• 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

Billboarded triangle strip/ribbon math/code

1 post in this topic

Hey guys, I am programming my own billboarded strips/ribbon. I am trying to generate the mesh for the strip. I have a list of points, and each will be expanded out to 2 verticies and they will all be joined together to create a billboarded triangle strip.


I have it working relatively well. I implemented it the way it was outlined in this topic here: http://www.gamedev.net/topic/644649-bill-boarding-oriented-rectangle/


That topic was really helpful! smile.png


I have a problem however. My code does not seem to take into consideration the rotation of the camera. I think it is because I am converting the camera position to local quad position incorrectly, but I can't figure out what I need to do to fix it.


So, here is 2 triangle strips on either side of the camera, and the camera is in the middle of them. They orient themselves correctly





Now if I move the camera down, (translate downwards, no rotation), the strips again face the camera correctly, as seen here:




I expect this same effect when I rotate the camera downwards, however my code seems to just ignore the camera rotation. So if I return the camera to where it was in image one and instead rotate downwards, I just get this:




Its, uhh, hard to see, but basically the strip is exactly as it was in image 1, but the camera is rotated. It didn't bother to align itself with the camera properly. I expected something similar to image 2.


Again, I think my problem lies in converting the camera position to the points 'local space'. I don't take into consideration any rotations. I just do this:


Vector3 camLocal = camera.position - point.Position;


Which gives us the cameras position as if it was relative to the point at 0,0,0, but it doesn't take care of any rotation.


Hope I am making some sense guys, I've been trying to figure this out for most of the day and I'm not sure what to do.

Edited by Prodigga

Share this post

Link to post
Share on other sites

Hope I am making some sense


Not really. Can you describe what you want to accomplish? In general, "billboarding" means orienting the entire object to face the camera. From the first two pictures, which you say is the desired result, the objects aren't facing the camera, but.. some line perhaps from the eyepoint to.. a "look at" point? Though you say the third picture is the same as the first, that's not how it appears. The quads seem oriented in a similar fashion with respect to the up-down angle as in the second image.


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