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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 brianasu

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  1. Hi Lightness1024,   Thanks for the detailed reply. I couldn't really find any details on the actual RSM sampling except some shader code in the Crysis paper to downsample it. I'll try implementing what you mentioned. Is this similar to creating stable shadow maps?   Also does this also apply to using a perspective camera or only an orthographic projection? In case I wanted to do a spot light do I need to do anything special?   Unfortunately I'm stuck with opengl or dx9 right now. Unity3D version 3 also doesn't have tex3d.   Thanks again.
  2. Hi I've been working on implementing LPV in Unity3D. It looks quite nice but I can't seem to get my head around how to avoid flickering when objects or the light move. I'm assuming this is because the reflective shadow map depth values are changing. I noticed other people's videos have no flickering so I'm stumped. I think I'm doing a lot of things wrong. Basically I    Render depth normal and flux from light view.  Recreate world pos from depth and frustum of the light camera. I inject into the volume converting from world position to unwrapped light propagation volume texture space. (Is this correct? Or should I be using the light's view space -> LPV?) I inject the world normal offset by the surface normal and light direction dotted with the first 2 band SH multiplied by the luminance of the flux. (only SH no occlusion data yet). Because Unity3D has no gl point I have to setup a pixel matrix then render a small quad the size of a pixel to write to the unwrapped texture. Propagate on the 6 corners. Then I grab the world pos from the camera view and convert it to LPV tex coord. I then do a manual trilinear interpolation (Unity3D dx9 has no tex3D) in the shader of the SH values. Then dot the trilinear lerp value with the first 4 coefficients dot with the worldspace normals. My questions are What it means by calculating the weight of the surfel? Is that just how much I multiply the value when injecting it into the volume? How do I prevent flickering? - I heard of texel snapping but I'm not sure how to implement it. - Does RSM downsampling help?  - Is it caused because I'm doing a manual trilinear interpolation? I use the method stated in wikipedia.   Sorry for all the questions.   Here is a screen shot with exaggerated irradiance along with LPV textures rendered on top.   Thanks!