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      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.
The animator
    3. The modeler
    4. The animator

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The animator

Norman Barrows
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Rockland Software's rigid body Modeler / Animator module for use with the Z3d library's rigid body modeling and animation system.

This is the animator screen. The animation system lets you do keyframed forward kinematic animation of rigid body models. The animator lets you set the rotation of limbs by clicking and dragging. It can also insert, delete, and copy keyframes, and play and loop the animation you're editing. A single click takes to you the modeler, allowing you to easily switch from tweaking the animation to tweaking the model, and back.

The system was originally developed back in 2000 for CAVEMAN v1.x. CAVEMAN has a requirement to draw a large number of unique high poly animated characters onscreen at once. Many more than I've ever seen done with skinned meshes. Back in 2000, the original system could handle 50 characters on screen at once in combat with no real slowdowns on a baseline PC. With today's PCs, i'm shooting for at least 100-200 at once, maybe more. I've already tested over 100 at once with no problems on a baseline windows 7 PC (Compaq CQ2014 AMD dualcore E300 w/ onboard graphics chip only). Recently, i checked into adding IK capabilities, and have come up with a simple IK solver algo that I may add to the animator.


© Z3d library rigid body modeling and animation module (C) 2012-2013 Rockland Software Productions

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