• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

109 Neutral

About yonarw

  • Rank
  1. ok, I guess I will be fine with my cube map for now ... with a little bit of optimization it will only draw visible objects for each side of the cube and I share one FBO for the shadow map. Thanks for your help!
  2. Wow thanks that worked! Now one step further: Is there a more efficient way of rendering a cubemap than rendering all 6 directions seperately ? I found something that uses a geometry shader to render to all 6 faces of the cube at one time but that looks to complicated for me.
  3. Hello, while continuing my work on my deferred shader engine I descided to implement a shadowmapping feature. Here is the process i do for each light that casts shadows: 1. render the scene from light point of view to create depth-shadowmap 2. store modelview and projection matrix 3. draw light to lightmap using g-buffer and shadowmap 3.1 build transformation matrix that goes from cameraspace to light-view-clipping space by using this matrix: transformation-matrix = light_projection_matrix * light_modelview_matrix * camera_modelview_matrix_inverse 3.2 In the shader: read fragment position from gbuffer, calculate shadowmap_texture_coordinate with: shadowmap_texture_coordinate = transformation-matrix * gbuffer_pos 3.3 do the is-in-shadow check stuff I have several problems: 1. The shadowmap_texture_coordinate does not seem to have an orthographic projection. I fixed this by applying this to the shadowmap_texture_coordinate (sc): sc.xy = sc.xy / sc.z This is not correct in any way I think but I have no idea what else could cause the projection-bug. 2. When I read from the shadowmap I get values in [0,1]. How do I transform these to compare them with the distance of a fragment from the light-position since those are given in engine-units. I hope someone will understand what I am doing [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] sometimes I'm not sure my self [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img]
  4. Sorry for not posting some weeks now. I've lots of work at university at the moment ;) I kind of fixed it for now. But using way to extreme Normalmaps will bring back the bug. Thanks for your help!
  5. Thanks for your answer! I had the same explanation for the problem but if this is really what is causing the problem I wonder why normal maps can store normals that go in the face they are displayed on. I see that for calculations with the TBN-matrix you need a vector with values from -1 to 1 but why do I store those vectors in the final normalmap? I guess i have to play with the tangent-space normalmaps then. Thanks again for your answer.
  6. Hello, I'm implementing a deferred shading renderer based on OpenGL. I got everything setup and lighting seems to work but I can't figure out why the light is appearing on the faces that should be completely dark. For non-normal-mapped objects everything works fine. So I guess there is something wrong with my tangent-space normalmaps. Here's the code for generating g-buffer-normal-map (in view-space): [source lang="cpp"]Vertex Shader: normal = normalize(gl_NormalMatrix * gl_Normal); vec3 t = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz); vec3 b = cross(normal,t); TBN = mat3(t,b,normal); Fragment Shader: vec3 n = (texture2D(normalMap,gl_TexCoord[0].st).rgb-0.5)*2; n = normalize(TBN * n); gl_FragData[2] = vec4((n+1)*0.5,1); [/source] Even if I only display dot(normal,lightdir) I get light artifacts on the faces the light shouldn't reach ... Here are images of the "final" lightmap render and the normalmap from the g-buffer. Thanks for your help
  7. Hello, We're trying to write a network synchronization for a physics based 2D shooter (in Java)([url="http://rohxel.wordpress.com"]website[/url]). Its our second attempt but we feel it won't work again. Our first attempt was: 1) Server builds sync packages which contain position + rotation updates all as byte arrays This usually ended in a mess with Java's ByteBuffers but we got it working for some basic parts 2) Client receives sync packages and decodes the byte array and applies updates Like for 1) it was a mess with bytes 3) Important events like "add physics body" or "shoot gun" had to be sent to server and acknowledged/accepted before client could add a bullet Bullets are physic bodies too. Adding physic bodies (same fore loading the level) also was a command witch was nearly 100% synced over network. But all together never worked well over network and after a while every thing starts to slow down on the client side or events were applied seconds after they were physically sent. The protocol was written using a UDP socket. I implemented functions that could guarantee package transfer and functions that did not guarantee but gave a good speed. The unsecure functions were used for 1) and 2) and the secure functions were used for 3) Our main question is: Is there a much easier way to implement a working synchronization over the network? Are there any libraries that do exactly what I need here? Is Java's serialization API something that could help? Thanks for any comment!