• 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.
Drawing things the "new way"

Other images in Caveman

Drawing things the "new way"

Norman Barrows
Sign in to follow this  
Followers 0

Drawing things the "new way"

 

No LOD yet, drawing out to 1000 feet. about 10,000 batches. fixed function, no shaders yet. drawtime for this frame was 33 ms.

 

Chunk based terrain. Originally the game filled he render queue directly from the world map data, checking for things like "is there water in the way of this plant?", "is there a temporary shelter in the way of this tree?", etc. this took a long time. world map data was laid out in a form that was efficient for storage and use, but not efficient for drawing.

 

This required a major re-thinking of how things were done. Since this was about drawing graphics faster, i applied the best design methodology available in such cases: "hardware driven design".

 

Hardware driven design means starting at the lowest level (the hardware or the lowest level API you call against), and saying, "ok, what does this thing want? and what format does it want it in? and what is it good at doing really fast? and what is it slow at?". its a bottom up approach where the needs of a lower level component/API dictate the design of the higher level components/API's above it.

 

using this approach led to the following changes:

 

1. creation of a data structure that holds terrain drawing information in a format optimized for fast digestion by directx.

 

2. instead of drawing the ground as individual dynamic quads with unique textures, all quads with the same texture are placed in a single static mesh, resulting in 4 interleaved meshes making up the ground mesh (most terrain types currently use a 4 tile texture set).

 

3. instead of processing the world map data to fill the render queue each frame, the world was divided into chunks. chunks are generated on the fly and contain the contents of the render queue for a 300x300 area of the world (before frustum culling), including ground mesh, rocks, plants, trees, bushes, water, etc. drawing a chunk consists of simply frustum culling and drawing each mesh in the chunk.

 

the data structure designed for the chunk system worked so well that the render queue in the Z3D game library used by Caveman (and all my other games) was redesigned to use it.

Copyright

© CAVEMAN (C) 2000-2013 Rockland Software Productions

0
Sign in to follow this  
Followers 0
From the album

  • 68 images
  • 2 comments


0 Comments

There are no comments to display.

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