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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 Glatzemann

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  1. Vector Unit used Bullet Physics to create Hydro Thunder Hurricane. There's a post mortem available at gamasutra: http://www.gamasutra.com/view/feature/6184/postmortem_vector_units_hydro_.php Maybe you'll find something helpfull in there or in the Bullet forums.
  2. I think I've solved the problem myself. The working one is the following: using namespace DirectX; BoundingFrustum tmp( XMLoadFloat4x4A(&proj) ); XMVECTOR det; tmp.Transform(frustum, XMMatrixInverse( &det, XMLoadFloat4x4A(&view) ) ); I had to use the INVERSE view matrix for transformation...
  3. Hi guys,   I'm trying to do some frustum culling using DirectXMath' BoundingFrustum and BoundingBox classes.   Construction of the BoundingBoxes is looking good. I'm using DirectXTK's PrimitiveBatch to do some debug Output. Projection and View matrices are looking right too, because the rendering of the scene ist fine.   I've tried to different ways to construct the frustum:   BoundingFrustum frustum( XMLoadFloat4x4A(&proj) ); frustum.Transform(frustum, XMLoadFloat4x4A(&view) );   and the other one is   BoundingFrustum frustum( XMMatrixMultiply( XMLoadFloat4x4A(&view), XMLoadFloat4x4A(&proj) ) );   The matrices are both Left-Handed as DirectXCollision is LH only. To be sure I tried RH matrices too but it doesn't change the result (I'm able to Switch using preprocessor directives).   To check the BoundingBox I'm using the Intersects-Method of the BoundingFrustum class.   When using the first approach to construct the frustum nothing is displayed at all because all boxes are culled.   When using the second approach everything looks fine until I move the camera. When camera is moved the view Matrix is recalculated and after that the BoundingFrustum too. I've checked this in the Debugger. When rotating the camera it looks like the left and right sides are on the wrong side. When rotation approx. 45° around the Y-Axis everything is culled.   Has someone used the BoundingFrustum class to do frustum culling? Does someone know what I'm doing wrong?   Thanks in advance...
  4. I've investigated this some more and found a very simple solution: [ CODE] double gradient_x = dist[x-1] - dist[x+1]; double gradient_y = dist[y-1] - dist[y+1]; [/CODE] After normalizing the result it looks smooth and nice :-) Thank you guys for your help.
  5. This sounds really interesting. I will try this tomorrow morning. Thank you very much. How will this look with more than three points? I think the result will be better in some cases with more sample points, isn't it?
  6. Hi guys, I have created a signed distance field (two dimensional) which contains the nearest distance to the boundary like in PixelJunk Shooter (described here: [url="http://fumufumu.q-games.com/gdc2010/shooterGDC.pdf"]http://fumufumu.q-ga.../shooterGDC.pdf[/url]; pages 44 to 46). Now I want to calculate the direction to the nearest boundary for any given point. In the PixelJunk Shooter presentation they talk about gradients and four sample points around the given point, but I'm not very good with calculus. Is there anyone who can easily explain how to do that? Some pseudo-code would be great :-) Thanks in advance.
  7. Try a google search for "Polygon Polygon Intersection". I'm sure you will find a lot of information about that topic. Yes, there's a big difference in the two collision approaches: The BoundingRectangle intersection test is much cheaper because you have to do only some If-Statements. The Polygon intersection routine is much more complicated and needs much more cpu cycles but it is much more exact.
  8. If it doesn't need to be that precise you could use more than one BoundingRectangle and BoundingCircle for the different body parts and weapons. You will get some kind of collision zones in that case. Years ago this was a way (I think the common way) to do collision in fighting games like Street Fighter. For a sword a Oriented Bounding Box is another possibility and is more precise because it better fits. One more way is to use bounding hulls (polygons that encases the object) that fit your objects very tight. You have to do Polygon/Polygon intersection in this case.