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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.

xujiezhige

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  1. [quote name='kauna' timestamp='1334922575' post='4933150'] Hi, You may draw your decals in a separate pass using alpha blending. Drawing the decals in the same time as the base texture sounds overly complicated. Technically drawing a decal isn't that difficult. It involves a little bit of matrix and vector math. I won't go into the math details since that isn't my field of expertise. Roughly, however, you'll need a matrix which defines x and y rotation and scale of decal and a position of course. With matrix vector multiplication using this decal matrix and all vertex positions of your model you'll be able to calculate the texture coordinates for each vertex in your scene. Redrawing the model using these texture coordinates and the decal texture allows you to project any texture on the model. Remember to set the texture address mode to clamp and blending mode to alpha blending (for example). Obvious optimization is to not draw the faces which are totally outside of the decal area. Also, the projected texture coordinates may be calculated in a vertex shader. Best regards! [/quote] Thank you, kauna.As you say, I have to recalculate the texture coordinates for the model, such as the wall. Is it right?By the way, do you have some simple sample or demo for me to learn? You know i can't work it out just with your reply. Thank you.
  2. [quote name='Ashaman73' timestamp='1334829304' post='4932750'] You should look up [i]decals [/i]or [i]projected textures[/i]. There're many ways to do it and it depends on the engine you use. [/quote] I just want to implement it by only using DirectX. Any more information for me? Is it that I have to find the the correct texture coordinates where the user-defined picture should resides in the corresponding texture, and then modulate the two texture to final texture for the mesh?
  3. Hi, guys! I want to make the effect, just like pasting a user-defined picture to the wall or any other place in counter strike 1.5. How could do this?
  4. I will try it.
  5. I am busy in building the scene and other simple effect, so i have almost forget this[img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] . My meaning is that, supposing, i get a stair model, through it the character can walk up to another floor. So how can i do the collision between stair and character? Is it that I get all triangles from the stair model and then use each of them to do collision[img]http://public.gamedev.net//public/style_emoticons/default/ph34r.png[/img] ?
  6. I want to implement it all by myself. So i think i need to get some information from some open source. Any advice for the learning?
  7. Hi, guys! I export building mesh using Panda DirectX, and the building mesh is right. But i export a wall plane with it, the wall shows a wrong orientation. Do you have any advice? I have set the plug with lefthand. I use 3ds max 2010.
  8. Thank you, [url="http://www.gamedev.net/user/181063-bacterius/"][color="#284b72"]Bacterius[/color][/url] and [url="http://www.gamedev.net/user/35551-krohm/"][color="#284b72"]Krohm[/color][/url]. So, what i need to do is getting all triangles from all meshes in the scene, and test collision between the character and the triangles, is it right? Is there any simple sample for me to learn it ?
  9. HI, guys! I have model a scene like the map-"assault" in counter-strike 1.5. Now, i need to do collision test, but it seems very difficult because of the complexity of the scene. How could I do a real-time collision in the demo? Do i have to turn to game engine? or, do you have any advice for me?
  10. Hi, guys! I want to make a simple demo like Counter-Strike. But i need models like terrian and roles in the game. How could i get them? And do you have any suggest of developping the demo?
  11. Greeting, guys! I want to finish a small-scale FPS game. So i want to know what cull algorithm can i use? Additionaly, can you share your experiences with me ?
  12. I think there may be something wrong at other places. Additionally,I find D3DFVF_SPECULAR is DWORD, but i haven' never used.
  13. How about using float in the struct and then cast to int in shader if you don't care the speed hit?
  14. Yes, the mesh is loaded from x file. Why doesn't the mesh loaded from x file need to SetVertexDeclaration? Does the ID3DXMesh interface contain the vertex declaration stored in x file and set it in DrawSubset()?