• 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
amadeus12

about math in implementing frustum culling

2 posts in this topic

this code is from introduction to DX11 by Frank D Luna.
I kind of understand the theory of this.
first get frustum coordinates in view space.
get model's world matrix and view matrix.
get inverse matrix to find out frustum's coordinates in model's local.

my question is, why do I only need X component of scale matrix?
what if the object got stretched by z,y axis?
 


    for(UINT i = 0; i < mInstancedData.size(); ++i)
          {
             XMMATRIX W = XMLoadFloat4x4(&mInstancedData.World);
             XMMATRIX invWorld = XMMatrixInverse(&XMMatrixDeterminant(W), W);
         // View space to the object's local space.
         XMMATRIX toLocal = XMMatrixMultiply(invView, invWorld);
      
         // Decompose the matrix into its individual parts.
         XMVECTOR scale;
         XMVECTOR rotQuat;
         XMVECTOR translation;
         XMMatrixDecompose(&scale, &rotQuat, &translation, toLocal);

         // Transform the camera frustum from view space to the object's local space.
         XNA::Frustum localspaceFrustum;
         //TransformFrustum(&localspaceFrustum, &mCamFrustum, XMVectorGetX(scale), rotQuat, translation);
         XNA::TransformFrustum(&localspaceFrustum, &mCamFrustum, XMVectorGetX(scale), rotQuat, translation);
         
         // Perform the box/frustum intersection test in local space.
         if(XNA::IntersectAxisAlignedBoxFrustum(&mSkullBox, &localspaceFrustum) != 0)
         {
            // Write the instance data to dynamic VB of the visible objects.
            dataView[mVisibleObjectCount++] = mInstancedData;
         }
      }

      md3dImmediateContext->Unmap(mInstancedBuffer, 0);
   }
 

0

Share this post


Link to post
Share on other sites

It looks like TransformFrustum only takes a single value as a scale, so even though the matrix supports full XYZ 3d scaling, this just breaks it down to 1D scaling, so the X scale is used for all XYZ values.

Oddly, if you look inside the TransformFrustum call, it actually creates a full XYZ 3D vector from the single scale value, then uses that with its internal transformations.  It seems like the function should just take a XYZ scale to begin with, instead of converting from/to.

1

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

  • Similar Content

    • By AlekseyRybchak
      Hi there!
      We are working on an fantasy based RPG with some really challenging gameplay.  
      We've got two writers (and we are sure we need no more), a couple of designers, one coder, one musician and one PM. 
      Here is the deal. We want to publish a demo within a 3-4 months from now. We got a popular Youtuber who would promote the game. 
      Now we need the following additional members:
      2 designers who know substance designer, photoshop, 3ds max/maya. Specifically a character artist and an environment artist.

      2 more programmers with experience in Blueprint, C++ and Unreal Engine.
      You'll get rev share after we publish the full game.  Publishing would not be an issue.
       
      Important:
      Part timers, dudes runing over 9000 other projects, lurkers, and those who got 'only 30 minutes per week' are highly unwelcome.
       
      We communicate in Hacknplan and Discord. And yes we love discipline and consistency! So get ready for real deadlines and regular team calls!
      If you are interested PM me or better e-mail Paul: pauldando21@icloud.com
       
      BR,
      Alex
       
       
    • By Holy Fuzz
      I am working on a game (shameless plug: Cosmoteer) that is written in a custom game engine on top of Direct3D 11. (It's written in C# using SharpDX, though I think that's immaterial to the problem at hand.)
      The problem I'm having is that a small but understandably-frustrated percentage of my players (about 1.5% of about 10K players/day) are getting frequent device hangs. Specifically, the call to IDXGISwapChain::Present() is failing with DXGI_ERROR_DEVICE_REMOVED, and calling GetDeviceRemovedReason() returns DXGI_ERROR_DEVICE_HUNG. I'm not ready to dismiss the errors as unsolveable driver issues because these players claim to not be having problems with any other games, and there are more complaints on my own forums about this issue than there are for games with orders of magnitude more players.
      My first debugging step was, of course, to turn on the Direct3D debug layer and look for any errors/warnings in the output. Locally, the game runs 100% free of any errors or warnings. (And yes, I verified that I'm actually getting debug output by deliberately causing a warning.) I've also had several players run the game with the debug layer turned on, and they are also 100% free of errors/warnings, except for the actual hung device:
      [MessageIdDeviceRemovalProcessAtFault] [Error] [Execution] : ID3D11Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_DEVICE_HUNG: The Device took an unreasonable amount of time to execute its commands, or the hardware crashed/hung. As a result, the TDR (Timeout Detection and Recovery) mechanism has been triggered. The current Device Context was executing commands when the hang occurred. The application may want to respawn and fallback to less aggressive use of the display hardware). So something my game is doing is causing the device to hang and the TDR to be triggered for a small percentage of players. The latest update of my game measures the time spent in IDXGISwapChain::Present(), and indeed in every case of a hung device, it spends more than 2 seconds in Present() before returning the error. AFAIK my game isn't doing anything particularly "aggressive" with the display hardware, and logs report that average FPS for the few seconds before the hang is usually 60+.
      So now I'm pretty stumped! I have zero clues about what specifically could be causing the hung device for these players, and I can only debug post-mortem since I can't reproduce the issue locally. Are there any additional ways to figure out what could be causing a hung device? Are there any common causes of this?
      Here's my remarkably un-interesting Present() call:
      SwapChain.Present(_vsyncIn ? 1 : 0, PresentFlags.None); I'd be happy to share any other code that might be relevant, though I don't myself know what that might be. (And if anyone is feeling especially generous with their time and wants to look at my full code, I can give you read access to my Git repo on Bitbucket.)
      Some additional clues and things I've already investigated:
      1. The errors happen on all OS'es my game supports (Windows 7, 8, 10, both 32-bit and 64-bit), GPU vendors (Intel, Nvidia, AMD), and driver versions. I've been unable to discern any patterns with the game hanging on specific hardware or drivers.
      2. For the most part, the hang seems to happen at random. Some individual players report it crashes in somewhat consistent places (such as on startup or when doing a certain action in the game), but there is no consistency between players.
      3. Many players have reported that turning on V-Sync significantly reduces (but does not eliminate) the errors.
      4. I have assured that my code never makes calls to the immediate context or DXGI on multiple threads at the same time by wrapping literally every call to the immediate context and DXGI in a mutex region (C# lock statement). (My code *does* sometimes make calls to the immediate context off the main thread to create resources, but these calls are always synchronized with the main thread.) I also tried synchronizing all calls to the D3D device as well, even though that's supposed to be thread-safe. (Which did not solve *this* problem, but did, curiously, fix another crash a few players were having.)
      5. The handful of places where my game accesses memory through pointers (it's written in C#, so it's pretty rare to use raw pointers) are done through a special SafePtr that guards against out-of-bounds access and checks to make sure the memory hasn't been deallocated/unmapped. So I'm 99% sure I'm not writing to memory I shouldn't be writing to.
      6. None of my shaders use any loops.
      Thanks for any clues or insights you can provide. I know there's not a lot to go on here, which is part of my problem. I'm coming to you all because I'm out of ideas for what do investigate next, and I'm hoping someone else here has ideas for possible causes I can investigate.
      Thanks again!
       
    • By Kajamaz
       
      Summary: EverEmber Reborn is a multiplayer online hardcore open-world action RPG. 



      Description:
      The game takes place in the world of EverEmber, a fantasy world where you have no direction, only your skill and other players to either aid or hinder you on your journey. The game is a first person open world pvp game, with progression aspects taken from agar and slither. The world is not too huge, and because of that players will constantly fight and die, dropping their obtained gear and forcing to restart. The combat is skill based, with many places to explore. The best aspects from Runescape, Ultima, Mortal online, and the Elder Scrolls games are taken and incorporated. Everyone has their own adventure, it’s your choice how it starts and ends.

      EverEmber Reborn is a sequel to the game EverEmber Online (check it out at http://www.everember.com/). They are very different in their concept and execution, but the fantasy elements and ideas are brought over from its predecessor. We have been developing EverEmber online for over 4 years, but it’s time we move on. We have also worked on various private server projects, so the developmental process is nothing new for us.

      Team:
      We currently have a fairly large development team already, 10 main developers, myself, Ozfer (server host, developer, IT tech), Juicyz (Lead Programmer), EMPHyperdrive (Programmer) Amit (Game Developer and Modeler), HugeJackedman (Game Developer), Gw1p (Game developer), Naitsirik (Modeler), Symbolizemusic (Musician), Aytimothy (Programmer). We also have a musician assisting us (Davide Severi) with our soundtrack and a concept and concept artist (Akram). SeeEnvy is a writer for us.

      What we're looking for:

      What we need are programmers as of this moment. We need someone who is determined on helping us program the game itsself. We have much of the networking done and we are using Photon. The language we're using is C#, so knowledge of C# is a MUST HAVE!

      Requirements:

      -Experience with Unity and its technology

      -Interest in the games concept

      -Ability to do one of the things listed in our needs, either C# unity programming, or networking assistance.

      -Time to dedicate to the game, we don’t have a constraint but a few hours every couple of days will suffice.

      -Be able to communicate in English, as all of our team speaks English either fluently or well.

      -Have a method through which we could pay you eventually.

      Eye Candy (In-game screenshots):







      More Eye Candy/Concept Art:
       



       
       
       
      If you are interested, please do contact us via Everemberonline@gmail.com or message me here on unity forums with what you can do for us, why we interest you, and whatever questions or comments you have. Feel free to join our website if you cannot help us in development, but instead can assist us by playing the game upon release or testing it!

      http://www.everember.com/

      See you in the land of EverEmber.
    • By tatar1nro
      Hi, we are small game develop studio called Drunken Monday. We are only two people and during the last year we developed a cross-platform multiplayer game: Slash Arena. And we're almost done. We are glad to present you our game:

      Massively multiplayer online battles with swords and axes.
      Simple arcade action! Dodge the attack and choose a perfect time to strike.
      Upgrade your weapon, slash enemies, collect resources and reach the top!

      Battle Modes:
      ★ Deathmatch — Player vs All mode for 30 players. Score the highest damage and survive to win.
      ★ Arena 1vs1 — ranking duel for hardcore players. Your skills mean more than your high-level weapon.
      Features:
      ★ Rapid battles. Play 5 minutes or 5 hours. It’s all up to you!
      ★ Swing your hammer and make 'em fly! Damage is calculated according to physical laws. Timing and distance matter!
      ★ Two types of attack — enough to make your enemy suffer from a painful combo! Master your skills.
      ★ Separate ratings for each Battle Mode. Monitor your progress.
      ★ Monthly rewards for the best players. Earn a pile of resources and unique character portraits.
      ★ Daily tasks. See if you can cope with them! >:]
      ★ Three characters with unique weapons and fighting styles. More characters are coming soon!
      ★ More than 30 upgrade levels for each character’s weapon and armor. Start with a simple leather jacket and get to the legendary royal armor!
      ★ Character’s appearance changes each 3 levels. Everyone will see how cool you are!

       
      Game available on: Facebook, it passed greenlight and coming on Steam, soft-launched on GooglePlay and AppStore in Russia ( If you contact us we will send you .apk or testflight invitation ). Also take a look at Slash Arena: Online and Drunken Monday web sites. 
      We will be glad to hear your opinion!
    • By thmfrnk
      Hello,
      I am working on a Deferred Shading Engine, which actually uses MSAA for Antialising. Apart from the big G-Buffer ressources its working fine. But the intention of my engine is not only realtime-rendering as also render Screenshots as well as Videos. In that case I've enough time to do everything to get the best results. While using 8x MSAA, some scenes might still flicker.. especially on vegetations. Unfortunately 8x seems to be the maximum on DX11 Hardware, so there is no way to get better results, even if don't prefer realtime.
      So finally I am looking for a solution, which might offer an unlimited Sample count. The first thing I thought about was to find a way to manually manipulate MSAA Sample locations, in order to be able to render multiple frames with different patterns and combining them. I found out that NVIDIA did something equal with TXAA. However, I only found a solution to use NVAPI, in order to change sample locations. https://mynameismjp.wordpress.com/2015/09/13/programmable-sample-points/
      While I am working on .NET and SlimDX I've no idea how hard it would to implement the NVIDIA API and if its possible to use it together with SlimDX. And this approach would be also limited to NV.
      Does anyone have an idea or maybe a better approach I could use?
      Thanks, Thomas
  • Popular Now