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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. the explanation i gave was not good at all .......   i need to process a lightmap (like a post process but in cpu). for each texel, i need to recover the model position that "generated" it (the triangle position that this texel will be "pasted" ).   so i did: Rasterized all the triangles and discovered each UV, world position and normal for all rasterized "pixel", then i add it in a associative array (uv -> world position/Normal) then when processing th lightmap (image processing ..) i just used this map to get the properties i needed !!! is this a reasonable way ? (for me it looked like a hack)     The second part Just extending the UV to the tessellated triangles fixed resolved. Thanks
  2. Hi, Iam processing a light map, and I need to recover the position from a model from the uv mapping. What is the right way to do this ? This is what I did ... Rasterize all the triangles of my model and constructed a dictionary that mapped every uv to the generated position and normal. Is there another more clever way to achieve this ? Another question related. I did a radiosity simulation, how can I save the results to a light map ( I already have the uv mapping ) I used the model triangles as the initial patches, but after I needed to tessellated some of them. In the end I got looks of triangles with their radiosity, how can I map the tessellated triangles color to a texture. Again I Rasterized the initial triangles and for each "texel" generated I looked into the tessellated triangles to find the right color .... Is this a clever way ? Thanks in advance !!!
  3. hi, thanks for the answers (specially MJP), they helped me to make some real progress (i finally got something working !!!) But now that i am implementing some stuffs ... some new doubts are raising... (iam too much "ad hoc", i want to know if what iam doing is the right way to do !) Instead of making some more questions here, i would love if someone point me a good book or a project that does the simple thing i want to do (a light baker with raytracing -- not the illumination calculation part ...) Thanks !
  4. In resume: i have model that already have UV mapping. I need to read the texels of my "empty" lightmap, find the model position associate with it and then use the raytracing in this position. Do this for all my texels and thats it ??!! Thanks !
  5. hi, I want to create a light map render using ray tracing for learning purpose. I already builded the raytracer part, but i dont know how to generate the lightmap from that. Today, i just throw the rays from my camera, calculate the intersection, shading, throw extra rays .... But how do i use this to generate the lightmap ? Do i need throw rays from each texel of my model's texture ? (how many rays should i throw ??!!) Is this the right way ? And, to "throw rays from each texel of my model's texture", do i need to rasterize my triangles, get the generated position, them throw the rays ? Thanks !!
  6. [color=#333333] I need to extract the one pixel from a CubeMap (I already have the 6 textures extracted) using the normal vector. How can I achieve this ?[/color][color=#333333] I want something very similar to what texCUBE([url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb509687%28v=vs.85%29.aspx"]link[/url]) does in GPU but in CPU.[/color][color=#333333] I am using XNA and C#, but an example in any language may help.[/color]
  7. [font="Lucida Grande"]Hi,[/font][font="Lucida Grande"] Artemis is a high performance Entity System framework for games, written in Java and now ported to C# (also released versions for phone7 and xbox), and is a framework to manage entities, components and systems in a game world. It is inspired by [/font]great article [url="http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/"]Entity Systems are the future of MMORPG articles by Adam Martin on t-machine.org[/url]. [font="Lucida Grande"]Our port (and others informations) can be found here: [/font][url="http://ploobs.com.br/?p=1765"]http://ploobs.com.br/?p=1765[/url]
  8. tutorial i dont know, but i know one good opensource API for guis that you can download and learn form that. Their concepts are very close to windows forms way of handling events. try [url="http://neoforce.codeplex.com/"]http://neoforce.codeplex.com/[/url] The code is not commented, but the architecture is not that hard to learn. [quote name='twoski' timestamp='1308611054' post='4825714'] [quote name='tpastor' timestamp='1308514891' post='4825213'] [quote]I should have stated my game is going to be 2d... Is BEPU a good choice for a 2d physics library? [/quote] No, bepu is for 3D physics. For 2D i REALLY RECOMMMMMMMMEND the Farseer api [url="http://farseerphysics.codeplex.com/"]http://farseerphysics.codeplex.com/[/url], [/quote] Wow that does look very useful - I think i'll be using that to handle all the physics interactions in my game. Is there a tutorial or something i can read to further my understanding of GUI element creation? I want to firstly get the menu code for my game completed since that seems like a logical place to start. [/quote]
  9. [quote]I should have stated my game is going to be 2d... Is BEPU a good choice for a 2d physics library? [/quote] No, bepu is for 3D physics. For 2D i REALLY RECOMMMMMMMMEND the Farseer api [url="http://farseerphysics.codeplex.com/"]http://farseerphysics.codeplex.com/[/url],
  10. hi, About entity factories. We ported the famous Entitiy framework called Artemis for c#, now you can use it with XNA (PC or Phone7) We started this week a small section specifically about this in our forum [url="http://ploobs.com.br/forum/viewforum.php?f=39"]http://ploobs.com.br/forum/viewforum.php?f=39[/url] you can post any doubts about the framework there. The project is in github [color=#333333][url="https://github.com/thelinuxlich/artemis_CSharp"]https://github.com/thelinuxlich/artemis_CSharp[/url] [/color] [color=#333333]There is also a demo game (veeeeeery simple, just to show the concepts) here: [/color][color=#333333][url="https://github.com/thelinuxlich/starwarrior_CSharp"]https://github.com/thelinuxlich/starwarrior_CSharp[/url][/color] [color=#333333]The port forum post can be found here [/color][url="http://ploobs.com.br/forum/viewtopic.php?f=39&t=95&hilit=ploobs+artemis"]http://ploobs.com.br/forum/viewtopic.php?f=39&t=95&hilit=ploobs+artemis[/url] We are using this entity system with our opensource XNA game engine [url="http://ploobs.com.br/?p=725"]PloobsEngine[/url](tutorials [url="http://ploobs.com.br/?page_id=233"]here[/url]) =P About [color=#1C2837][size=2]PhysX:[/size][/color] [color=#1C2837][size=2]there is a wrapper ofor this lib in c# take a look =P [/size][/color][url="http://physxdotnet.codeplex.com/"]http://physxdotnet.codeplex.com/[/url] [color=#1C2837][size=2]also look at this wonderfull remake using xna and physx (opensource) [/size][/color][url="http://physxinfo.com/news/3367/physx-powered-carmageddon-xna-remake/"]http://physxinfo.com/news/3367/physx-powered-carmageddon-xna-remake/[/url] but for xna i strongly suggest something like bepu [url="http://bepuphysics.codeplex.com/"]http://bepuphysics.codeplex.com/[/url]
  11. thanks for the tips, added to the list =P
  12. PloobsEngine Alpha Version Released: http://ploobs.com.br/?p=725
  13. Hi guys, [font="verdana, arial, helvetica, sans-serif"][size="2"]Everytime i see people asking in foruns for book and website tips about game programming and computer graphics, there is no centralized point where everyone can look for it. (or i dont know where it is =P) Most (iam exaggerating =P a LOT) of the links that google found are old or not working anymore. So i made a post in my blog including lots of links that i regularly use and recommend for people. [url="http://ploobs.com.br/?p=766"][b][i]http://ploobs.com.br/?p=766[/i][/b][/url] I want the help of you guys =P If you know good books (that you really liked and recomend) about these matters (or any other category that i did not put in the post) or link that you like and use, pls tell me by there. [/size][/font][font="verdana, arial, helvetica, sans-serif"][size="2"]I WILL update the post.[/size][/font][font="verdana, arial, helvetica, sans-serif"][size="2"]The idea is to keep those links alive forever =P [/size][/font]