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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 saravanan_nanothink

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  1. Hi, DirectX is using Left handed co- ordinate system, so Can we say DirectX Using only left angle triangles?, or is there any other reasons for that, or it is using both (left angle and right angle) angle triangles?. Thanks, Bye. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  2. Hi I am using Carve library for my experiment project in DirectX, and the results are coming good, but when i am rendering into my DirectX code, the output mesh seems not looking good (the visual only), is it because of my lighting?, i am using directional light with phong shade (a simple light), when i export the output (.obj format), and opens it in 3D Studio Max, in there also it is looking not good, but with "Object Smooth Groups" Option Enabled in 3ds max Import Dialog, then it is rendered good. And in "Carve Viewer" also, the results looking good, what do i do?, is there a problem with my lighting?, or is there a option in carve library itself?, or any "Smoothing functions" are needed before rendering it? . Any Suggestions? Thanks. I attached the pictures Picture 1: Rendered in "3D Studio Max 7" with "Object Smooth Groups" Option Enabled in Import Dialog. Picture 2: rendering in My DirectX Code
  3. [color="#1C2837"][size="2"][left]Hi all,[/left][/size][/color][color="#1C2837"][size="2"][left] [/left][left]I am doing a small experiment with the sphere in directx, i just created a sphere thru sin, cos way, and i have to select the vertices in that sphere in a circular manner around the mouse click, but its not selecting the vertices in the circular manner, i did the same for the simple plane, its worked correctly , i dont know what is the problem , can you help me with this?[/left][/size][/color][color="#1C2837"][size="2"][left] [/left][left]thanks.[/left][/size][/color][img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img][color="#1C2837"][size="2"][left] [/left][/size][/color]
  4. Hi all, I am doing a small experiment with the sphere in directx, i just created a sphere thru sin, cos way, and i have to select the vertices in that sphere in a circular manner around the mouse click, but its not selecting the vertices in the circular manner, i did the same for the simple plane, its worked correctly , i dont know what is the problem , can you help me with this? thanks.[img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img]
  5. Hi, I implemented the NURBS curve for my application, from that i need to implement the beveled surface (a surface from the closed curve), is there any specified logic or algorithm is there?, or we have to do it ourselves?, in a website they specified first we have to analyze the x,y (or any other two coordinates of vertices) positions of the vertices and then we have to check the cells they are residing, (cells means X Grid and Y Grid), based on the cells we have to implement the Bevel Surface of the NURBS curve, is it a Good way to do it?, anyone knows any better way than this? Thanks, Saravanan.M
  6. Yeah, Buckeye, i got it, thanks for your reply
  7. Hi all, in my CAD application, mouse pick with object was worked, but whenever i changed my object's world position(translating the object), the pick always taking the mesh's original position and not the translated position, i am using left handed coordinates and i am not using viewports, here is my code // Get the screen point clicked. POINT s; GetCursorPos(&s); // Make it relative to the client area window. ScreenToClient(mhMainWnd, &s); // By the way we've been constructing things, the entire // backbuffer is the viewport. float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; D3DXMATRIX proj = gCamera->proj(); float x = (2.0f*s.x/w - 1.0f) / proj(0,0); float y = (-2.0f*s.y/h + 1.0f) / proj(1,1); // Build picking ray in view space. D3DXVECTOR3 origin(0.0f, 0.0f, 0.0f); D3DXVECTOR3 dir(x, y, 1.0f); // So if the view matrix transforms coordinates from // world space to view space, then the inverse of the // view matrix transforms coordinates from view space // to world space. D3DXMATRIX invView; D3DXMatrixInverse(&invView, 0, &gCamera->view()); // Transform picking ray to world space. D3DXVec3TransformCoord(&originW, &origin, &invView); D3DXVec3TransformNormal(&dirW, &dir, &invView); D3DXVec3Normalize(&dirW, &dirW); D3DXIntersect(mesh, &originW, &dirW, &hit,&faceIndex, &u, &v, &dist, &allhits, &numHits); can you fix this? what is the problem actually?
  8. Hi, Physx needs certain system hardware requirements, first your system HW should be compatible with the physx software, check that first, then reinstall it, it will work.
  9. Hi all, I stuck with developing rounded rectangle in my modeler, can anyone tell me the parametric equation for rounded rectangle and how to extract x,y,z from that equation? any hint is appreciated Thanks
  10. Hi, i am from india, i just download Ageia physx, and i tried to change the properties of the vehicle physics sample, but i couldn't increase the vehicle speed, i tried all the properties of the vehicle. any hint please? Thanks.
  11. OpenGL

    Hi, In the ageia physx samples, i tried to increase the vehicle speed by changing the various properties of the vehicle, but still its having the same speed, i cant increase the speed. Any hint please? Thanks Saravanan.M
  12. OpenGL

    Hi, My remaining part in my modeler is CSG operations(Constructive Solid Geometry), when i searched for pre-compiled libraries for it, i found OpenCSG, but i doubt can it be integrated to OpenGL only? or for DirectX too, can i integrate it into DirectX? can i use it for CSG calc. and DirectX for rendering? if not, which method for CSG is best?, BSP trees or BREPs or any other else. Any help is appreciated. Thanks.
  13. Thank you rouncED.
  14. Great Reply Buckeye, Thank you.
  15. Hi all, i am new to this forum, i am developing a modeler in directx, in that i want to establish pick vertices and edges based on the mouse pick, which is already done for pick object, pick faces thru mouse. any help is appreciated, if you can, refer me some code samples in directx. thanks. bye.