest. You will be able to recreate this static map in seconds, to ease your production process and have very accurate top view. But many times it will demand a little post processing to hide extreme tilling visible and so on.

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