• 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.

spawn_thang

Members
  • Content count

    32
  • Joined

  • Last visited

Community Reputation

148 Neutral

About spawn_thang

  • Rank
    Member
  1. Hi and thanks for the reply, I am a big fan of Blender it is one of my favorite applications and I think the source is open too but I really would not think of looking there for a solution because I have wanted to figure this one out myself and as intimated in my previous post I have found, my solution, although I am not going to divulge what it is but here are a couple of images of the proof, which means at last I may be able to get a bit of sleep. Index order and other things, like a full scale implementation will take a few months I guess but what this means to me is that finally now, I can move on . . . phew ! [img]http://i307.photobucket.com/albums/nn292/frog_mate/EXTRUSION_zps791363d1.jpg[/img] [img]http://i307.photobucket.com/albums/nn292/frog_mate/EXTRUSION_METHOD_PROVED_zpsc8efa10d.jpg[/img]
  2. Actually, I know I keep thinking this but today after a few months of stuff like linear algebra, I think I may have got it at last but the solution looks to be very much like an, 'OUT SIDE OF THE BOX', solution. If I am right then I shall post the results, but not the solution, 'he, he, he', I shall keep that to myself . . .but there again who know's !
  3. Hi, Does anyone actually know how to extrude and edge or vertex or face because everything I have tried to do has failed. Is it a magic trick, only known to the inner circle ? Whats the rub, hows it done, because I have tried everything and I have not got a clue. If the vertices are orthogonal and centered round the origin, no problem just add a scaler but what if they are not and most of the time they wont be, so whats the deal ? Cross product on edges don't seem to get anywhere ? Dot product times a cross product ? I have been stuck on this for so long and would really appreciate some help, for instance if I were to say actually how many years you would be shocked but yes it is years. So, please if you might know how to do this, if you could let me know, thanks.
  4. Thank you, that looks like the very thing I have been looking for.
  5. I have encountered a problem with a cross product calculation that I would like some help with if possible. The problem is that I can create a vector that is perpendicular, ninety degrees to one of the axis but I want the vector to be perpendicular to both axis. The code for the cross product is like this and this creates the object in the images. The original quad is originally set to be very un orthographic (very un centered ) on all axis as a test. I then brought the object into another application to get a better view of the object. Your help would be very much appreciated with this. The code : pv1->x = vtx[p].pos.x; pv1->y = vtx[p].pos.y; pv1->z = vtx[p].pos.z; pv2->x = vtx[p1].norm.x; pv2->y = vtx[p1].norm.y; pv2->z = vtx[p1].norm.z; D3DXVec3Cross( v_res, pv1, pv2 ); vtx[4].pos.x = v_res->x; vtx[4].pos.y = v_res->y; vtx[4].pos.z = v_res->z ; Returns a result of : [img]http://i307.photobucket.com/albums/nn292/frog_mate/p1.jpg[/img] [img]http://i307.photobucket.com/albums/nn292/frog_mate/p2.jpg[/img] [img]http://i307.photobucket.com/albums/nn292/frog_mate/p3.jpg[/img]
  6. Hello, I have been working with vertex selection and processing .I am starting off with a cube I then select some vertices then rotate the cube around the y axis by 45 degrees. Having spent some time on this I have found that by giving various values to each vertex I can derive an x direction edit and an x, z edit that look okay.. So, I guess the principle behind this type of processing is a relationship between the rotation of the mesh / vertices and the values that are passed to the edit functions, like a gradient I suppose. So, what I would like to know, is [b]what type of maths is this [/b]and how can I follow it up. For instance is this type of thing a derivative or deviation or something like that or is it some type of ratio deviation or derivative. any suggestions greatly appreciated.
  7. Hello, I have been turning over the concepts of lattice deformers, with a little glass of Vodka and have been musing a while turning the ideas over and kind of thinking them through. So, from what I understand, a lattice deformer changes the coordinate system of the local geometry, i.e changes the volume of the local coordinate system and the lattice dictates the shape of the coordinate space. And when a deformer is applied to an object that exists in model space some type of process is applied to the objects in order to translate relative coordinate space from the lattice volume to model space. Model space being projected into World space. Or are we talking, deforming world space ? So, the question is : how accurate is my understanding, is this about right or not quite so right ? And, would it be possible to create a lattice deformer within Direct X ?
  8. Thanks for the reply, I guess, I was trying to figure out how to do something and that is one of the idea's that turned up but a little later on, it turns out that I may well have found out how to do what I was trying to do, the solution being actually quite simple. If it is the solution I shall post a link to the app on Gamedev when it is ready. Thanks again.
  9. HI folks, I would like to create a small scale software 3D environment that would allow me to plot vertices and then process the vertices using precision maths. The idea being so that I could check results of various vertex processes and save results to a text file for instance, so that I can then load the test data into Direct X to see what the results are. The idea being that I could then go on to develop a library that might then be used along side Direct X. But, I am not sure how to go about trying to create a software 3d Device. Anyone have any ideas of a good place to start ?
  10. Thanks, actually I fixed this a few hours after posting, I was updating tiny.x incorrectly.
  11. If fixed this a few hours after posting. I was not updating the tiny.x instances correctly.
  12. Thanks for the replies, it really is me all over to kind of expect a forum to respond , like instantly. The thing is I can work soooo long on something and then post a question when in fact usually as is the case with this topic, I fixed it a few hours later as the way in which I was updating the tiny instances was wrong. Its really just a case of me being a bit stressed I suppose ! But F*** me , what an amazing feeling when it goes right eh [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  13. HI, Just wondering what to do if my questions are being ignored. Do, I just twiddle my thumbs or ask why they are being ignored or overlooked, for the most recent two have not even been looked at by anyone apparently, so why is this and what should I do?
  14. [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)] Hello, I have posted this in the XNA and DirectX forum but no one has actually viewed the thread .[/background][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]I have been suck on this problem for a while now so thought I should post to see if anyone might know where I am going wrong here. I have a terrain and a number of instanced skinned mesh, tiny.x.[/background][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]The camera can climb the terrain and I can rotate the terrain with the mouse and I have fifteen instances of tiny, running round the place. [/background][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]The problem is that when I scroll through my terrain the tiny.x instances remain, unmoved and I have been trying almost every combination of matrix concatenation I can think of but to no avail. [/background][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]In the Frank Luna terrain shader example. it mentions that the World matrix is 'assumed' and passes the coordinates back into homogeneous[/background][/left][/size][/font][/color][b] view[/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)] times[/background][/left][/size][/font][/color][b]projection[/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)] space.[/background][/left][/size][/font][/color][b]gViewProj[/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]. As does the blend.fx :[/background][/left][/size][/font][/color] [b]HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj)))[/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)];[/background][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]But the blend.fx uses a[/background][/left][/size][/font][/color][b] world matrix[/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)] which is passed by : [/background][/left][/size][/font][/color][b]HR(mFX->SetMatrix(mhWorld, &mWorld));[/b] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]and [/background][/left][/size][/font][/color][b]D3DXMatrixInverse(&worldInvTrans, 0, &mWorld)[/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)];[/background][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]So, if I have this right, when the [/background][/left][/size][/font][/color][b]view matrix[/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)] is changed then the [/background][/left][/size][/font][/color][b]world matrix[/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)] moves its contents around that [/background][/left][/size][/font][/color][b]view[/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)], so when I move the camera the terrain moves as it should.[/background][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]So, I am wondering whether, I need to add a [/background][/left][/size][/font][/color][b]world matrix [/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]to the terrain shader for I could pass the [/background][/left][/size][/font][/color][b]mWorld [/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]matrix from the [/background][/left][/size][/font][/color][b]skinned mesh[/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)] shader.[/background][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]So, if that is the right way to go about it, what would be the best way to add a [/background][/left][/size][/font][/color][b]world matrix[/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)] to the shader , i.e. I see how to define it but [/background][/left][/size][/font][/color][b]how then to set up the process within the shader [/b][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][background=rgb(250, 251, 252)]?[/background][/left][/size][/font][/color]
  15. I have been suck on this problem for a while now so thought I should post to see if anyone might know where I am going wrong here. I have a terrain and a number of instanced skinned mesh, tiny.x. The camera can climb the terrain and I can rotate the terrain with the mouse and I have fifteen instances of tiny, running round the place. The problem is that when I scroll through my terrain the tiny.x instances remain, unmoved and I have been trying almost every combination of matrix concatenation I can think of but to no avail. In the Frank Luna terrain shader example. it mentions that the World matrix is 'assumed' and passes the coordinates back into homogeneous[b] view[/b] times [b]projection[/b] space.[b]gViewProj[/b]. As does the blend.fx : [b]HR(mFX->SetMatrix(mhWVP, &(mWorld*mView*mProj)))[/b]; But the blend.fx uses a[b] world matrix[/b] which is passed by : [b]HR(mFX->SetMatrix(mhWorld, &mWorld));[/b] and [b]D3DXMatrixInverse(&worldInvTrans, 0, &mWorld)[/b]; So, if I have this right, when the [b]view matrix[/b] is changed then the [b]world matrix[/b] moves its contents around that [b]view[/b], so when I move the camera the terrain moves as it should. So, I am wondering whether, I need to add a [b]world matrix [/b]to the terrain shader for I could pass the [b]mWorld [/b]matrix from the [b]skinned mesh[/b] shader. So, if that is the right way to go about it, what would be the best way to add a [b]world matrix[/b] to the shader , i.e. I see how to define it but [b]how then to set up the process within the shader [/b]? Shader new bee .