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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 home3d2001

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  1. BuckEye, Alvaro, and Matias:   Thank you so much. Now this makes complete sense. I really appreciate it.   Cheers,   -A
  2. Hi there, I am trying to understand the Math formula used to access the sphere map texture. Please see following websites: http://www.reindelsoftware.com/Docum...g/Mapping.html http://www.clicktorelease.com/blog/c...mapping-shader   Here are some questions I have: Q1- why are we adding 1 to Rz? Q2- why is the magnitude multiplied by 2? Q3- why are we adding 0.5? Thank you again in advance and I appreciate it if someone could explain this in details. Ali
  3. Hi Daniel, Thank you for your respond. Yes, you are right.However, I am not doing 3D and also I don't think any of the standard specular effects (Blinn,Phog, etc...) can give me the results I want. My scene doesn't have a light and I need this shader to work as a post processing effect. Here is how I think is possible to achieve this using 3 textures: 1-Texture1(Specular HighLight) 2-Texture2(Diffuse Color) 3-Texture3(Alpha Map) Then we can pan the Specular highlight from right to left or what not. Please see the attachment for the screenshots. I am new to HLSL and would appreciate it if someone could post a pseudo code or suggest a way to achieve this without doing any multitexturing. Thanks, H
  4. Hello, I am trying to make a Shader that simulates the specular animation on a surface(e.g shield) and was wondering if someone could help me out. Please see the attachment for a better visualization. I would like the Specular section to move slightly from left to right and repeats again after a few seconds. Thank you again in advance. H
  5. Hello, Could someone please tell me why ozone3d is adding 1.0 to z value for? m = sqrt( r.x^2 * + r.y ^2 + (r.z + 1.0)^2 ) Also why would we need to add 0.5 to st coordinate? here is the link to formula: http://www.ozone3d.net/tutorials/glsl_texturing_p04.php#part_41 Thanks, [Edited by - home3d2001 on September 13, 2010 12:48:41 AM]