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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.

buzzytom

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  1. Thanks for the reply I have a rough idea of how all this works now. I was listening to something my lecturer said today about shading. For a standard sphere/cube(smoothed), you can take the vector from the mesh origin to the vertex (& normalize it). Could I use this on other shapes as a 'quicker' procedure for getting the vertex's. This would be really quick as all it is [i](vertex - meshOrigin).normalise();[/i] Or would this produce some weird results. The solution that I have at the moment takes way too long. I will give this a try
  2. I will have a go at implementing that and post my result back. This sounds like it could work. I will now have to cycle through each triangle in a given smoothing group to work out the averaged vertex normals. Thank you once again.
  3. I sort of see where you are coming from. I still don't understand how I could make the calculation. So if I had 2 triangles at right-angles joined along one edge (and part of the same smoothing group)[i]. [/i]what vector would I use for the intensity calculation at the joining vertex? Do I calculate some average of the 2 face normal vectors? Thank you for the speedy reply
  4. Hello, I am currently in the process of building a 3D graphics engine in C#. My aim is to not use any 3D libraries that would provide support. For that reason I am using the standard GDI available through the .NET framework. Its come on a lot further than I imagined. I have done all triangle plotting by hand and it fully supports texturing and .OBJ wave front file import (bar the smoothing groups) [img]http://www.chimptwist.co.uk/uploads/smooth-test.png[/img] As you can see from the cylinder above there is some shading from a fixed point light source. I use the normal of each face with the vector of the light to the triangle to calculate the triangle intensity. I am using the Lambertian Reflectance model to calculate the correct light intensity of each face. My draw triangle function works by specifying 3 things:[list] [*]3 * 2D-screen coordinates [*]3 * texture UV coordinates [*]3 * intensity of a vertex of the triangle (in the above screenshot each vertex on any given triangle will have the same intensity) [/list] My question is this: [b]If a group of triangles are in a smoothing group how would I calculate the light intensity at each triangle vertex?[/b] I think I may be missing something... Thank you in advance for any help. Hope this is the correct place and what not [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]