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      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.


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About Shawn876

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  1. Hi, I currently apply a matrix transform a series of 3D points, which is quite expensive in terms of processing time. Is it possible to transform just the extent points (I create a bounding box which encapsulates the points) and do some kind of linear interpolation to shift all the points without having to apply the transform to each of them? Thanks.
  2. Hi, I am in need of a very specific kind of spline. Recently I have been working with equal distanced cubic hermite splines for my camera movement, which works well. However, this kind of spline will not take into account my cameras current lookat direction. It will simply take into account the control points and start / end tangent vectors from those points. I need a spline that will also take into account the direction a control point is currently 'facing'. (related picture attached). The effect I am looking for is similar to how google earth moves its camera between bookmarks. Is there an easy way to achieve this? Or will it just require me figuring out / inserting alot more control points manually? Any ideas on how to start on this would be helpful. Thanks.
  3. I'm still stuck on this, and I can't find any other posts with this issue.
  4. Hi, I am currently trying to implement something similar to the 'SampleCharacterController' example in the PhysX SDK with a capsule controller. Background: I have multiple PhysX scenes in my spherical world, spaced out via a patch system (sections of the world). These scenes do not use fixed axis systems (i.e. have arbitrary up vectors which are not axis aligned). I have created terrain PhysX meshes for all of the terrain in my scenes, and I have a vehicle controller which works quite well using them. The problem: I noticed there was an 'upDirection' required to be specified in the descriptor of the capsule controller. When i set the upDirection to a specific aligned axis (NX_X/ NX_Y/ NX_Z), I notice that my controller will hit the terrain tri-meshes and get resolved strangely (trying to move along the real Y axis I assume?). The capsule itself when visually displayed in debug mode (and using one of the fixed up axis enum's) will be on an undesirable angle. The gravity vector for each scene, is resolved to be the scenes origin on the surface, heading towards the centre of the planet. descriptor setup code example: [code] NxCapsuleControllerDesc desc; desc.position.x = scenePosition.x; desc.position.y = scenePosition.y; desc.position.z = scenePosition.z; desc.radius = 1.0f; desc.height = 2.0f; desc.upDirection = NX_Y; <------- Issue here desc.slopeLimit = 0.0f; desc.skinWidth = 0.0001f; desc.stepOffset = 0.5f; desc.callback = NULL; [/code] Questions: Why can't the controller resolve terrain penetration by just using the scenes current gravity vector? Is there a way I can use this controller with this arbitrary no axis aligned system? Thanks.
  5. Hi, I'm currently using PhysX 2.8.1, and I have multiple Physx 'scenes' in my application (due to floating point precision issues its impossible to have only 1 scene). At certain times I require the ability for actors to be taken out of one scene and placed in another, is there any easy way to do this? I couldnt find any way to remove an actor (and its body, and its shapes) from a scene 'intact' without having to call 'releaseActor' to remove it from the old scene. The only other way I was thinking was to save out the descriptors for the actor / body / shapes manually and recreate the actor for the other scene, then release the actor from the old scene. This seems rather time consuming. Any ideas? Thanks.