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rahulpawar

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  1. well thank you jefferytitan for your input. the 3 point in your suggestion point to "running simulation to check how it looks", well as i already said that is out of question as pointed out in my [u][b]"Some Points To Note :[/b][/u]" section point no 3. although your suggestion 1 & 2 looks good but i need "Striker Hit" type 2 shots(Indirectly aka Multi-level collision) also....without running simulation
  2. Hi guys, I'm stuck while developing an A.I.[Now don't back off saying that not my field just continue reading] for Pool / Billiard type game [well actually its called "Carrom"; Carrom = (Flat pieces)Pool / Billiard - rolling balls;] [url="http://www.gamedev.net/topic/625601-poolbilliard-ai-new/"]Details[Plz do visit this link, & Open in new tab][/url] well any thought [b]How[/b] to do it ? [u][b]Note to Moderator:[/b][/u] Sorry this been double post but the nature of question need experts from both fields...So please don't delete this.....Thank you.
  3. How to do pool/billiard AI ? Well actually I only need motion on XY-Plane(no rolling motion…cuz flat pieces as shown in the fig. below) [center][img]http://i952.photobucket.com/albums/ae10/global_powers03/Carrom-AI-prob.jpg[/img][/center] As in fig. During AI’s turn it needs to pit a piece (aka balls in pool) in hole, it only tries to pit its white/black pieces only. Now the Final AI Function should return 3 values 1. Striker’s position on the Strip. 2. Striker’s Aim’s position (where to put cross-hair….where to hit !) and 3. Initial velocity (How hard to hit !) Now lets assume for-now 100% hit rate….later random garbage value can then be added to these 100% Hit value to get lower difficulties of AI(missed hits !). Now the Striker can hit a piece in a hole 1. Directly (Striker hits piece, piece falls in hole). 2. Indirectly (Striker hits a piece,……. that piece hits our intended piece then it falls in hole). 3. Rebound Shot (Striker hits a board wall and then rebounds to hit our intend piece which then falls in hole) Now I was thinking like [CODE] Loop through all holes { For current hole -> Loop through all available piece to hit { Now if( a line passing through curr hole’s pos and curr piece’s pos also intersect Striker placing strip and does not hit any other piece on the way) { Well, we got an answer for 1st case Striker Hit Add this Shot to Available shots array along with its “Shot Weightage”. Now How to get those other case also ? } } } [/CODE] Then finally shot with highest/lowest Shot weightage will be chosen as current shot. This will be required because we will be looping for every piece on board and every piece will probably be shot to hole using 2nd case of Striker Hit(multi-level collisions)….and we don’t want our AI to pull “Super Human” or “Vulcan” or “Rajnikanth” precision shots. So how to put weight to these selected shots ? Now this is what I came up with. Anyone with any other brilliant idea…….And people please talk ! [u][b]Some Points To Note :[/b][/u] 1] Now there is a StackOverflow post with exact same heading...(So the NEW in the Heading) [url="http://stackoverflow.com/questions/2799785/pool-billiard-ai"]http://stackoverflow...ool-billiard-ai[/url] But the guys there have discussed "What needs to be done"......we want [b]"How"[/b] so a functional code can be put together. 2] NO we cant go for "RandomShots>>genetic algo>>assessed using neural network" because we are in very limited CPU time and memory budget..Mobile platform. 3] We need to find those shots directly(without any kind of simulation) using maths,trigonometry,distance formula, etc 4] For velocity...we know final max velocity allowed to pit a piece so we just go on adding the amount of velocity reduce due to friction and between collisions....to get initial velocity to fire the shot, which will be also in limited so if required initial velocity is greater than "max allowed initial velocity" than assign Highest/lowest "Shot weightage" to current shot. Thanks in advance for the patience.
  4. [quote name='Lauris Kaplinski' timestamp='1307788000' post='4822039'] It depends how similar are your skeletons. You said, that they have the same number and topology of bones, but do they have the same bone local rotations (for the identical poses) - i.e. are simply differently scaled variants of each other. And whether you need things like expanding libs (hopefully not). If the local transforms are the same between skeletons, simply break your animation matrices into rotation and translation parts and only apply rotations to other skeleton. Say you have the transformation of animated bone in skeleton 1 relative to parent bone AB2P1 (AnimatedBoneToParent), then: (1) AB2P1 = B2P1 * AB2B1 Where B2P1 (BoneToParent) is the local transformation of bone in rest pose (T-pose) and AB2B1 (AnimatedBoneToBone) is relative animation of the bone (compared to the rest pose). AB2B1 should be pure rotation matrix (unless stretching or scaling of body parts is involved). So for the other skeleton: (2) AB2P2 = B2P2 * AB2B1 But as I said, this only works, if you have skeletons, that have similar local bone transformations (for same poses). If the bone transformations are different, then you have to go through object/mesh space. (3) AM2M1 = AP2M1 * B2P * AB2B1 * M2B1 AM2M1 (AnimatedMeshToMesh) AP2M1 (AnimatedParentToMesh) M2B1 (MeshToBone) For each bone AM2M can be broken to translation and rotation parts (AM2M1_t and AM2M1_r), thus: (4) AM2M1 = AM2M1_t * AM2M1_r And: (5) AM2M1_t = translation of AP2M1 * B2P1 The rotation parts of animations of both skeletons should be identical in mesh space, thus: (6) AM2M2 = AM2M2_t * AM2M1_r From those formulas you should be able to compose the needed transformations of the other skeleton. There will be lots of matrix calculations initially, but fortunately much of these can be precalculated or optimized out later. [/quote] Well Finally some hope, Firstly, Thanks Lauris Kaplinski for Replying ....... And Thats indeed what i would have to do..... i also took the liberty to check "Khayyam 3D" project . . .i would go in little depth there later Secondly, Just to inform that My Prob goes in "bone transformations are different" Case as you said. Thirdly, when you said "object/mesh space" did you meant using offset bone matrix to go from bonespace1->worldspace->bonespace2... Its just that i got rest of how i should handle the separated(rotation+translation) transformations [b]But could you shed little bit more light on the "object/mesh space" part[/b].....thanks in advance
  5. Hello everyone, Sorry Guz i didn't saw this Mathematics Section Earlier But Could You Help me with this.. [url="http://www.gamedev.net/topic/603862-sharing-transformations/"]Sharing Transformations[/url] ( Moderators : You Could Move The above Post Here if you Like But Please don't delete the post here....cuz i might get some answers here. thnx )
  6. what i'm trying to implement here is a way in which suppose you have saved a animation sequence applied to one skeleton hierarchy You Could Using RTM System Directly use same animation sequence with other skeleton hierarchy [where character's height body dimensions are different than the earlier one] . . . OK i did some more digging i found [url="http://www.youtube.com/watch?v=1j5WnqwMdCk&feature=relmfu"]This Video[/url] At some point he derives: C[a][sub]b[/sub] = [a] where C [b]: change in basis matrix And We need to find this[b] [/b][/b]so C[a][sub]b[/sub][a][sub]b[/sub][sup]-1[/sup] = [a][a][sub]b[/sub][sup]-1 [/sup]therefore, C = [a][a][sub]b[/sub][sup]-1[/sup] [ Since [a][sub]b[/sub][a][sub]b[/sub][sup]-1[/sup] is Identity Matrix ] So from my example Can [a] be initial pose matrix of Arm1 and [a][sub]b[/sub] be initial pose matrix of Arm2 so [a][sub]b[/sub][sup]-1[/sup] will be Its inverse......OR As i guessed earlier [b]offset transformation matrix [/b]should be used some how.......... Guz please brainstorm here plz...
  7. Guys i digged more of google sack and found out something called [size="3"][b]"Transformation Matrix with Respect to a Basis"[/b][/size] it is the most parallel thing i found along the lines of what i want....[url="http://www.youtube.com/watch?v=PiuhTj0zCf4"]Check This Video[/url] So now my question is how to find [b]C<change in basis matrix>[/b] from Arm1[standard basis] -> Arm2[non standard matrix]... A hunch tells me that the [b]offset transformation matrix[/b] from bone transformation matrix may come in picture Can some one unwind this !
  8. hello everyone!, well i m unable to decided proper way to handle this may be you guyz could help me out. here is the prob, i have two skeletons say Arm 1 and Arm 2 as seen in fig. [img]http://i952.photobucket.com/albums/ae10/global_powers03/DirectX%20Probs/Arms.jpg[/img] Now i have saved a transformation for Arm1 skeleton [i.e. an animation sequence for Arm1] ( transformation means a matrix or a set[ rotation , scale, translation] ) now from the fig it is clear that the original size of the bones are different in both cases, so if we directly use the transformations of Arm1 to Arm2 we would get large displacements(linear & angular) and change of bone lengths also which is totally unacceptable since these bones are skinned and hence these weird side effects will affect the mesh's look [i know only rotation transformation may not create such effects but when transformation contains rotation along with scale and/or translation it generates those results ] ..... i checked this in 3D Max . So now, how should i map the transformation from Arm1 to Arm2 without getting those weird side effects.... ... An Answer comes to my mind [b]Relative Transformation Mapping[RTM][/b] ... In layman's term i need a system that can take 1] given set of transformation 2] other bone system.....Same No Of Bones.....<Should this be required ?> and outputs new transformation without those weird side effects. Its like Suppose there are Time Lines AB and CD [img]http://i952.photobucket.com/albums/ae10/global_powers03/DirectX%20Probs/Arms2.jpg[/img] Now if Apply transformation from CD to AB using RTM it will be simple linear interpolation between endpoints A and B based on a delta retrieved from transformation on CD. [b]But the problem in our case is different because we don't know the end points of the transformation in Arm2[initial transformation i.e current base pose is only known][/b] Hence we cant use simple linear or spherical interpolation. .... Can u Guyz Suggest to make this RTM System work ?
  9. Thnx[url="../../user/147695-tiagocosta/"] TiagoCosta[/url] for ur reply. But may be i didn't make myself clear....the glow thing is evident just by looking at these images... what i want is how to get the image prior to applying the "Glow Pass" on these images... Lets take Image No : 4 for eg. In this image there are 3 different layers 1] The Text layer containing the "spell text" 2] Random dots 3] Flames layer near the "Head part" So now do we just take these layers from different textures in pixel shader and map them on the same billboard'd mesh face....and then finally Glow It ? Also should these different layers be taken from different Volume texture containing different animated frames of these layers ? Also As you suggested that most of these effects may be done using particles.........so lets take Image No : 7 In this image the particles will follow a certain path whenever this effect is triggered..... so how could we store this path so every time this effect is triggered the particles will follow the path once(or n times.) and get destroyed.
  10. Hi everyone, Well i think this post may be helpful for many like me.... I have googled up some nice looking special effects from various different games(these are only links from original artworks..). i was wondering the brainiacs here can figure out how to make such effects your self using Directx(DX9) and Shaders....... For a start i think the 1st effect of green-invisible rendering would be done by rendering the mesh with single color and alpha transparency.... Can you figure out the others.... 1] [img]http://ps3media.ign.com/ps3/image/article/738/738356/the-elder-scrolls-iv-oblivion-20061010103348026.jpg[/img] 2] [img]http://www.rpgamer.com/games/other/pc/talesweaver/screens/talesweaver005.jpg[/img] 3] [img]http://i952.photobucket.com/albums/ae10/global_powers03/Effects%20Ideas/main.jpg[/img] 4] [img]http://i952.photobucket.com/albums/ae10/global_powers03/Effects%20Ideas/main-1.jpg[/img] 5] [img]http://theinstance.net/wp-content/uploads/2010/07/Spell-Effect.png[/img] 6] [img]http://www.keenandgraev.com/wp-content/uploads/2009/03/swtorbhflame.jpg[/img] 7] [img]http://www.keenandgraev.com/wp-content/uploads/2009/02/bfspelleffects.jpg[/img] 8] [img]http://www.gamersgate.com/img/screenshots/DD-ELVEN/30732_ElvenLegacy_Spell_Gyl_MagicFlare_medium.jpg[/img] 9] [img]http://www.gamersgate.com/img/screenshots/DD-ELVEN/30742_ElvenLegacy_SpellEffect_Priest_Bless_medium.jpg[/img] 10] [img]http://www.magicosm.net/screenshots/cosm1215.jpg[/img] 11] [img]http://images4.wikia.nocookie.net/__cb20070108161140/oblivion/images/3/30/Night-Eye.jpg[/img] 12] [img]http://rpgvaultarchive.ign.com/features/media/nwnevent/setF2.jpg[/img] 13] [img]http://rpgvaultarchive.ign.com/features/media/nwnevent/setA2.jpg[/img] 14] [img]http://rpgvaultarchive.ign.com/features/media/nwnevent/setE3.jpg[/img] 15] [img]http://games.lisisoft.com/img/2/9/2951-1-mass-effect-2-tali-trailer.jpg[/img] 16] [img]http://i952.photobucket.com/albums/ae10/global_powers03/Effects%20Ideas/draft_lens8276801module71358651phot.jpg[/img] 17] [img]http://i6.photobucket.com/albums/y236/TacticKnight/SF%20Archive/Delling_Falda.png[/img] 18] [img]http://rpgvaultarchive.ign.com/features/media/nwnevent/setD1.jpg[/img] 19] [img]http://www.swiftworld.net/wp-content/gallery/avencast/avencast%202007-11-09%2016-28-11-73.jpg[/img] 20] [img]http://cs.elderscrolls.com/constwiki/images/thumb/a/a9/CallLightning01.jpg/800px-CallLightning01.jpg[/img] 21] [img]http://www.techdigest.tv/gallery/2011/04/6_new_elder_scr/Elder%20Scrolls%20V%20-%20Skyrim%203.jpg[/img] 22] [img]http://files.g4tv.com/ImageDb3/262113_L/The-Elder-Scrolls-5-Skyrim.jpg[/img] 23] [img]http://i585.photobucket.com/albums/ss297/Ashdate/battle21_37.jpg[/img] 24] [img]http://static.product-reviews.net/wp-content/uploads/wow-cataclysm-mage-changes-new-spells-talents-and-mechanics.jpg[/img] 25] [img]http://image.com.com/gamespot/images/2005/123/926702_20050504_screen007.jpg[/img] 26] [img]http://www.pcplayer.de/bilder/aktuell/spieletests/fable/2.jpg[/img] 27] [img]http://www.got-next.com/media_xb/fable/fable2.jpg[/img] 28] [img]http://inserg.com/wp-content/uploads/2011/03/dissidia-final-fantasy-186x186.jpg[/img] Please while posting the "Technique" do mention the image no. also wherever applicable please mention other resource required for the effects like Volume Texture, Cube Textures, ScreenAlignedQuad, Billboard'd quads, particle system, D3DXSprite etc. [b]Developers Please try to explain these.[/b] [b]Also, Other "NewOnes" Please Vote this Post so other developers can answer these as well as other "NewOnes" can benefit from these. [/b] [b]Eq: [/b] [b]Img No:[/b] 1 [b]Resource Req:[/b] <list> [b]Tech: [/b]<estimated technique>
  11. Guyys Comm'on anybody ?
  12. Hey guys i have drafted a Game Engine i was wondering what are the available options for : 1] Audio Playback (Sound, 3D Sound, etc) 2] Video Playback. Since this Game Engine is implemented in DirectX 9... i m aware of XACT for Audio Playback..and For video i'm currently aware of Bink(Commercial Product) only. Also, The target platform for this will be PC and XBOX. Can anyone list me any available API i dont want any Commercial Sound Engine like IRRKLAN( uses direct sound internally ) or FMOD.
  13. This is My Scene It is in C++ using DX9 Here the character and the SEO are drawn using their own custom shaders. Also u can see light source it causes real time shadows. Now I got a scene graph that hold this info culls it( using camera view frustum culling ) all texture shader data are provided by respected scene objects during rendering. [img]http://i952.photobucket.com/albums/ae10/global_powers03/TestCase2.jpg[/img] My question is how to arrange the rendering pipeline so that I can get, Real time reflection in the mirror of all those different objects ( i.e. Custom Shaded Objects, Skinned Normal Mapped Character, Dynamic Shadows) Now I figured this by some Googling that for getting such reflection u need to do a Render-To-Texture in 1st pass and then use it in 2nd pass to create the reflection..............Now this can be achieved easily in single shader program ................but how can i carry all those data from all those different objects with different shaders attached ............... However, an article i read somewhere, it was in OpenGL but, it suggested use of Render-To-CubeMap(6 pass Rendering) of entire scene using their respective shaders and then using it as environment map for mirrors texture in its pixel shader [ sorry i don't have the link for that article now]..........the article just suggested this method.............but Can anyone explain how this can be achieved , what ordered steps should be followed to get everything reflected properly...? or any method which could be used ?
  14. Does anyone have valid link for "3D Game Engine Design, Second Edition" ? Its a Programing Book By David H. Eberly. I can't seem to find a valid link to .pdf or .rar file. Most link available majorly points to its First Edition Book Which is not what i Want... Guys anyone has valid Links ???? Is It available as .pdf format?
  15. guyzz please some help here !!!!