• Announcements

    • khawk

      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.

HenriqueRocha

Members
  • Content count

    27
  • Joined

  • Last visited

Community Reputation

145 Neutral

About HenriqueRocha

  • Rank
    Member
  1. Alguém vende bilhete para o arraial (só sábado)?
  2. You can try C# with XNA, you will find that a lot of crazy math is already implemented (Matrix operations, collisions, 3DModels...) I started with Allegro (C ), then OpenGL(C/C++), then XNA(C#) which for me was the easier one.
  3. OpenGL

    Problem solved! If you have the same problem the code is here (with multitexturing also...) float4x4 World; float4x4 View; float4x4 Projection; float4x4 WorldInverseTranspose; float4 AmbientColor; float4 DiffuseColor = float4(1, 1, 1, 1); float InvLogFar; float Far; float Radius;   float3 LightDirection = float3(0, 0, -1);   float DiffuseIntensity = 1.0;   float Shininess = 200; float4 SpecularColor = float4(0.3, 0.3, 0.3, 1); float SpecularIntensity = 1; float3 ViewVector;     Texture2D Texture0; sampler2D Sampler0 = sampler_state { Texture = (Texture0);  MinFilter = Linear; MagFilter = Linear;  AddressU = Wrap; AddressV = Wrap;}; Texture2D Texture1; sampler2D Sampler1 = sampler_state { Texture = (Texture1);  MinFilter = Linear; MagFilter = Linear;  AddressU = Wrap; AddressV = Wrap;}; Texture2D Texture2; sampler2D Sampler2 = sampler_state { Texture = (Texture2);  MinFilter = Linear; MagFilter = Linear;  AddressU = Wrap; AddressV = Wrap;}; Texture2D Texture3; sampler2D Sampler3 = sampler_state { Texture = (Texture3);  MinFilter = Linear; MagFilter = Linear;  AddressU = Wrap; AddressV = Wrap;}; Texture2D Texture4; sampler2D Sampler4 = sampler_state { Texture = (Texture4);  MinFilter = Linear; MagFilter = Linear;  AddressU = Wrap; AddressV = Wrap;};   struct VS_INPUT {     float4 Position : POSITION;     float4 Normal : NORMAL;     float3 TextureCoordinate : TEXCOORD; };   struct VS_OUTPUT {     float4 Position : POSITION;     float4 Position2D : TEXCOORD0;     float3 Normal : NORMAL;     float2 TextureCoordinate : TEXCOORD1; float4 TextureA : TEXCOORD2; float4 TextureB : TEXCOORD3; };   struct PS_OUTPUT { float4 Color0 : COLOR0; float Depth0 : DEPTH0; };   VS_OUTPUT VS_Function(VS_INPUT input) {     VS_OUTPUT output;       output.Position = mul(input.Position, World); output.Position = mul(output.Position, View); output.Position = mul(output.Position, Projection);   output.Position2D = output.Position; output.Normal = normalize(mul(input.Normal, WorldInverseTranspose)); output.TextureCoordinate = input.TextureCoordinate;   output.Position.z = 0.1;   output.TextureA = float4(0.0,0.0,0.0,0.0); output.TextureB = float4(0.0,0.0,0.0,0.0);   // TEXTURE WEIGHT if(input.TextureCoordinate.z<0.5) output.TextureA[0] = 1.0; else if(input.TextureCoordinate.z<1.5) output.TextureA[1] = 1.0; else if(input.TextureCoordinate.z<2.5) output.TextureA[2] = 1.0; else if(input.TextureCoordinate.z<3.5) output.TextureA[3] = 1.0; else if(input.TextureCoordinate.z<4.5) output.TextureB[0] = 1.0;       return output; }   PS_OUTPUT PS_Function(VS_OUTPUT input) { PS_OUTPUT output;       float3 light = normalize(LightDirection);     float3 normal = normalize(input.Normal);     float3 r = normalize(2 * dot(light, normal) * normal - light);     float dotProduct = dot(r, ViewVector);       float4 specular = SpecularIntensity * SpecularColor * max(pow(abs(dotProduct), Shininess), 0);        float4 textureColor = float4(0.0,0.0,0.0,0.0);     if(dotProduct<0.1) dotProduct = 0.1;   textureColor += tex2D(Sampler0,input.TextureCoordinate*256.0)*input.TextureA[0]; textureColor += tex2D(Sampler1,input.TextureCoordinate*256.0)*input.TextureA[1]; textureColor += tex2D(Sampler2,input.TextureCoordinate*256.0)*input.TextureA[2]; textureColor += tex2D(Sampler3,input.TextureCoordinate*256.0)*input.TextureA[3]; textureColor += tex2D(Sampler4,input.TextureCoordinate*256.0)*input.TextureB[0];   output.Color0 = dotProduct*saturate(textureColor + AmbientColor + specular); output.Color0.a = 1.0;   output.Depth0 = log(input.Position2D.z+1.0)/log(input.Position2D.w*Far+1); // output.Color0 = float4(output.Depth0,output.Depth0,output.Depth0,1.0);     return output; }       technique Textured {     pass Pass1     {         VertexShader = compile vs_3_0 VS_Function();         PixelShader = compile ps_3_0 PS_Function();     } }   and the result...  
  4. Hello my friends! I am trying to implement some kind of this... http://outerra.blogspot.pt/2012/11/maximizing-depth-buffer-range-and.html   Basically my problem is just changing the depth inside PixelShader. When I change depth field, nothing happens, and I don't know why... here is my .fx file: float4x4 World; float4x4 View; float4x4 Projection; float4x4 WorldInverseTranspose; float4 AmbientColor; float4 DiffuseColor = float4(1, 1, 1, 1); float InvLogFar;  float Radius;   float3 LightDirection = float3(1, 0, 0);   float DiffuseIntensity = 1.0;   float Shininess = 200; float4 SpecularColor = float4(1, 1, 1, 1); float SpecularIntensity = 1; float3 ViewVector = float3(1, 0, 0);       texture ModelTexture; sampler2D textureSampler = sampler_state {     Texture = (ModelTexture);     MinFilter = Linear;     MagFilter = Linear;     AddressU = Clamp;     AddressV = Clamp; };   texture ModelTexture2; sampler2D textureSampler2 = sampler_state {     Texture = (ModelTexture2);     MinFilter = Linear;     MagFilter = Linear;     AddressU = Clamp;     AddressV = Clamp; };       struct VS_INPUT {     float4 Position : POSITION;     float4 Normal : NORMAL;     float2 TextureCoordinate : TEXCOORD; };   struct VS_OUTPUT {     float4 ClipPosition : POSITION;     float3 Normal : NORMAL; float4 Position : TEXCOORD0;     float2 TextureCoordinate : TEXCOORD1; float3 ExactPos : TEXCOORD2;   };   struct PS_OUTPUT { float4 Color0 : COLOR0; float Depth : DEPTH; };     VS_OUTPUT VS_Function(VS_INPUT input) {     VS_OUTPUT output;          // Change the position vector to be 4 units for proper matrix calculations.     input.Position.w = 1.0f;     // Calculate the position of the vertex against the world, view, and projection matrices.     output.ClipPosition = mul(input.Position, World);     output.ClipPosition = mul(output.ClipPosition, View);     output.ClipPosition = mul(output.ClipPosition, Projection);     output.Normal = normalize(mul(input.Normal, WorldInverseTranspose)); output.TextureCoordinate = input.TextureCoordinate; output.ExactPos = input.Position; output.Position = output.ClipPosition;     return output; }   PS_OUTPUT PS_Function(VS_OUTPUT input)  {     float3 light = normalize(LightDirection);     float3 normal = normalize(input.Normal);     float3 r = normalize(2 * dot(light, normal) * normal - light);     float3 v = normalize(mul(normalize(ViewVector), World));     float dotProduct = dot(r, v);       float4 specular = SpecularIntensity * SpecularColor * max(pow(abs(dotProduct), Shininess), 0);        float4 textureColor = float4(1.0,1.0,1.0,1.0);   if(dotProduct<0.1) dotProduct = 0.1;     PS_OUTPUT output; output.Color0 = dotProduct*saturate(textureColor + AmbientColor + specular); output.Color0.a = 1.0;   output.Depth = input.Position.z / input.Position.w; output.Depth = log(output.Depth+1)* InvLogFar;  // InvLogFar = 1.0/log(Far + 1.0)       return output; }       technique Textured {     pass Pass1     {         VertexShader = compile vs_3_0 VS_Function();         PixelShader = compile ps_3_0 PS_Function();     } } Please if you help me, I would be very happy :-) Also my main goal is to show a path composed by real GPS Captured Points and Satellites, so I need a real world size, thats why I am applying a logarithm function to depth...     PS: I have already implemented in  OpenGL and it worked, I don't know why it's not working with XNA...
  5. Grupo para CN, alguém? Já somos 2.
  6. As pessoas impacientes que têm pressa a conduzir metem-me graça. Acabaram de ultrapassar-me pela berma da estrada, xD o melhor é que eu depois ultrapassei essa pessoa mais à frente... ridículo.
  7. ok now it's rotating like crazy... [CODE] if (_target._ray.Position != _obj._ray.Position) { Vector3 vec = Vector3.Normalize(_target._ray.Position - _obj._ray.Position); float angle = (float)Math.Acos(Vector3.Dot(vec, _obj._ray.Direction)); Vector3 cross = Vector3.Cross(vec, _obj._ray.Direction); cross = (cross == Vector3.Zero) ? _obj._side : Vector3.Normalize(cross); _obj._rotationQuaternion *= Quaternion.CreateFromAxisAngle(cross,angle); _obj._rotationQuaternion.Normalize(); } _obj.UpdateMatrix(); [/CODE] I have normalized the cross and quaternion...
  8. Mmmm, probably it's that...
  9. Suppose you have quaternion that describes the rotation of a 3D Model. What I want to do is, given an Object (with rotationQuaternion, side vector...), I want to align it to a target point. For a spaceship, I want the cockpit to point to a target. Here is some code I have ... It's not doing what I want and I don't know why... [CODE] if (_target._ray.Position != _obj._ray.Position) { Vector3 vec = Vector3.Normalize(_target._ray.Position - _obj._ray.Position); float angle = (float)Math.Acos(Vector3.Dot(vec, _obj._ray.Direction)); Vector3 cross = Vector3.Cross(vec, _obj._ray.Direction); if (cross == Vector3.Zero) cross = _obj._side; _obj._rotationQuaternion *= Quaternion.CreateFromAxisAngle(cross,angle); } // Updates direction, up, side vectors and model Matrix _obj.UpdateMatrix(); [/CODE] after some time the rotationQuaternion is filled with almost Zero at X,Y,Z and W Any help? Thanks ;-)
  10. thanks ;-) problem solved!
  11. Hello! I need to find this point, if someone could help... [img]http://imageshack.us/a/img694/3699/questionnw.jpg[/img] dir is always centered in rectangle. Thanks ;-)
  12. I can't find any papers about this subject...
  13. Bi-Directional A* with Manhattan Heuristic
  14. I created a video about my problem: [media]http://www.youtube.com/watch?v=ly_NmJW4YTY&feature=youtu.be[/media] Algorithm: Given a group of objects and a goal. STEP 1 - Find the center of the group. STEP 2 - Find the path from the center to the goal (it's a list of points). STEP 3 - For each object, send it to its formation position (relative to group's position). STEP 4 - Move the objects. STEP 5 - Repeat STEP 4 If at least one object moved. STEP 6 - If the goal is not reached, grab the next position of the path and go to STEP 3. STEP 7 - End. As you can see it's not perfect, If you have any idea how to improove it, I would thank.
  15. Try Bi-Directional, and find the intersection between paths, If the goal is unreachable one of the sides will stop.