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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 TyrianFin

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  1. First try testing all tools. (know your enemy :) ) Next, start from simple models. (learn to walk before running) Last, repeat is mother of learning. (do it 100 times, and 101. goes faster than first one :) ) If you have problems with outlook, try first doing model with minimal details. (try to learn what are primary things for model to be recognized) /Tyrian Ps. And if you wish to be smart, examine model files made by professionals :)
  2. Just little idea. (not tested) 1. create one extra attribute for voxels (used for flood filling "color") 2. init extra attribute to black 3. color "bottom" voxels that have volume to white. (put voxels to expanding front set) 4. expand white color to black neighbours. (remove checked voxels from exp. front set, and put new voxels to expanding front set) 5. while (size(expFrontSet) > 0) do 4. 6. black voxels that have volume are floating sections, and white voxels are touching ground. /Tyrian
  3. Hmm... volume path finding, some sort of voxel system might help. (like distance field + volume gradient field == distance to surface and direction to surface) Then regular A* is used to find free path to target. (A* weights can be used to favour paths that use walking surfaces, or paths that stay away from surfaces) /Tyrian
  4. ok, your games movement is 2d, so 2d grid + A* should do the trick. (but before coding pathfinding, try testing limited depth recursive raycasting) /Tyrian
  5. Tyrian points Bonechilla to NVidias den. normal baking using GPU /Tyrian
  6. If you can make complex game so simple to understand that child can play it, then you have succeeded!. (So yes, remove all complexity from interface) And targeting on specialized customer group is good choice, becouse there is overflow of "casual" games that only get lost in to internet noise. (one size fits all, is bad marketing idea!) Accessibility or data visualization is hard problem there is no clear rules. (but try to find & use, sollutions found from real life, ie. what kind of icons are used in warnings, how LEGO instructions are drawn etc.) /Tyrian
  7. Yes. diffuse enviroment map can be much in lower resolution. But. mip map "burring" don`t use same sort of filter as diffuse calculation neads. So It`s better to use separate low resolution cube map for diffuse enviroment light. (some 64x64 x6 is good for capturing enviroment, and mem usage is minimal) look HDR shop (version 1 has free version) /Tyrian
  8. Apples and oranges! Yes, in 3d it takes longer time to learn basics, than in 2d. But, like abstractonline wrote: "Nobody can master either one of them.", (no skill cap exists in real world :D ) /Tyrian
  9. Try vTerrain.org it`s good index page for anything related to cg outdoors enviroments. / Tyrian
  10. Heh, that problem has newer come to my mind. You`d better to test with image of lightness gradients, and see witch one fit`s best. /Tyrian
  11. Use separate vector to present radius on each axis? (creates matrix3x3) /Tyrian
  12. local coordinate = object coordinate Simply you draw uv map to texture. Vertex shader outputs vertices object coordinate (world coordinate works also.) Fragment shader outputs fragments object coordinate. (if you wish displacement maps can be used to offset position) Just reverse your thinking. Don`t try to paint in 3d, just transform your brush to 2d uv space. edit: fast consept pic. /Tyrian [Edited by - TyrianFin on November 2, 2010 9:12:44 AM]
  13. 1 - create UvMap by unwrapping (done) 2 - bake local coorinates to texture + coverage mask to alpha. 3 - propagate local coordinate texture using alpha. (makes sure that edges don`t bleed) 4 - while painting draw quad over uvmap and test each pixels distance to centrer of brush using local coordinate texture. 5 - be happy :D /Tyrian
  14. Blur the line between game and reality. (Jhorror: Ring) If you play this game, then you must get somen else to play game in one weeks time, or else you are doomed, and bad things happen to you and your computer! (ie. games update service starts to play random horror voices while computer is on.) (ie2. while player tryes to exit game create fake desktop that looks like desktop but is twisted, and flashes out quickly and exits (2s.)) (ie3. game downloads updates from server, that twist world News and make them part of game.) Grow paranoia. Player can`t know who to trust. Don`t explain things to player, just let him live sourrounded by fear of unknown. (ie. suddenly murder player and don`t explain, just leave some mysterius hint that realy don`t explain a thing.) /Tyrian [Edited by - TyrianFin on October 30, 2010 5:31:59 AM]
  15. You can create A.I. that is more intelligant than human, simply by taking normal pocket calculator and augmenting it by living human brain. Google & Youtube "Michio Kaku AI" He explains consepts AI in way that is easy to understand. (note: most of AI`s that he talks are future AIs (100-500 years to future)) /Tyrian Ps. tell me how do you think, and I will tell how to create A.I. :D