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      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.
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Saragan

fbx sdk help/information

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not sure if this is the right forum section but hey, seemed logical as fbx is an API set?

 

ive been developing an opengl game engine and ive been told to include FBX support because its "easy".....

well i already have obj's and MD5 meshes/anims in my engine so i thought...what the hell as exporting MD5 as opposed to fbx is more hassle

ive ready the documentation, and the samples....and alls i can say is wtf?

Ive manage to load a mesh from the control point however only the vertices using getControlPointAt() and getPolygonVertexCount() and GetPolygonVertices()

two questions surrounding model loading

  1. how do i get the normal/color/texture co-ordinates
  2. i do a lot of archiving, is there a way for fbx sdk to read file from string or memory rather than flat file? (im using libarchive)

now as with MD5Mesh i thought fbx would use something like storing a weight with the vertex along with allowing you to store which bone/bones it is tied too? am i wrong? seems a logical way of doing it...

basically im stuck with animation as the examples are...confusing

i just want to be able to say to the animation

  1. give me number of frames, and fps
  2. for the given animation name give me this particular frames array of bone transformations so I can assign the array as glm::mat4 and send to my shader?

is that possible?

any help in understanding this would be great? ive spent far too much time on this with very little progress in the matter

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