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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. I downloaded SC2, and tried its editor. Press Ctrl + Alt + H to show navMesh and put some buildings on it, it shows the dynamic generation of navMesh for the building's constructions and destructions clearly. Or you can also add polygon directly. It's Delaunay algorithm isn't it? But my question's still: how to deal with agents in different sizes? The editor doesn't shows if it generated various layers for different size of agents.
  2. I found that the buildings in SC2 are on grids, it seems like they combined both grid and navmesh? I cannot open the zip too, could anybody help?
  3. [quote name='Steadtler' timestamp='1335027897' post='4933550'] CoH's solution seems nice. If you dont need the information to be so dense, you can use a quadtree instead of a dense grid. That would reduce the memory, and the cost of pathfinding, line-of-sight checks, etc. Im not sure why your string pulling is so expensive, it should be very cheap to do on a grid, as all you need to do is intersecting a vector with axis-aligned lines. If you are sure your maths are optimal, then there is also the fact that you dont need to smooth the whole path at once. You really only need to smooth up to the next "corner", its useless to smooth a whole path that is likely to change. [/quote] I think my problem has been solved. I found a precise way to find corners. And it's not expensive as I was thinking. I've decided not to use navMesh, HPA* with grids is enough. Don't need to smooth the whole path at once, got it. Thank you again.
  4. [quote name='IADaveMark' timestamp='1334937109' post='4933258'] Poly B in that example is horribly inappropriate anyway. It shouldn't connect to the top and bottom walls at all. Instead, the corners of the blue boxes should be connected to each other making area B represent the area between them. That allows you to simply mark poly B as being off-limits for agents that can't use it. [/quote] Thank you IADaveMark. I have thought about this situation, but even poly B is generated as you say, this problem is still exsit. Or it would be an easy way to do some algorithem base on an appropriate generation? [quote name='JTippetts' timestamp='1334927815' post='4933185'] You might want to take a look at the [url="http://code.google.com/p/recastnavigation/"]Recast and Detour[/url] library, which provides automatic generation of navmeshes. A part of the parametric structure that you populate to generate the navmesh includes a member for agent radius and another for agent height, which affect the generation of the navmesh. A solution to the problem of agents of multiple sizes is to generate multiple navmeshes, and roughly classify the agents into a fixed number of size categories equal to the number of navmeshes. This way, you don't have to complicate the actual pathfind with additional logic to cull polygons based on agent size. [/quote] [quote name='Steadtler' timestamp='1334968276' post='4933406'] Always shrink your navmesh for agent size. We have tested this problem at work and we found that generating several navmeshes - as JT suggest - is far more efficient (less memory AND less cpu cost) than generating one navmesh that supports several agent radii. [/quote] Thank you for the advise of multiply navmeshes, Steadtler and JTippetts. But here comes another problem. The project I'm working on is an RTS game, so it involves dynamic addition and removing of obstacles like buildings, and it'll be complicated for me to generate multiply navmeshes dynamically in an efficient way. I've read the [url="http://aigamedev.com/premium/presentations/dealing-with-destruction/"]pathfinding of Company of Heros[/url], the obstacles change frequently and it uses grids not navmeshes, and that's the way I used in past too, the reason why I want to replace it by navmesh is that I couldn't find an efficient and precise way to smooth the path, it means the path should turn only at the corner of obstacles( I'm using a line of sight test to every waypoint choosed by bisection method ). The effect in Starcraft2 is what I want to achieve ( obviously the buildings in Starcraft2 are on grids, and the path of one unit is very smooth and precise ), not flocking behavior, just one unit one path. Could you give me some advises?
  5. [attachment=8361:navMeshQues.png] As shown in the graph above, without considering the size of agent, the result path from polygon A to polygon C would be A->B->C. But if considered the size, because of the minimum passable width ? from A to C in B is less than the agent's diameter, the detecting should avoid to across B from A to C while doing a pathfinding, and the result path should be A ->B->D->E->F->B->C. The question is how to know which polygon or which exit border of a polygon should be avoid during a pathfinding?
  6. [quote name='MJP' timestamp='1329113969' post='4912506'] [quote name='Indakung' timestamp='1329105128' post='4912460'] Thank you. But how could the program predict the device's losing? Or just copy the data every frame? It seems not so efficient. [/quote] I don't think you can in a reliable manner. You can detect a focus change, but I don't know if the device will already be considered "lost" at that point. If you want, you can detect if your app is running on Vista or Win7 and create D3D9Ex interfaces. If you use those, you won't get a lost device scenario. Doesn't help you for at all for XP, obviously. [/quote] Thank you. As a matter of fact, losing device is not an usual thing, and I think most people would ignored the resetting of particles after that case, so I'd better ignore this problem too.
  7. [quote name='MJP' timestamp='1329075007' post='4912317'] Once you lose the device, you lose all of your render targets. You would have to copy the data before you lose the device. [/quote] Thank you. But how could the program predict the device's losing? Or just copy the data every frame? It seems not so efficient. [quote name='mhagain' timestamp='1329079901' post='4912336'] Why not just re-render what was originally rendered into your render targets? [/quote] Because those render targets are used for saving states of a GPU-based particle system. I think it'll be weird when all particles are disappeared or reseted at their initial position or other states after a device' losing.
  8. For resetting device after it was lost, all D3DPOOL_DEFAULT resources should be released. I want to restore some render-target textures after the device is reseted, so I'm trying to save their data to D3DPOOL_SYSTEMMEM texture when device is lost, but I cannot call IDirect3DDevice9::GetRenderTargetData successfully because the device was lost. The DX debug report says: "Failing copy from video-memory surface to system-memory or managed surface because device is lost. UpdateSurface returns D3DERR_DEVICELOST" Is there another way to restore the D3DPOOL_DEFAULT resources after a device losing?