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      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 Roquqkie

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  1. Stay in your field :) Many of my friends (all informatic civil-engineers) earn between 7k and 14k us$ per month. I'll graduate in less than an year! :D
  2. Sorry to bump the post, but I'm in lack of time ;)
  3. sirob: Thanks. Flipping my texture-coordinates y-axis removed the need for -T, but I still need to swap T and B, so it's TBN-matrix = (B,T,N); Did Microsoft make a mistake here and thought that T was derived from the partial derivative of V and not U and visa-versa for B? Please help me... I'm getting desperate! :) Br, Roq
  4. S1CA: Thank you for your help :) I'm rendering a screen-aligned quad in the xy-plane. the vertices are (0,0,0), (1,0,0), (1,1,0), (0,1,0) and the lower-left texture-coordinate is (0,0), lower-right (1,0), upper-right (1,1) and upper-left (0,1). It's counter-clockwise. My normals are all (0,0,-1), so they are coming "out" of my viewing-plane. I outputted my tangents and bitangents and the tangents were (0,1,0) and the bitangents were (1,0,0)... Does this make sense? I thought tangents was the partial derivative with respect to the u-channel and bitangents to the v-channel...? Also Microsoft did a mistake by calling it "binormals". You usually refer to binormals when talking about curves and the Frenet frame, while bitangents are for surfaces ;) I'm really lost on this one :) (I come from a strong opengl-background, so I know all the theory already) Best regards, Roq
  5. I have a really weird "bug"... I have a mesh and my mesh have tangents, bitangents and normals for each vertex, which I computed using Mesh.ComputeTangentFrame (a managed directx helper-function)... when I want to move my light-vector into my TBN-space it's rotated 90-degrees, that is: I have to set up my TBN-matrix as (B,-T,N) instead of (T,B,N)... anyone know why? :) Best regards, Roq
  6. I have a really weird "bug"... I have a mesh and my mesh have tangents, bitangents and normals for each vertex, which I computed using Mesh.ComputeTangentFrame (a directx helper-function)... when I want to move my light-vector into my TBN-space it's rotated 90-degrees, that is: I have to set up my TBN-matrix as (B,-T,N) instead of (T,B,N)... anyone know why? :) Best regards, Roq [Edited by - Roquqkie on September 12, 2006 2:02:11 PM]
  7. Hi, Buy and read first part of "Introduction to algorithms 2nd. ed." by Thomas H. Cormen: http://www.amazon.com/gp/product/0262531968/sr=8-2/qid=1145288320/ref=pd_bbs_2/104-6338573-5799912?%5Fencoding=UTF8 Good luck with your test! Best regards, Roquqkie
  8. MacroScript ExportMesh category:"HowTo" ( fn GetGeometry o = ( Superclassof o == Geometryclass and classof o != TargetObject ) obj = pickobject filter:GetGeometry if isValidNode obj then ( tmesh = snapshotAsMesh obj out_name = GetSaveFileName() if out_name != undefined then ( out_file = createfile out_name num_verts = tmesh.numverts num_faces = tmesh.numfaces format "%,%\n" num_verts num_faces to:out_file for v = 1 to num_verts do format "%," (getVert tmesh v) to:out_file format "\n" to:out_file for f = 1 to num_faces do ( face = getFace tmesh f sgroup = getFaceSmoothGroup tmesh f matid = getFaceMatId tmesh f edge1 = getEdgeVis tmesh f 1 edge2 = getEdgeVis tmesh f 2 edge3 = getEdgeVis tmesh f 3 format "%,%,%,%,%,%\n" face sgroup matid edge1 edge2 edge3 to:out_file ) close out_file edit out_name ) ) ) ^^ There you go :) And btw. it's a macroscript... you add it to a menu/toolbar/button/shortcut/whatever by selecting it in Customize->Customize User Controls Br, Roq
  9. Hi! Hehe, click on help->Maxscript... Then you click "How to's"... Then click "How to write an exporter part 2"... There you have it :) A exporter written in MaxScript that does excactly what you need! :) Best regards, Roquqkie
  10. Thanks! :D I will keep you updated! My goal is to implement a full Augmented Reality system that can recognize and track planar fiducials (markers) and give an approximation to its 3d-orientation. Best regards, Roquqkie
  11. KimmoA: Hehe, stupid is as stupid does ;) There is NO hole in the box :) It's an illusion! Look at the reflection. It's a solid piece of paper with a marker drawn on it. My system recognizes the marker and maps a rectangle with texture from a still photo of my room onto it. This gives the illusion of a hollow box and paper. Best regards Roquqkie
  12. levjs: Thanks for your replie and rating! :) Hehe, I am aware of the reflection. This was actually intended, so people could see that this was in fact a marker and not a real hole :D Best regards, Roquqkie
  13. Anyone have any experience with pattern-recognition? I was thinking of making binary patterns and then run them through a CRC-checksum algorithm to check it's validity? If you have a better idea, please share it with me :) Best regards, Roq
  14. Hi, I'm currently developing a Augmented Reality detection and tracking-system. Check out my current work: First movie Second movie The movies are compressed with DivX. Don't mind the flickering in the first movie. This is due to my system recognizing more than one marker (I still have to look up in a database to throw away "false" markers). My system also detects markers eventhough they are partly occludded :) Without occlussion: With occlussion: NOTE: The box is solid. The system detects and tracks a marker on a normal piece of white paper. I took a picture of my room without the box and projects this onto the marker - this gives the illusion of a hole in the box... but there are NO hole! :) Best regards, Roquqkie [Edited by - Roquqkie on January 18, 2006 3:34:06 AM]
  15. Nice game! But Kudo... Odin didn't have a sword... he had a spear ;) Br, Roquqkie