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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. [quote name='Infernal-rk' timestamp='1327620185' post='4906578'] [sup][color=#000088]public[/color] [color=#660066]Projection[/color][color=#666600]([/color][color=#000088]double[/color][color=#000000] min[/color][color=#666600],[/color] [color=#000088]double[/color][color=#000000] max[/color][color=#666600]){[/color] [color=#000000] min[/color][color=#666600]=[/color][color=#000088]this[/color][color=#666600].[/color][color=#000000]min[/color][color=#666600];[/color] [color=#000000] max[/color][color=#666600]=[/color][color=#000088]this[/color][color=#666600].[/color][color=#000000]max[/color][color=#666600];[/color] [color=#666600]}[/color] [/sup] [sup]seems backwards. shouldn't it be: this.min = min; no?[/sup] [/quote] You Sir, are a gentleman and a scholar.
  2. I'm having trouble implementing the separating axis theorem. If I do the calculation in the code on paper it works, however if I run the code it doesn't. The aabb part is for (later) optimization. Here are the relevant bits of code: Projection Class, [CODE] public class Projection { protected double min; protected double max; public Projection(double min, double max){ min=this.min; max=this.max; } public boolean overlap(Projection p2){ boolean temp=true; if(min>p2.max || max<p2.min) temp=false; return temp; } } [/CODE] Collision Detection part of the polygon (convex) class, [code] public boolean collides(Polygon poly){ boolean check = true; double temp=0; Projection p1; Projection p2; Point2D.Double axis; for(int i=0;i<edges;i++){ if(check){ double min=0,max=0; double dx=edge[i].v2.pos.x - edge[i].v1.pos.x; double dy=edge[i].v2.pos.y - edge[i].v1.pos.y; double x=(dx)/Math.sqrt(Math.pow(dx, 2) + Math.pow(dy, 2)); double y=(dy)/Math.sqrt(Math.pow(dx, 2) + Math.pow(dy, 2)); axis = new Point2D.Double(-x, y); min = max = (axis.x*vertex[0].pos.x)+(axis.y*vertex[0].pos.y); //project this shape for(int j=0;j<vertices;j++){ temp= (axis.x*vertex[j].pos.x)+(axis.y*vertex[j].pos.y); if(temp<min) min=temp; if(temp>max) max=temp; } p1 = new Projection(min,max); min = max = (axis.x*poly.vertex[0].pos.x)+(axis.y*poly.vertex[0].pos.y); //project other shape for(int j=0;j<poly.vertices;j++){ temp= (axis.x*poly.vertex[j].pos.x)+(axis.y*poly.vertex[j].pos.y); if(temp<min) min=temp; if(temp>max) max=temp; } p2 = new Projection(min,max); if(!p1.overlap(p2)) check=false; } } return check; } [/code] The implementation in the main class (done every frame), [code] polygon.elementAt(j).aabbCollision=false; polygon.elementAt(j).polyCollision=false; for(int l=0;l<polygon.capacity();l++){ if(l!=j){ if(polygon.elementAt(j).box.compareAABB(polygon.elementAt(l).box)){ polygon.elementAt(j).aabbCollision=true; } if(polygon.elementAt(j).collides(polygon.elementAt(l))){ if(polygon.elementAt(l).collides(polygon.elementAt(j))){ polygon.elementAt(j).polyCollision=true; } } } } [/code]
  3. Thank you. I wasn't initializing [i]temp[/i] and [i]acceleration[/i]. I assumed that they had already initialized as (0,0).
  4. Everything* in the [i]updateVerlet()[/i] function except for the first line (the [i]delta[/i] one) returns a nullpointer exception. *I checked line by line.
  5. I've a very basic particle system based on verlet intergration. It seems fine but the updateVerlet() function returns a nullpointer exception. I just can't find the problem. Here's the source (exluding imports): Main class, [CODE] public class ParticleSystem { int lastFrame, width=800, height=600; boolean simulating; int ticker; Vertex[] vertex = new Vertex[100]; int temp; public void Start(){ try { Display.setDisplayMode(new DisplayMode(width,height)); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } initGL(); getDelta(); boolean Close = Display.isCloseRequested(); while(!Close){ GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); int delta=getDelta(); ticker+=delta; if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE) || Display.isCloseRequested()) Close = true; if(Keyboard.isKeyDown(Keyboard.KEY_RETURN)) simulating = true; if(temp <100 && Mouse.isButtonDown(0) && ticker>=100){ vertex[temp]= new Vertex(Mouse.getX(), height-Mouse.getY()); temp++; ticker=0; } if(simulating) logic(delta); renderer(); Display.update(); } } public void logic(int delta){ for(int i=0;i<temp;i++){ vertex[i].updateVerlet(delta); } } public void renderer(){ for(int i=0;i<100;i++){ if(vertex[i]!=null) vertex[i].draw(); } } public int getDelta(){ long time = getTime(); int delta = (int) (time - lastFrame); lastFrame = (int) time; return delta; } public long getTime(){ return (Sys.getTime()*1000)/Sys.getTimerResolution(); } public void initGL(){ GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, width, height, 0, 1, -1); GL11.glMatrixMode(GL11.GL_MODELVIEW); } public static void main(String args[]){ ParticleSystem ps = new ParticleSystem(); ps.Start(); } } [/CODE] Vertex class, [CODE] public class Vertex { protected Point2D.Double pos; protected Point2D.Double oldpos; protected Point2D.Double acceleration; protected Point2D.Double temp; public Vertex(double x, double y){ pos = new Point2D.Double(x,y); oldpos = new Point2D.Double(x,y); } public void updateVerlet(int delta){ double t=((double)delta)/1000; temp.x=pos.x; temp.y=pos.y; pos.x += (pos.x - oldpos.x) + (acceleration.x*t*t); pos.y += (pos.y - oldpos.y) + (acceleration.y*t*t); oldpos.x=temp.x; oldpos.y=temp.y; } public void draw(){ GL11.glColor3f(1f, 0f, 0f); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex2d(pos.x-1, pos.y-1); GL11.glVertex2d(pos.x-1, pos.y+1); GL11.glVertex2d(pos.x+1, pos.y+1); GL11.glVertex2d(pos.x+1, pos.y-1); GL11.glEnd(); } } [/CODE] Thanks in advance.