• 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.
Making it draw water

Other images in Caveman

Making it draw water

Norman Barrows
Sign in to follow this  
Followers 0

making it draw water.


the world map is a 500x500 array of structs, one for each map square.


one of the variables in a wold map struct is watertype:
none, dry creek, creek, stream, river, lake, spring, waterhole, dry waterhole, or swamp.


ocean is considered an elevation type, like flat, hill, mountains, etc.


each map square has its own d3d coordinate system, and is 26400x26400 id3d units in size.


the game has a heightmap function that takes a map square x,z, and d3d x,z, and returns the d3d y value of the ground at that point in the world.


the heightmap function uses the info stored in the world map struct for the map sqaure to select a heightmap formula, and any modifiers. the basic heightmap formulas are ocean, flat, hills, mountains, and impassable mountains. they are of the general form y=A*sin(B*x)+C*cos(D*y), or summations thereof, IE superimposed sine waves. i may switch to perlin, and i may add bitmap based as well. Each map square can have a different heightmap. So they usually don't line up at the borders. heightmap seam fixing code is used to fix this. it works with any type of heightmap. modifiers to the basic heightmap create depressions for water and tarpits, create cliffs, create canyons, and fix the seams at map square edges.


this heightmap info is used to generate a 300x300 chunk of ground mesh on the fly as needed. actually 4 meshes, one for each ground texture tile (except jungle which just has one ground tile texture, and therefore one ground mesh in a chunk) . Then the water quads are drawn.


Note that the water (and most everything else) is just placeholder graphics. right now i only have 2 kinds of trees, 4 kinds of plants, and 4 ground texture tiles in this woods scene, and the plants aren't even drawn at different orientations.


if i had the time, i could get it to the point where you could walk up to a tree and go "that's a birch!" or "that's an oak!" or "that's a maple!". but i'm just an army of one, and this game has evolved into a large scope project.


© CAVEMAN (C) 2000-2013 Rockland Software Productions

Sign in to follow this  
Followers 0
From the album

  • 68 images


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