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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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Alex Garton

Translating a mesh in real-time. And engine to use?

3 posts in this topic

Hey everyone,

 

I'm new here so possibly this belongs in the beginner section (feel free to move it mods).

 

Tldr;  Your suggestions on the best engine for a game featuring real-time mesh placement, transformation and rotation, as well as basic placeable AI and regenerating Navmeshing (or something that'll do the job just as well).  All links, comments and suggestions welcome.

 

Bonus Info:
I'm a Game Art student approaching my final year project and I want to get the best start over summer that I can. I'm looking at creating a demonstration of a game which has the following components:

 

I.    A menu which displays a number of meshes.

II.   The ability to select said meshes from the menu and have the mesh appear in the game world.

III.  The ability to select and deselect individual meshes that have been placed, and once selected rotate and transform them by use of the keyboard.

IV. The ability to choose basic AI bots from the menu and place them in-game.

V.  The game world must be able to regenerate the navmesh (or engine equivalent).

 

If you've played the Halo series' 'Forge-mode' you'll have an idea of the experience I'm trying to re-create.

 

My experience:

I have very little experience beyond very basic coding.  At this point in time I can just about flick a light switch on and off.  However I have worked extensively with UDK's Kismet system and Bethesda's various Creation Kits, so I'm not completely oblivious to programming.

 

Any suggestions on where best to begin, which engine/language to use or any links to further reading would be much appreciated! smile.png

Thanks for your time,

Alex

Edited by kibblesticks
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You can look up several topics on finding a 3d engine that suits your needs.
Besides this, a few personal remarks:
- looking at your goal and current (coding) skills, I'd go for an engine that is primarily easy to use, includes gui options etc. To prevent that your specialism (art) doesn't get affected to much brcause all the time you have to spend learning things you're not aiming for :)

Maybe Unity can do the trick, I believe it's "friendly" for less experienced programmers.
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Thanks for the reply Cozzie, you mirrored exactly what I was thinking; I do want to learn more programming but I don't want to be overwhelmed with an insurmountable task. I'll look into Unity like you suggested and update with findings. Thanks :)
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The free version of Unity does not include direct support for dynamic navigation meshes, but the pro version does. You can still create your own in the free version, but it is not a trivial task.
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