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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. [size=1]Hello! My team is currently running into an issue while attempting to create a lod imposter system generator. Basically you put in a model and it spits out the heightmaps/normal maps/ and texture maps, from all angles, to be used as an imposter in-game. The problem is though, the front and back, or left and right, or so-on view, do not match up, so when the imposter is drawn its all messed up. There is a way to fix this though, say your looking at the front view. Get the back view, drop the brightness all the way, and put it behind the front view and mirror it, then align it to the front view. This fixes the issue on the imposter, but thats not intuitive. The heightmaps we are trying to make are for asteroids, but we just can not get opposing views to match up. It doesnt make sense... Any ideas on how to solve this? I can post pics if it helps you understand the problem.[/size] All solved.
  2. Is MD5 a good format for animations of all types? Thanks for the link!
  3. Hello, I am the 3d modeler for a game called Outsider. We have decided to insert animations into the engine.. We want support for both key frame and skeletal animations. The question I have is what file formats work for this, and how can I export my 3ds max files into these formats. Id appreciate any help!
  4. Just thought id post my results. X plane doesn't do fluid dynamics, so the closest I could get was using 3ds and maya. http://www.youtube.com/watch?v=AfwxM6bi0Oo Id like other peoples opinions, but I think, according to those 2 wind tunnels, the ship is creating mostly drag and downforce, and not enough lift. Not a serious project, just experimenting.
  5. Thanks for the link, seems like X-plane is my best bet. My goal is to see how air vents in a frame effect the aerodynamics. When air vents are useful or unnecessary, and of course to see if my 3d models could fly if they really existed.
  6. Hey, I was wondering if anyone knew of a program that worked like a wind tunnel, one that would calculate lift and drag on 3d models that you import into its engine. I don't know of any personally, a quick Google search was useless, didn't come up with any software.. Not sure if any exist.. But it seems to me like it has too be out there somewhere. So let me know if you know of anything like it. I have no doubt itll be expensive if it's this hard too find.
  7. Beautiful
  8. Is this like a 2d gta? I really like the artstyle!
  9. I dunno what this game is, but i am intrigued!
  10. The contrast between the grass and the ground texture is a bit much, otherwise this scene looks nice
  11. I like it, id say change the atmospheric effects on the mountains to blend more with the sky, or make the lower sky a slightly darker blue to match the mountains
  12. [img]http://i34.photobucket.com/albums/d135/Wrongfire/Asteriod1Heightmapfront.png[/img] [img]http://i34.photobucket.com/albums/d135/Wrongfire/Asteriod1Heightmapback.png[/img] Thanks a ton, I can't tell you how helpful this was! I have been looking around for about two months off and on to try and find out how to solve a problem that I never thought would be a problem.. lol Our game can finally have LoD and that is extremely exciting! I appreciate all the help!
  13. Awesome! Thanks so much, just one more thing, I added a 2nd camera, but when I press 0 it goes to the old one, How do I toggle which camera the render will use? Also is there a way to orbit the camera around the center point of the asteroid? Need to get the 2nd image to view the exact opposite side of the asteroid, or at least as close as possible to it.
  14. I cant figure out how to do it in 3ds max. It just says all the rays miss when I try to bake it. I just got blender, could you go through step by step on how you got your displacement map? I have no clue how to use this program.
  15. Yes, that depth map is exactly right, just needs to be inverted! how did you do that? And is it possible to get the depth map of the back side of the asteroid with the same size and orientation? Is blender easier for this stuff then 3ds? Lastly, I guess it isn't important if the normal map lines up, the height map can be 2 separate images, one of the front, and one of the back, while the normal map uses the UV map, if that makes things easier.