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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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  1. you need store 2 bits (4 values) and extract them? not 64 images, only 4 with 8 bits color you can store 4 images of 2bits in 1 image of 8bits when you get the 8 bit value: for extract the imagen 1 is $3 and, 2 is 2 >> $3 and 3 is 4 >> $3 and 4 is 6 >> $3 and   for store you need mask the "2 bit chanell" and or the value
  2. Hello I'm doing a bvh player and it already works with most files, but I got it from https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/daz-friendly-release It does not have angles in degrees. Does anyone know why and in what units are these angles? thank you very much, ablo
  3. There is an implementation of deferred shading only in the cpu ?   I like to add ligth and shadows to a cpu voxel render. I not found a cpu only implementation for reference .   thank's in advance There is an implementation of deferred shading only in the cpu ?
  4. Xoxos:   I use cpu graphics poligons in my code, but is antialiased, you can see this in: https://github.com/phreda4/r4MV/blob/master/r4wine/graf.cpp   the main optimization tricks are, use only integers and avoid division/multiplication.   I have a simple convex polygon filling without antialias for bitmask buffer, but not in C, is a forth like languaje https://github.com/phreda4/reda4/blob/master/r4/Lib/mfbuffer.txt lines 190 to 244        
  5. work! thank's a lot..    
  6. Hi, I have a problem:   I have a 8 vertex cube in camera space, center is the camera origin viewing to z positive and I need calculate the octree order. now I search the vertex with less distante to camera (0,0,0) but is expensive.   In the literature, always use object space, center in cube, and is easy calculate comparing the cube center and the camera position. lhttp://www.flipcode.com/harmless/issue02.htm   I try operate about matrix transformation but is expensive too. if invert the matrix and transform the negate center of cube, I get the numbers for comparing like the link, but, transform a vertex is expensive too.   my question is   I need calculate the octree order but in camera space, it can be done more fast?   Thank's in advance
  7. I draw antialiased lines and polygons with a lib I make for my lang.   I clip the lines and polygons..   this is the C implementation..   https://code.google.com/p/reda4/source/browse/trunk/MV/r4wine/graf.cpp   use, improve and share.
  8. Hi Phantomus great work!! you see this? http://www.fractalforums.com/programming/fast-fake-montecarlo-for-raymarching-(not-sure-what-to-call-it-yet)/ I wonder if this can improve the image.
  9. I use a routine of drawing anti-aliased polygons, the code here: https://code.google.com/p/reda4/source/browse/trunk/MV/r4wine/graf.cpp   The antialias are doing by supersampling the raster lines, acumulate in a coverage buffer and finally render it.
  10. thank's again Sven I read in reference to this paper how this guy avoid the division by z deforming a more simpler perspective, is anyone have this pages I really like read this work.
  11. Anyone have this paper? http://www.osti.gov/energycitations/product.biblio.jsp?osti_id=5070707 Say the same of Euclideon guys!!
  12. Nice work Sven, The dog in the paper look good. I see in the paper the code is like Ray marching, I hope found a more direct intersection but i don't know the previous work. the link of you sign is not correct... voxels.blogspot.com thank's again
  13. Experiment in representation of 3D objects Testing alternatives to the representation of 3D objects found a different way to vectors, points and voxels. At first the idea seems too simple and restrictive, but let's see what happens. The basic idea is to use 6 images, one for each side of the cube, and save these images point height. The current implementation uses 3 256x256 images saved at each point (4 bytes), the minimum, maximum and there is room for two separate colors (palette). The test did not make sense because the bitmap go to locate the points is what I'm trying to avoid but I wanted to see how it looks. I lack the rasterization implement this structure or the intersection of a ray in order to draw solid. I can calculate the normal using adjacent points although not sure that's a good idea. The bitmaps are uncompressed, I want to finish the ray tracer first, maybe the search to locate the point on the screen resulting in any way to compress this point. Any idea or help are welcome !! all the source is open in my site.