• 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
jor1980

How to set camera to maximize the mesh view into the screen?

4 posts in this topic

Hi.

 

I am making a program using jmonkey to preview the meshes contained into a filetype. Each file has a mesh of diferent sizes and positions, I want to make my program focus the mesh contained in the file trying to view it in a way that the mesh uses almost all the space in the viewport.

 

I would like to know if there is a mathematical way to make this, and achieve to preview the meshes using as much space in the screen as possible.

0

Share this post


Link to post
Share on other sites

Couple of ways of doing this, both need to know the size of the mesh.

 

So you need to first generate a bounding box or a bounding sphere. (there are lots of online resources to help you with this)

 

Then you can either ...

 

1) Move the camera forward until the mesh fills the screen.

 

     To work out the distance to place the camera you calculate distance = bounding_sphere.radius / tan(field_of_view)

 

2) You change the field of view in your projection matrix 

 

     To work out the field of view required you calculate fov = atan(bounding_sphere.radius/camera_distance)

 

Both might need a little adjustment , but it's a good starting point.

 

 

Personally, I like changing the distance of the camera approach.  Messing with the FOV too much also messes with perspective.  And sometimes that's just plain funny looking.

0

Share this post


Link to post
Share on other sites

smile.png Yes it can do.

 

But at times it's great. For example on a recent racing game I used the FOV technique to give you the feeling of zooming in on a car.

 

Completely screwed up my shadows though.

0

Share this post


Link to post
Share on other sites

As i am new in game programming, i was trying to obtain the field of view of my jme3 camera but i don´t know how to do it. Here is the camera class definition:

http://hub.jmonkeyengine.org/javadoc/

 

How can I get the field of fiew from the camera class defined in that javadoc?

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