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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.

JohnOwens_137089

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  1. Wow, strawberry condoms really taste of strawberries!!
  2. I am rendering a skydome using an infinity projection matrix and I want to move the final image left and right by a certain amount of pixels which I already know so it appears at the max parallax.   I could render it to a slightly larger framebuffer and then move that however I was wondering if there was a way of doing this (possibly by changing the infinity projection matrix)?   Below is the code used to generate the infinity projection matrix:   buildProjectionMatrixInfinityPerspectiveFovLH(f32 aspectRatio) {     const f64 yScale = 1.0f / tan(45.0f / 2.0f);     const T xScale = (T)(yScale / aspectRatio);     const T Epsilon = 0.000001f;   M[0] = xScale; M[1] = 0; M[2] = 0; M[3] = 0; M[4] = 0; M[5] = (T)yScale; M[6] = 0; M[7] = 0; M[8] = 0; M[9] = 0; M[10] = 1.0f+Epsilon; M[11] = 1.0f; M[12] = 0; M[13] = 0; M[14] = -1.0f; M[15] = 0; definitelyIdentityMatrix=   false;     return *this; }   Thanks.
  3. [size="2"]I'm looking to use a Catmull Rom spline for steering assist in a driving game. [/size][size="2"]Currently I compute the spline and then use linear interpolation along the 2nd and 3rd control points to determine t. [/size][size="2"]i.e. [/size][size="2"][code]vector3df v2toV3 = v3 - v2; f32 t = v2toV3.getLength(); v2toV3.normalize(); vector3df v2topos = GetTrans().GetPosition() - v2; t = Boundval( 0.0f, v2topos.dotProduct( v2toV3 ) / t, 1.0f ); [/code] [/size][size="2"]Which I then use to determine the point along the spline and I use that to feed into a pid controller [/size][size="2"]My problem is the linear interpolation to detemine t. As this value could be slightly behind or ahead of the car's position depending on the curvature of the spline. [/size][size="2"]What I really need is a way of determining the position along the spline that intersects the shortest line from the car to the line between the two control points. [/size][size="2"]If any of that makes sense? :-)[/size]
  4. [size="2"]I'm looking to use a Catmull Rom spline for steering assist in a driving game. Currently I compute the spline and then use linear interpolation along the 2nd and 3rd control points to determine t. i.e. [code]vector3df v2toV3 = v3 - v2; f32 t = v2toV3.getLength(); v2toV3.normalize(); vector3df v2topos = GetTrans().GetPosition() - v2; t = Boundval( 0.0f, v2topos.dotProduct( v2toV3 ) / t, 1.0f ); [/code] Which I then use to determine the point along the spline and I use that to feed into a pid controller My problem is the linear interpolation to detemine t. As this value could be slightly behind or ahead of the car's position depending on the curvature of the spline. What I really need is a way of determining the position along the spline that intersects the shortest line from the car to the line between the two control points. If any of that makes sense? :-) [/size]
  5. Thanks that worked great.
  6. Hi I want to move a 3D object 50 pixels down in the screen and I can't figure out the maths to that. I have the projection, model and view matrices plus all the screen dimensions. Could some tell me how to do this? Cheers, John.