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      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.
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Turbochist

Jittering near a landscape.

7 posts in this topic

I'm working on 3d planet engine with terrain. Now I have quadtree planet with SRTM terrain. It's work fine but exept one. Camera begins rumble-tumble(jitter) :) on the low altitude(close to the zero altitude).

 

Here is a my video I've made this...

 

http://www.youtube.com/watch?v=g3Rgy5Zrx4w

 

Could you help me to head me right way please))

 

Thanks.

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Thank for your reasonable answers. I use double values, but GPU is foat32. You know GoogleEarth it's huge! But there is nothing about jittering close to the terrain...Now I m thinking about each quad of the terrain quadtree that have to be rendererd by their own view matrix...

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Floats have better precision on small values. One solution is to divide your terrain into tiles, and center vertices for each tile to 0. Each tile have their own coordinate frame and will require separate model matrices. When the camera is close to a tile, the vertices in camera space will have small values and precision should be acceptable. At greater camera distance the precision will get worse, but less noticeable. The trick then is to do all matrix calculations with doubles, and only convert to single precision in the end. Do not send model and view matrices as two separate matrices to the shader and multiply in the shader. Calculate model-view matrix using double precision on the CPU, then upload final matrix to shader as single precision.

QFE. I have to do exactly this for rendering anywhere close to planetary scale.

 

Also keep in mind that one has to do a similar partitioning for physics, or it suffers from the same floating-point accuracy issues.

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