• 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
cebugdev

2D rasterizer resources and book

7 posts in this topic

Hi All,

 

are there any books available that discusses theories and implementation for a 2D rasterizer? everything i found online is for 3D rasterization (if not dx or OGL).

 

the company i am connected now wants to build our own rasterizer for our own firmware project that can draw raster images and vector graphics including fonts,

I am looking for books (old and new) or some resources that covers this.

 

Thanks,

 

 

0

Share this post


Link to post
Share on other sites

Any particular reason why your company wants to reinvent the wheel?

 

edit: And I hope this doesn't sound insulting. It's just that this kind of problem has been solved countless times before, and there are many (free for commercial use) ways you could approach this without wasting so much time.

Edited by agleed
1

Share this post


Link to post
Share on other sites

Rasterizing is always 2D -- Software Rendering books will talk about the 3D pipeline a lot, but the whole point of the 3D pipeline is to transform 3D things into 2D things so that you can rasterize them.

 

Computer Graphics: Principles and Practice is the classic textbook. For your purposes, you probably want the Second Edition in C. The original Second Edition had code samples in Pascal, and the newer Third Edition focuses on modern rendering hardware. IIRC, it spends a good amount of time talking about glyph rendering (text and symbols using vector descriptions), shapes, and bitmaps. It also goes on to discuss 3D matters like transformations and lighting.

2

Share this post


Link to post
Share on other sites

WHAT do you want to rasterize?

IE, A single point, a line,  some 2D polyhedra, perhaps some font?

 

Each of these will have a different implementation. I suggest you start with how to rasterize a line. Plenty of online tutorials available for it.

Read up on fill types and whatnot: http://www.angusj.com/delphi/clipper/documentation/Docs/Units/ClipperLib/Types/PolyFillType.htm

http://ezekiel.vancouver.wsu.edu/~cs442/lectures/raster/polyfill/poly.pdf

0

Share this post


Link to post
Share on other sites

Any particular reason why your company wants to reinvent the wheel?

 

edit: And I hope this doesn't sound insulting. It's just that this kind of problem has been solved countless times before, and there are many (free for commercial use) ways you could approach this without wasting so much time.

HI I cant give any more information,

lets just say that the company has a hardware product that previously has the rendered items passed to it thru the host or network in advance and right now we want to support actual rasterization on the hardware itself. more likely similar to how printers work.

0

Share this post


Link to post
Share on other sites

WHAT do you want to rasterize?

IE, A single point, a line,  some 2D polyhedra, perhaps some font?

 

Each of these will have a different implementation. I suggest you start with how to rasterize a line. Plenty of online tutorials available for it.

Read up on fill types and whatnot: http://www.angusj.com/delphi/clipper/documentation/Docs/Units/ClipperLib/Types/PolyFillType.htm

http://ezekiel.vancouver.wsu.edu/~cs442/lectures/raster/polyfill/poly.pdf

 

as much as possible rasterized everything, like draw circle, boxes, FILL things, stroke, colors, raster images, etc.

any information will help.

 

its like building our own Canvas drawing implementation for our own device.

 

@uglybdavis

Thank you for this tip, we have done our part in researching smaller things and things in detail, but we are looking if there are any books or resource that can help us, at least a book has more or most of the things we are looking in it :)

Edited by cebugdev
0

Share this post


Link to post
Share on other sites

Rasterizing is always 2D -- Software Rendering books will talk about the 3D pipeline a lot, but the whole point of the 3D pipeline is to transform 3D things into 2D things so that you can rasterize them.

 

Computer Graphics: Principles and Practice is the classic textbook. For your purposes, you probably want the Second Edition in C. The original Second Edition had code samples in Pascal, and the newer Third Edition focuses on modern rendering hardware. IIRC, it spends a good amount of time talking about glyph rendering (text and symbols using vector descriptions), shapes, and bitmaps. It also goes on to discuss 3D matters like transformations and lighting.

 

oh thank you for this book, this is exactly what i am looking for. (I think i have this back when i was still freshman in college).

+1 to you mate!

0

Share this post


Link to post
Share on other sites

I'm attempting to say this in a nutshell: It's useful to learn fundamentals of graphics, though I wouldn't suggest doing it more than just academic or "possibly" emulator design purposes, or even making graphics hardware drivers at the very low level. Like everything, the more you know, the more you can understand and fix problems, especially in graphics programming. For 2d rasterizers, I recommend Tricks of the Windows Game Programming Gurus: 2nd Edition by Andre' LaMothe, and his Tricks of the 3D Game Programming Gurus: Advanced 3D Graphics and Rasterization. It's a little outdated using DirectX technologies, and some can't stand his sense of humor, and plenty of seasonal naysayers, but the fundamentals are all the same and he's easy to understand. It also doesn't matter using the latest and greatest when you're studying fundamentals. Among other game programming veterans, the creator of Call of Duty learned from his books. He designed classic consoles for academic learning which uses software rasterization probably, and you put together the thing. Point is, he knows his stuff. It's been very educational for me as well, and transitioning to modern APIs are easy to understand at the end. But it's just that, academic. Software rasterizers in today's world are not recommended for commercial games, and hardware far out-beats it in performance and algorithms.

Edited by shinypixel
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