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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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  1. The picture is becoming progressively clearer. Thank you guys!   I'm searching for new erosion and also terrain generation algorithms. I found dozens of papers, but I don't get results like in World Machine or Terragen. Which algorithms do they use? Where can I find new advanced algorithms? (e.g. the book "Texturing And Modeling - A Procedural Approach" was inspiring)
  2. Thank you very much, that looks promising. You mean it's a mixture of masking and displacement mapping? Can you tell me a little bit more about that? I was also astonished about the erosion effect on the path in the middle. The path looks so 'broken' and 'washed out'. I already implemented thermal and hydraulic erosion, but I don't know how to get such results as in the image?
  3. Thank you ali, but I hoped to inspire a brief discussion about various techniques and concrete answers to my questions.
  4. The terrain on the image below was created with unreal engine 3. ( http://www.unrealengine.com/files/features/Terrain_6.jpg )   How is it possible to generate such a well eroded terrain?? In the image stones (and rocks) alternates with soil heavily. What do you think? Are the stones on the path (in the middle) integrated in the heightmap? How is it easy possible to texture all the stones? [attachment=13804:Unreal-Terrain_6.jpg]
  5. take a look at [url="http://gamedevelop.eu/en/tutorials/dual-paraboloid-shadow-mapping.htm"]http://gamedevelop.e...dow-mapping.htm[/url]
  6. maybe you find something on this page: [url="http://gamedevelop.eu/en/links/game-programming.htm"]http://gamedevelop.e...programming.htm[/url]
  7. I've checked your code and I'm sure that there are no more bugs in your project, but you wasn't aware of the premise for DPSM: if you want good quality, then (like Viik said) you have to use highly tesselated geometry! Your ground plate has 4 verts, that's the cause why you have distortions. Use as much verts as possible! Incidentally, one function for building the shadow maps is enough: only direction and the render targets are different - use params.
  8. 1. The R32F format is slower, but more accurate! 2. You shouldn't comment out the g_fDir param! If you want, send me your code (mail address in my profile) and I will fix it!
  9. The code is correct but there is definitly something wrong with your shadow maps -> are you sure that you use the above shader? -> there is no paraboloid projection on your shadow map! Maybe the effect params are wrong? and which format to you use? (R32F is recommended)
  10. You're only partially right. The most important steps: a.) creating shadow maps - set front shadow map - render scene from light's perspective (pos. dir: g_fDir = 1) - disable back-face culling - set back shadow map - render scene from light's perspective (neg. dir: g_fDir = -1) ->shadow maps are created b.) render final scene - set scene render target and the shadow maps - render from cam (view matrix) that's it! Your shadow maps have to be placed at the final light position.
  11. If I understood you correctly: You can't change the position until the process. You can place the light and the matrix arbitrary, but you have to render the scene according to your light position and shadow maps. What you have done so far looks right.