• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

120 Neutral

About JeffreyChen

  • Rank
  1. thank you JTippets. I will try to see if I need to optimize my screen manager. If so I will then revert to you. menyo : I do not wish to rotate the isometric view. But in future if I need a rotation of 90*x degree then I just have to tweek a little bit of my code to get it running. There are many advantages of using a 3D backend as opposed to a general 2D engine. I've read many of JTippets post before and have learned the hardware are now sophisticated enough to handle 3D stuff and most of the other parts like collision detection etc can be easily computed.
  2. Ok, thanks for the big post. Really appreciate it. Firstly the orientation of the camera never changes since the sprites will be created for a particular angle namely isometric for the game world view and a side scroller view for the arcade battles. Also the camera will always follow the player. [b]What is a scene manager according to my requirements?[/b] When I was working around the engine of my own, I learned that the faces of the objects could be culled by representing the drawing of the vertex in a specific manner(i.e clock wise or anti clock wise) I do not know if I have to freedom to do that with some other engine where in I can specify how the polygons will be populated. I have represented the sprites on cubes with the same technique above eliminating the 3 planes to be culled that are never shown due to back face culling. Also, I've learned that opaque objects are to be drawn first then the ones that can become transparent. So I've tried it out and come to a point where the transparent pixels of a cube were obscuring the geometry of another cube. I came to know that alpha test needs to be enabled and after that I didn't need to worry about the transparent pixels of the cubes of opaque objects drawn in any order as long as they are drawn before the ones that can become transparent. http://www.gamedev.net/topic/606079-is-depth-buffer-not-working/page__p__4833993__fromsearch__1#entry4833993 I also wrote a custom method to map the sprites to the cubes which was very complicated and tricky. So what I think I understand is that this way of doing things make the zbuffer sort the objects in a scene automatically, the back-faces culled by the manner of population of vertices of a cube and how alpha test works. I did not test on how many objects the scene could render. I was using openGL(LWJGL) and java to render my scene .. What I want to know is with horde game engine [b]what all is possible to do from what I've learned[/b] .. i.e can I implement any of the techniques above that I've learned. How is a level represented? In my head its just a file with what objects to place in which grid. By objects I mean cubes i.e what the cube represents, how big a cube is, how many grid will it occupy, etc all encapsulated in this file. I've never used an engine before and wanted to how difficult it is to attain this requirement. If I've made any mistakes or senseless assumptions please correct me.
  3. I m planning to make a game that uses 3d objects in the background for collision, control logic,etc while using sprites which will be used as texture mapped onto a cube I m planning for an isometric game along with the switch of view to a side scroller like streetfighter Basically its a game combining diablo and streetfighter The artwork is going to be similar to wakfu. [img]http://www.bestfreemmorpg.com/imgs/wakfu-1.jpg[/img] Can anyone tell me which engine can allow me this or are they any other alternatives that you may suggest. I've tried making my own engine and have successfully mapped the texture sprites to the cubes and have only reached this far. http://leysa.net/test.jpg See attachment for the trick that I am trying to implement. But it's taking too much time and I thought to give irrlicht a try. Please help me.
  4. This did the trick .. glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER,0.1f); Thanks Kauna and gsamour
  5. [quote name='kauna' timestamp='1310420940' post='4834007'] Alpha channel and alpha testing is what you are looking for- Ok, seems that you have alpha channel for your textures. Check that you use alpha testing to clip transparent pixels. Cheers! [/quote] How do I clip transparent pixels ? u mean clip the geometry ?
  6. [quote name='kauna' timestamp='1310420856' post='4834002'] You say your objects are texture mapped cubes? What I see is that your cubes are overlapping each other and for that reason hiding objects drawn after them. I don't exactly understand the shape of your objects and what kind of texture each object has. For me it seems that your z-buffer is working correctly. Seems that you could solve the problem by drawing your objects back to front order. However, that is probably you want to avoid since you are using z-buffer. Can you elaborate a bit your objects (like show them closer or from different angles and show the real geometry in wireframe) ? Cheers! [/quote] My objects are cubes but with textures drawn in isometric view and then mapped to it like a paper over the cube in 2d space. So is the drawing order important ... I thought the z buffer should take care of the drawing order When I turn my view the image is distorted ... I can fix that by drawing textures for each quadrant ... and applying the texture to respective vertices..
  7. by default its enabled ... so to check it I enabled it and still having the same results.. [code] public void render() { glDepthMask(true); glEnable(GL_TEXTURE_2D); loadView(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Color.white.bind(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); loadIsometricView(); setViewQuadrant(quadrant); glTranslatef(movementInX, movementInY, 0); drawTerrain(); glPushMatrix(); glTranslatef(-movementInX, -movementInY, 0); c3.mapTexture(cottage, 1, GL_MODULATE); c3.draw(); glPopMatrix(); glPushMatrix(); glTranslatef(100, 400, 0); c2.mapTexture(tree3, 1, GL_MODULATE); c2.draw(); glTranslatef(50, 0, 0); c2.draw(); glTranslatef(200, -100, 0); c2.draw(); glTranslatef(-200, +50, 0); c3.mapTexture(cottage, 1, GL_MODULATE); c3.draw(); glPopMatrix(); unloadIsometricView(); } [/code]
  8. how do I enable depth writing ?
  9. I have mapped the texture of the cottage to a cube ..
  10. what is depth writing ?
  11. How do I solve this problem ... all objects are texture mapped cubes ... I have enabled the depth test but I cant figure out whats wrong ... is order of drawing important ? I have labeled the order of my drawing ... plz let me know what is wrong and how to fix it And does the depth buffer only work with z value ? my + z axis is up +x axis right and +y axis down much like the space that appears in 3d software with +Z axis going top
  12. OpenGL

    remove the glDisable and it should work
  13. well I only got this far ... but I hope it helps you ... glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-DISPLAY_WIDTH/2, DISPLAY_WIDTH/2, -DISPLAY_HEIGHT/2, DISPLAY_HEIGHT/2, -10000, 10000); In your render function - glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(35.264f,1.0f,0.0f,0.0f); glRotatef(-45.0f,0.0f,1.0f,0.0f); glPushMatrix(); glTranslatef(0.0f, 50.0f, 0.0f); drawCube(50); glTranslatef(0.0f, 0.0f, 200.0f); drawCube(50); glPopMatrix(); This will allow you to draw isometric cubes and view it in the 1st upper quadrant of the 3d space .. Now I do not know how to proceed from here .. Basically I m thinking of making the quad appear on top of the cubes and render them as 2d textures .. but I m not sure how to do this ..
  14. I have started with SDL and it seems quite fine ... there are tutorials on wiki on how to setup the libs for the required OS ... Then I moved to coding in java since I m more comfortable with java and many post says that u should program in what you are comfortable with .. So there are tutorials on you tube about java game programming that'll get you started but the technique isnt refined .. so you got to play around with it Once you get the hang of the game loops .. search for dewitters game loops .. they provide very interesting details about game loops and the pros and corns ... Then try developing a side scroller ... If you feel comfortable with all of this then move to openGL .. if you are developing in java then you can use JOGL or LWJGL (my current choice) as a wrapper for openGL... currently I m learning from NeHe .. but the tutorials use a deprecated library devIL ... so download the new library known as SLICK .. and then combine the tutorials to get u a good base in openGL API I have currently reached this far ... if ne1 knows how to go further please let me know ... Hope this helps you MaxFIre
  15. hmm ... that's certain then .. it just includes so many matrices and makes my head spin .. but I m determined to do it ... I'll chk that title out .. thanks