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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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About bradhe

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  1. Wow, yeah that was crazy easy. I cross-referenced Wikipedia on [url="http://en.wikipedia.org/wiki/Transformation_matrix#Perspective_projection"]Perspective projection matrices[/url], your simple suggestion + Wikipedia made it obvious. Here's what I ended up with: [source lang="java"] public static Matrix4f fromVector(Vector3f vector) { Matrix4f matrix = new Matrix4f(); matrix.m30 = vector.x; matrix.m31 = vector.y; matrix.m32 = vector.z; matrix.m33 = 1; return matrix; } public static Vector3f toVector(Matrix4f matrix, Vector3f vector) { vector.x = matrix.m30; vector.y = matrix.m31; vector.z = matrix.m32; return vector; } public static void mul(Matrix4f left, Vector3f right, Vector3f result) { Matrix4f matrix = fromVector(right); Matrix4f.mul(left, matrix, matrix); toVector(matrix, result); }[/source]
  2. Heya! I've got a tree of objects, each with their own transformation matrices relative to their parent object. Give an object anywhere in the tree, I'd like to find it's absolute position from the origin. This is simple enough: I walk down the tree, applying each transform along the way, 'till I hit the object in question. The resultant matrix gives the absolute transformation matrix. What's the best way to turn this in to a vector that is the position relative to the origin? I have bounding boxes around each element, and I'd like to use this to find collisions. I may be making this more complicated than I need to...
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