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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 guptan

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  1. @Goliath Forge Thanks for clarifying that camera math is right. GDI is slow. I used GDI because other alternatives like SDL, Direct2D etc. comes with a lot of boiler plate codes and extra libraries and DLLs. The students will have trouble downloading them and setting them.And the aim of this project is to teach implementing math behind modelling viewing and projection. I am not going to implement lighting, shading, texture mapping, etc. And for me the project is finished when I implement frustum culling.     @JoeJ I had thought about frustum culling. But the thing holding me back was how to deal with triangles which are partially inside the view frustum. The readings on rendering pipeline say triangles are divided and new triangles are generated in that case. I don't know the algorithm for that. If I reject those triangles which are partially inside viewing frustum I think the rendered image might appear with holes.
  2. I recently coded a wireframe renderer which use GDI calls and a little help from MESA project. The code is here. https://github.com/mmj-the-fighter/SWR   It has a bug:  When the camera comes close to the mesh the application gets non responsive. and the rendered image gets inverted when the camera move past the mesh. When i turn on z buffering it doesn't happen.   Hints for testing: To move camera: (UP arrow key) To turn on z buffering: (search for "vp.scr->EnableDepthCheck(false);" and make 'false' to 'true' )   I am facing this bad bug for a month.  I have no clue how to solve it.    This project aims undergraduate students for teaching them the fundamentals of 3D graphics. So your help is greatly appreciated.   Thanks in advance.  
  3.  C# is worth learning. Microsoft uses C#. They have opensourced .NET too so that they can propagate C# and its siblings to all platforms. Unity solves the basis tasks in rendering, physics, networking etc. It means it takes a lot of perspiration from our side to produce a game of industrial standards. For example think about making a racing game. We are provided with interfaces like [rigid body] http://docs.unity3d.com/Manual/class-Rigidbody.html , [spring joint] http://docs.unity3d.com/Manual/class-SpringJoint.html etc only. Think about how to add the enemy car logic. And also think about making the software design of the game(class diagram etc.). The project will have minimum budget in terms of time and money. Say for eample 2 months. Now you will agree working with Unity is hard.   Finally C++ is not just for console. Take a trial of VisualStudio, you will understand. And tell to those who say Unity3D is too simple  to write a complex shader for Unity3D.
  4. Instead of targeting a language I think you should target a genre and platform. That will get you which language and tools you should make and / or learn.
  5. Hi, The following is a shader I wrote for rubix cube. I can see it has some educational value. Feel free, this is in [b]public domain[/b]. //FragmentProgram [code] varying vec4 color; void main() { gl_FragColor = color; } [/code] //VertexProgram [code] varying vec4 color; const mat4 pal0 = mat4(1,0.55,0,1,0,0.9,0,1,1,0,0,1,0,0,0.8,1); const mat4 pal1 = mat4(1,1,1,1,1,1,0,1,0,0,0,0,0,0,0,0); void colorRubix() { if( abs(gl_Normal.x) > 0.5 ) { if(sign(gl_Normal.x) > 0.0) { color = pal0[0]; //orange; } else { color = pal0[1]; //green } } else if( abs(gl_Normal.y) > 0.5 ) { if(sign(gl_Normal.y) > 0.0) { color = pal0[2]; //red } else { color = pal0[3];//blue; } } else if(abs(gl_Normal.z) > 0.5 ) { if(sign(gl_Normal.z) > 0.0) { color = pal1[0];//white } else { color = pal1[1];//yellow } } } void colorNormalDebug() { color = vec4( clamp(abs( (gl_Normal + 1.0) * 0.5),0.0,1.0), 1.0 ); } void colorHashed() { //Note:under construction, experimental vec3 n = (gl_Normal + 1.0); float k = 4.0 * n.y + n.z; k += 2.0*n.x; k += 5.0; k = clamp(k,0.0, 6.0); //use k as an index to fetch a color; } void main() { color = vec4(1,1,1,1); colorRubix(); ///colorNormalDebug(); //fallback option gl_Position = ftransform(); } [/code]
  6. Thank you. I did it with your help.
  7. I will give you more details to my question. This is originally for spewing a set of billboards. When the player shoots a target, a ray is casted towards the target to find the hit point. now hit point - rayDir * randomDistance will give me a point along the ray. Now I want this point to be rotated around the negated rayDir at an angle. How do I do that?
  8. I want to get a set of random vectors from a hit point when I cast a ray. The random vectors should be inside a cone. Please help.
  9. Thanks, I will check it out.
  10. Thanks a lot.
  11. I am making a wild life game in which animals are expected to do the following. They wander most of the time in the jungle with terrain. The animals will attack the player on sight follow the player closely to kill, it will avoid obstacles, but will not climb large slopes. My question is: with out a waypoint graph or navigation graph on the terrain, can i make it. Eg.I can make use of this techniques: http://www.red3d.com/cwr/steer/
  12. I hoped you would point me to some video trailers.
  13. Thank you. Since I had made a working solution, what I really need is some references. Do you know any game which does this?
  14. Hi, I am trying to make a camera animation. The prototype which I made using unity3d works ok but I need to watch some professional quality solutions. I need to orbit the camera around the avatar when it is killed, in a circular orbit for some time. eg. I need to know does the obstacles on the way become translucent. Or does the camera avoids obstacles and move towards target etc. I know Project IGI game has this kind of animation. If you know any other references please reply. Sorry that I don't play games too often.
  15. You must be knowing how to write shaders for opengl 4.2 and make it running. Try a port of the following code(most probably no change), for matrix calculations (translation, rotation, scaling etc.) to get the uniform variables that you pass to your shader. http://opengles-book-samples.googlecode.com/svn/trunk/iPhone/Common/esTransform.c