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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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  1. Problem solved. The problem was that Normals were not normalized. GL_NORMALIZE did the job.
  2. For a project with a 3d model I was given an Autocad file. I imported the file in 3ds max and exported it as .obj file. So far so good. But when I load this file into my Jogl application, I have a strange problem with color material. Te be more precise, look at the images below. The first one is an screenshot from my application and the second one, is a screenshot of the exactly the same file loaded into a 3d manipulation software. How it looks like: [img]http://i.stack.imgur.com/6I3xP.png[/img] How it should look like (exactly the same file loaded in milkshape3d) [img]http://i.stack.imgur.com/DJlH7.png[/img] Moreover, when I add the classical teapot to the scene, it is shown very good without any problem (I mean the light and material are ok). Here is part of my code: [CODE]gl.glNewList(1, gl.GL_COMPILE); for (int i = 0; i < len; i=i+3) { gl.glBegin(GL.GL_TRIANGLES); gl.glTexCoord2f(body.body_textCoords[i][0], body.body_textCoords[i][1]); gl.glNormal3f(body.body_normal[i][0], body.body_normal[i][1], body.body_normal[i][2]); gl.glVertex3f(body.body_vertex[i][0], body.body_vertex[i][1], body.body_vertex[i][2]); gl.glTexCoord2f(body.body_textCoords[i+1][0], body.body_textCoords[i+1][1]); gl.glNormal3f(body.body_normal[i+1][0], body.body_normal[i+1][1], body.body_normal[i+1][2]); gl.glVertex3f(body.body_vertex[i+1][0], body.body_vertex[i+1][1], body.body_vertex[i+1][2]); gl.glTexCoord2f(body.body_textCoords[i+2][0], body.body_textCoords[i+2][1]); gl.glNormal3f(body.body_normal[i+2][0], body.body_normal[i+2][1], body.body_normal[i+2][2]); gl.glVertex3f(body.body_vertex[i+2][0], body.body_vertex[i+2][1], body.body_vertex[i+2][2]); gl.glEnd(); } gl.glEndList();[/CODE] Any ideas?
  3. Hello everyone. Hope this is the right place for this question. I'm relatively new to java3d and I'm having a problem. I want to assign a texture (an image) to an obj 3d model. The problem is, when I run the code the model is loaded correctly but the texture is not assigned correctly. More accurately, the whole 3d model has a single color instead of an image as texture. Mentioned color, is the color of the pixel at bottom-left of the image. Here is the code: [code]Shape3D torus=null; Scene t1 = getSceneFromFile("Some local path\torus.obj"); \*Grabbing the model from the scene*\ BranchGroup branchGroup = t1.getSceneGroup(); torus = (Shape3D) branchGroup.getChild(0); \*loading the image, generating the texture and making the appearance*\ TextureLoader textureLoader=new TextureLoader("Another local path\myImage.jpg",null); ImageComponent2D image=textureLoader.getImage(); Texture2D texture=new Texture2D(Texture.BASE_LEVEL,Texture.RGBA,image.getWidth(),image.getHeight()); texture.setImage(0, image); Appearance app = new Appearance(); app.setTexture(texture); torus.setAppearance(app); [/code] How to solve this issue?