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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 MaartenDeNef

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  1. Iemand invite nodig voor the one plus?
  2. Nvm,   When i removed the halfpixel from my pointlight shader everything works.
  3. Hi,   I'm trying to implement a deferred render pipeline. But i think i'm having troubles with my position reconstruction from depth map. I cant find what is wrong. So i hope someone can point me in the right direction.   When using my point lights my edges get very shaky. I've uploaded a short movie so you can see the problem.   [URL]http://www.youtube.com/watch?v=8m9y6orLZhY[/URL]   Thanks in advance
  4. Hi, Thank you for the reply. And i'm sorry for the vague question. Well i'm trying to use Bruneton atmospheric scattering as a post process effect. This part works great thanks to the provide code with his paper. What i'm trying to do now is to draw my terrain with aerial perspective. And this seems to be harder then it looks. I read in the paper "we draw the terrain in the depth buffer only". So i made a depth map and passed this to the atmosphere shader (post process). I calculated the position from depth buffer and when i try to render i get this streched atmosphere.So i probably missed something. I hope i made the question less vague.Ty
  5. Hi, I'm currently stuck on merging my atmospheric scattering (precomputed eric brunetons implementation). With my planet. They both work good seperated. But i don't have a clue how to merge them together. I hope someone can help me out on this one. Thanks in advance.
  6. Hi, It can be your video card drivers are outdated. Also check in your ouput window if the shader is throwing out warnings or errors
  7. Ok, I fixed the problem with the outer space view. It was an error in my render to 3D texture. Just that anoying rotation needs to be fixed .
  8. Hi, I'm trying to implement Precomputed atmospheric scattering thanks to the paper of Eric Bruneton. I've converted some of the shaders needed to compute the single scattering. (Transmittance, Irradiance1, InScatter1, InScatterCopy) to HLSL. All the precomputed textures work like they suppose to. But when I try to bring them together strange things happen. I made a short video to show you the problem. [media]http://www.youtube.com/watch?v=0_YIx4oU6LE[/media] As you can see my horizon is turned on it's side and when i start to move it turns around. 1 other problem is I can't see my outer space view of the earth. I think my problems with the turning lays with in my Camera view direction vector. I just followed the files givin by bruneton on his site to calculate it. [CODE] D3DXMATRIX matView = pRenderContext->GetCamera()->GetView(); D3DXMATRIX matProj = pRenderContext->GetCamera()->GetProj(); D3DXMATRIX iproj; D3DXMATRIX iview; D3DXMatrixInverse(&iproj, NULL, &matProj); D3DXMatrixInverse(&iview, NULL, &matView); D3DXVECTOR4 cl; D3DXVec3Transform(&cl, &D3DXVECTOR3(0.0, 0.0, 0.0), &iview); D3DXVECTOR4 sun = D3DXVECTOR4(sin(sunTheta) * cos(sunPhi), sin(sunTheta) * sin(sunPhi), cos(sunTheta), 0.0); D3DXVECTOR3 campos = D3DXVECTOR3(pRenderContext->GetCamera()->GetPos()); m_pCShaderVar->SetFloatVector(campos); m_pSShaderVar->SetFloatVector(sun); m_pProjInverseShaderVar->SetMatrix(iproj); m_pViewInverseShaderVar->SetMatrix(iview); [/CODE] Then in my vertex shader i'm doing [CODE] PS_INPUT_STRUCT_FINAL VSPLANET( VS_INPUT_STRUCT input ) { PS_INPUT_STRUCT_FINAL output = (PS_INPUT_STRUCT_FINAL)0; output.Pos = float4(input.Pos,1); output.Tex = input.Tex; float4 invpos = mul(float4(input.Pos.xyz,1), projInverse); output.ray = mul(float4(invpos.xyz, 0), viewInverse).xyz; return output; } [/CODE] So I hope someone has had the same problem or knows what I did wrong. If you need more code just ask :-) Ty in advance
  9. Vanavond draaien in de prof :-)
  10. Ty very much that solved my problem
  11. Hi, I'm making a small project (for school) with marching cubes to generate a terrain. Now everything works fine except i cant find a way to merge / remove my duplicate vertices in a cpu friendly way. At the moment i'm just cross checking my list for duplicates (takes alot of time) Does anyone know an algorithm or something that can help me out. Thanks in advance.
  12. Hi, I'm working a simple shadowmap depth map project. I'm having a hard time positioning the orthographic camera. So i was wondering if i could make the camera fit the boundingbox of my terrain (because its big). So that my shadow map stays centered on my depth texture and uses optimal texture space. I've looked on the internet but failed to find something helpfull. Thanks in Advance
  13. Ty for the reply. So i have this panoramic sky texture that is 4096 x 1024. If i want to texture it my uv coordinates are between 0 - 0.5 is that what u mean?
  14. Hi, I'm wondering if i use like a texture with size 1024 x 2048 How do i sample it and what are the uv coordinates. Ty