• 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

153 Neutral

About lukesmith123

  • Rank
  1. I am converting some files to dds and I'm a little confused about which DXT versions of dds I should be using. For diffuse textures with no alpha should I use DXT1(no alpha) ? Also I have normal maps which contain specular maps in the alpha channel. Will DXT3 be poorer quality but smaller file size then using DXT5? Also should I create mip maps for normal map textures or not? thanks so much!
  2. When doing additive blending of two separate animations that run at the same time, should any unused bones of one animation simply remain in the bindpose? For instance when blending a shooting animation with a running animation, should the shooting animations lower body remain in the bindpose?
  3. Thanks for the replies. The area of intersection sum is really useful. I found some good stuff in a book and I think the fastest method when using min/max is separating axis: [CODE] if (Max.X < B.Min.X || Min.X > B.Max.X) return false; if (Max.Y < B.Min.X || Min.Y > B.Max.Y) return false; return true; [/CODE]
  4. Whats the fastest way to test containment between two 2D AABBs? Also I'm testing for intersections like this: [CODE] return (Abs(Corners[0].X - B.GetCorners[0].X) * 2 < (Corners[1].X + B.GetCorners[1].X)) && (Math.Abs(Corners[0].Y - B.GetCorners[0].Y) * 2 < (Corners[1].Y + B.GetCorners[1].Y)); [/CODE] if I always need to check for intersections as well as containment is there a better method I could use to check both at the same time more cheaply?
  5. Ah I see. Great answers thanks!
  6. One thing, with the last point you made, would that not be a much slower method than just creating a frustum from the 4 corners in the first place? Also do you have any opinion on whether projecting to screen space vs creating frustums from the portals is faster?
  7. Fantastic thanks so much!
  8. Ok, so would you check the players bounds against all of the cell bounding boxes each frame? or would you need to keep track of the players movement through portals to speed this up? So when you project the corners of the portal into screen space and build a 2D bounding box from them how do you project the objects to screen space and get a 2D box from those? Would you take the corners of the objects bounding box and project them to screen space and then create the smallest 2D box from the 8 corners? Thanks so much for the tips!
  9. I have a couple of questions about portal systems for visibility determination that I couldnt find any info on and I hope somebody here could answer. How do you keep track of which cell the player is currently in? Do you contain each cell in a bounding box? if so, what about cells that aren't box shaped? Also I have read that a good method is to project the portal into screen space and check which objects in the connecting cell are within the 2d bounds of the portal. Could anybody explain how to do this I dont really understand how to project the portal from world to screen space and test collisions with objects this way. thanks,
  10. Wow very nice thanks!
  11. Is there any good books on the subject of portals for visibility determination? I'm looking for something that is fairly in depth with example code. I have a few books that mention the subject for example the morgan kaufman collision book but it only skims the topic and doesnt go into detail. thanks
  12. They both look excellent thank you.
  13. Could anybody reccomend any books that cover the subject of calculating lightmaps aswell as radiosity calculation. I've read a few breif articles but I'm really hoping there are some more comprehensive books on the subject with code examples etc. thanks,
  14. Hi, I followed a tutorial in the book 'programming game AI by example' which teaches an introduction to scripting with lua. I'm getting some unexpected memory leaks which I cant understand how they can happen. But as I am very new to lua and luabind I'm guessing that I might be missing something obvious here. I register functions from the statemachine and bot class in the bot class constructor (lua_close is called in the bot class destructor): [CODE] lua = luaL_newstate(); luabind::open(lua); luaL_openlibs(lua); luabind::module(lua) [ luabind::class_<StateMachine<Bot>>("StateMachine") .def("ChangeState", &StateMachine<Bot>::ChangeState) .def("CurrentState", &StateMachine<Bot>::CurrentState) .def("SetCurrentState", &StateMachine<Bot>::SetCurrentState) ]; luabind::module(lua) [ luabind::class_<Bot>("Bot") .def("one", &Bot::one) .def("two", &Bot::two) .def("GetStateMachine", &Bot::GetStateMachine) ]; luaL_dofile(lua,"lua.lua"); luabind::object states = luabind::globals(lua); if (luabind::type(states) == LUA_TTABLE) { stateMachine->SetCurrentState(states["State_one"]); } [/CODE] And the statemachine class looks like this: [CODE] template <class entity_type> class StateMachine { private: entity_type* Owner; luabind::object currentState; public: StateMachine(entity_type* owner):Owner(owner){} void SetCurrentState(const luabind::object& s){currentState = s;} void UpdateStateMachine() { if(currentState.is_valid()) { (currentState)["Execute"](Owner); } } void ChangeState(const luabind::object& new_state) { (currentState)["Exit"](Owner); currentState = new_state; (currentState)["Enter"](Owner); } const luabind::object& CurrentState()const{return currentState;} }; [/CODE] Everything works as expected but I am left with 6 memory leaks when I exit the program. Also when I remove the luabind::module code where the classes are registered then the memory leaks dissapear. Does anybody have any ideas? thanks,
  15. EDIT: Ah I realised I had made a stupid mistake elsewhere and the code that I originally posted was fine. Sorry!