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      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. I just found a code which uses libavcodec to decode videos and display them on screen Canvas canvas = surfaceHolder.lockCanvas(); canvas.drawBitmap(mBitmap, mDrawLeft, mDrawTop, prFramePaint); surfaceHolder.unlockCanvasAndPost(canvas); anyway it looks like a ton of useless garbage, it first decodes then draws a bitmap, i would like to somehow transfer video data to gpu directly so i can just draw a video frame in a simple poly (made of 4 verts), however it may be undoable, anyone has any more information about it?
  2. const double imopi = 0.017453292519943295769236907684886; works only with perspective projection TRay RayFromScreen(int x, int y, int sw, int sh, float fov, float z_near, float z_far, float aspect) { x,y, sw,sh should be in pixels as far as i can see mat4 mvm = CAM_MODEL * CAM_VIEW; //cam model is always identity mvm.Transpose(); vec3 dirX, dirY; dirX.x = mvm.m[0]; dirX.y = mvm.m[4]; dirX.z = mvm.m[8]; dirY.x = mvm.m[1]; dirY.y = mvm.m[5]; dirY.z = mvm.m[9]; TRay res; float a = fov / 2.0; float cotangent = 1.0 / tan( a * imopi ); float ax = z_near / cotangent; float screen_w = 2.0*ax; float screen_h = screen_w;// * yratio; screen_w = screen_w * aspect; float scr_coord_x = float(x) / float(sw); float scr_coord_y = float(sh - y) / float(sh); vec3 dir = FPP_CAM->ReturnFrontVector(); //vec3 dirX = FPP_CAM->ReturnRightVector(); //vec3 dirY = FPP_CAM->ReturnUpVector(); //move to lower left corner vec3 start_pos = (FPP_CAM->pos + dir * z_near) + (-dirX * (screen_w / 2.0)) + (-dirY * (screen_h/2.0)); res.start = start_pos + (dirX * (screen_w * scr_coord_x)) + (dirY * (screen_h * scr_coord_y)); res.end = res.start + Normalize( vectorAB(FPP_CAM->pos, res.start) ) * 10000.0; return res; float yratio = 1.0 / aspect; //compute the world position on the other end since its a perspective projection ax = z_far / cotangent; screen_w = 2.0*ax; screen_h = screen_w * yratio; start_pos = (FPP_CAM->pos + dir * z_far) + (-dirX * (screen_w / 2.0)) + (-dirY * (screen_h/2.0)); res.end = start_pos + (dirX * (screen_w * scr_coord_x)) + (dirY * (screen_h * scr_coord_y)); ALOG("RAY START: "+POINT_TO_TEXT(res.start)); return res; } theres a tranpose thing to make it oglcompilant only because i was lazy to change mvm.m thing
  3. 3D

    Would like to draw a billboard between two points, and what these points even define? you are aware that to draw a billboard you are anyway using 4 verts (without any special gcard extensions like in example GL_POINT_SPRITE_ARB) Either way you compose world*viewmat and extract screen direction vectors, then you build up a billboard something like this (thisis for ogl) vec3 BillboardX; vec3 BillboardY; void GetTranslationMatrix(mat4 ModelViewMatrix) { mat4 mvm = ModelViewMatrix; mvm.Transpose(); BillboardX.x = mvm.m[0]; BillboardX.y = mvm.m[4]; BillboardX.z = mvm.m[8]; BillboardY.x = mvm.m[1]; BillboardY.y = mvm.m[5]; BillboardY.z = mvm.m[9]; translation_facenormal = Normalize(vectorcross(BillboardX * 1000.0, BillboardY * 1000.0)); translation_facedist = -dot(translation_facenormal, translation_pos); } int i; for (i=0; i < particlenum; i++) { verts[i*4].v.x = particles[i].pos.x-BillboardX.x*particles[i].size+BillboardY.x*particles[i].size; verts[i*4].v.y = particles[i].pos.y-BillboardX.y*particles[i].size+BillboardY.y*particles[i].size; verts[i*4].v.z = particles[i].pos.z-BillboardX.z*particles[i].size+BillboardY.z*particles[i].size; verts[i*4+1].v.x = particles[i].pos.x+BillboardX.x*particles[i].size+BillboardY.x*particles[i].size; verts[i*4+1].v.y = particles[i].pos.y+BillboardX.y*particles[i].size+BillboardY.y*particles[i].size; verts[i*4+1].v.z = particles[i].pos.z+BillboardX.z*particles[i].size+BillboardY.z*particles[i].size; verts[i*4+2].v.x = particles[i].pos.x+BillboardX.x*particles[i].size-BillboardY.x*particles[i].size; verts[i*4+2].v.y = particles[i].pos.y+BillboardX.y*particles[i].size-BillboardY.y*particles[i].size; verts[i*4+2].v.z = particles[i].pos.z+BillboardX.z*particles[i].size-BillboardY.z*particles[i].size; verts[i*4+3].v.x = particles[i].pos.x-BillboardX.x*particles[i].size-BillboardY.x*particles[i].size; verts[i*4+3].v.y = particles[i].pos.y-BillboardX.y*particles[i].size-BillboardY.y*particles[i].size; verts[i*4+3].v.z = particles[i].pos.z-BillboardX.z*particles[i].size-BillboardY.z*particles[i].size; } Since you have defined 4 points what do you want to do with these two points?
  4. not to mention all these holes
  5. no matter what you'll end up writing: once per frame, (ball is in motion even when vel is 0) you iterate with drag equation and motion till you hit something this is your hit pos/ basically: each frame you find new hitposition, then you do your stuff
  6. doesnt work edit now works after some black magic....
  7. I bet its circular reference but please when i include a definition of X then it should compile and run anyway. #ifndef game_initH #define game_initH #include "logme.h" #include "globalvars.h" #include "stdlib.h" #include "sim/ocean.h" #include "string.h" #include "Textures.h" #include "sim/ships/battle_mp.h" //#include "sim/ships/ship.h" #include "Timer.h" #include "shaderclass.h" #include "HUD/HUD.h" #include "HUD/menu/menulist.h" #include "sim/Entity.h" const int viewport_size = 128; extern TBattleMP_Frame * GAME_PLAY; < -- TBattleMP_Frame does not name a type and in battle_mp.h struct TBattleMP_Frame { }; why it is even throwing me errors. That shouldnt occur
  8. DX12

    You probably want l-system google that
  9. So tga format seems way simplier
  10. Imagine i walk near door, (i have android phone connected lets say to wifi), now some device on that door checks if i have proper security clearance and unlocks door if i do have proper one. Is there a way to do that, that whenever i am close to door action occurs (but without involving camera sensors)     Maybe its not quite related to gamedev but i would like my game to have that feature :X
  11. thanks for info, anyway i asked cause i coudlnt find any information about that, still cant... maybe im too stupid but my thought were like this: when we have full source of android on the phone we could change and recompile it this would make me do most secured phones on the world. But not updated still vurnelabe to hackers.      But primary goal was to compile into so libraries, something like dlls in quake/rtcw/doom things thus i dont know what cgame86.dll etc were for. i thought i could put standardized vcl menu gui for developers, that could change some things i cant remeber now.
  12. im trying to make a sloped button but i forgot which NDC coordinate was higher than other   for x axis its simple higher numbers mean higher x position   but what about y? where is -1 located at bottom or top of the screen? :X     i could check it but i am in a middle of rewriting whole visual component library for my menu
  13. I thought ill be able to compile via command line I see no related info. People say tthat ill need third party compiler aint there some standard cpp compiler for linux that again needs to be compiled into kernel
  14. Since its based on linux there should be a c++ compilator available there, along with full sourcecode where to get this
  15. Is bitmap really that simple? Headers palettes then pixel data I thought pixel data is related to palette