• 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
AhmedCoeia

How to know where light is projected or facing an object

0 posts in this topic

I have an object, actually its a bicycle, and I have a directional light source in the scene. I would like to know from the light source directional vector and object's orientation, where the light is affecting the object, so that I can project the blue quad on the side of the projection.

The shadow actually is consisted of two quads  A  X  C

                                                                           B  X  D    

Where X's are the center of the bike, and I calculated them as my current position + forward vector or - forward vector's length.

                          
 

If the bicycle is facing the light source, the quad should be projected and reflected on the surface of the ray of the incidents, otherwise, it should be in the other side, at the same time based on how much is the light on each side, the relevant quad should be stretched and the other quad should be scaled down, to simulate a fake shadow effect.

I have written a code for it, but the scaling of the shadow is not stable at all, like one side scales up or down, and the other gets stretched,..etc

mLean is a variable from -0.5f to 0.5f, that determines how much is the biker has leaned by pressing the key left or right.

// LightDir.Up Model vector
float leaningAngleUpVector = Vector3.Dot(lightDir.normalized, Source.transform.up.normalized);
float lightAngleRightVector = Vector3.Dot(lightDir.normalized, Source.transform.right.normalized);

Global.Log("Current Leaning" + leaningAngleUpVector.ToString("0.00"));
Global.Log("incidentLightAngle" + lightAngleRightVector.ToString("0.00"));

// light projected left side
if (lightAngleRightVector < 0)
{
if (mLean > 0.1f)
{
Global.Log("I'm leaning left");
vxCDRight = Mathf.Clamp(mLean, 0, 0.3f); // shrink left side 0.5f<lean>-0.5f
vxABLeft = Mathf.Lerp(0, Mathf.Clamp(leaningAngleUpVector, 0, 0.4f), Time.deltaTime * 4); // extend the other side



}
else
{
vxABLeft = -Mathf.Clamp(Mathf.Abs(lightAngleRightVector), 0, 0.4f);
vxCDRight = 0;
Global.Log("left leaning only");

}


}

// light projected right side
else if (lightAngleRightVector > 0)
{
if (mLean < -0.1f)
{
Global.Log("Im leaning Right");
vxABLeft = Mathf.Clamp(mLean, -0.3f, 0); // shrink left side 0.5f<lean>-0.5f
vxCDRight = -Mathf.Lerp(0, Mathf.Clamp(leaningAngleUpVector, -0.4f, 0), Time.deltaTime * 4); // extend the other side
}
else
{
vxCDRight = Mathf.Clamp(lightAngleRightVector, 0, 0.4f);
vxABLeft = 0;

Global.Log("Right leaning only");
}

}
Vector3 vxPos1Top = pos + rot * (new Vector3(-offsetX + vxABLeft, 0, offsetY) * scale); // 1,2 vertices or on its left
Vector3 vxPos2Top = pos + rot * (new Vector3(-offsetX + vxABLeft, 0, -offsetY) * scale);
Vector3 vxPos3Top = pos + mForward.GetVector3().normalized * mMiddleScale; // two middle vertices
Vector3 vxPos4Top = pos - mForward.GetVector3().normalized * mMiddleScale;
Vector3 vxPos5Top = pos + rot * (new Vector3(offsetX + vxCDRight, 0, offsetY) * scale); // 5,6 vertices are on the right of the bikeer
Vector3 vxPos6Top = pos + rot * (new Vector3(offsetX + vxCDRight, 0, -offsetY) * scale);
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