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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. Well, I don't use cube maps for implementing skyboxes, but I found something interesting about them in OpenGL.org. Maybe that is the solution for your problem. [url="http://www.opengl.org/wiki/Common_Mistakes#Creating_a_Cubemap_Texture"]http://www.opengl.org/wiki/Common_Mistakes#Creating_a_Cubemap_Texture[/url] If you want I can post my code(or share a download link to it) so you can use it for your skyboxes.
  2. I managed to fix the problem. The code, which made things not work was in the display function: [CODE] void Display() { glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glPushMatrix(); ApplyCamera(); DrawGrid(10000, 200); DrawObjects(); glPopMatrix(); DrawText(); glutSwapBuffers(); } [/CODE] Simply, the push and pop funcs are making sth wrong in my code(I am not so experienced and I can't tell exactly what). By removing them I managed to get good results for the depth buffers. [CODE] void Display() { glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); DrawText(); ApplyCamera(); DrawGrid(10000, 200); DrawObjects(); glutSwapBuffers(); } [/CODE] Thats it! If anyone can explain me why the pushing and popping matrices screws the whole algorithm please post.
  3. Hello everyone! Recently I have been trying to implement picking via mouse ray. I made a little project with three spheres in it and I simply check for ray-sphere intersection. If there is such, I have a sphere to pick. After I made everything to work fine with that little project I tried to implement this in a bigger one. The bigger project is a solar systems creator. However, when I try to select a sun(that is the only thing I need to be selected) the selection won't work. Below I am posting the code for the solution. First, the intersection test: [CODE] bool CelestialBody::IsClickedOn(Ray mouseRay) { float a = DotProduct(mouseRay.GetDirection(), mouseRay.GetDirection()); float b = 2 * DotProduct(mouseRay.GetOrigin(), mouseRay.GetDirection()); float c = DotProduct(mouseRay.GetOrigin(), mouseRay.GetOrigin()) - this->radius * this->radius; float discriminant = b * b - 4 * a * c; std::cout<<discriminant<<std::endl; if(discriminant < 0) { return false; } return true; }[/CODE] Second, the mouse click code: [CODE] if(userMouse.IsLeftButtonDown()) { int cursorX = int(userMouse.GetCurrentPosition().GetX()); int cursorY = int(userMouse.GetCurrentPosition().GetY()); Vector3d nearPoint = userCamera.GetPosition(); Vector3d farPoint = MouseClass::ConvertMouseToOGLCoordinate(cursorX, cursorY, 1.0f); Vector3d direction = farPoint - nearPoint; direction.Normalize(); std::vector<std::string> parentNames = sceneLayout->GetParentNames(); int size = parentNames.size(); for(int i = 0; i < size; i++) { Vector3d parentBodyPos = sceneLayout->GetCelestialBodyPosition(parentNames[i]); Vector3d origin = nearPoint - parentBodyPos; CelestialBody *currentBody = sceneLayout->GetCelestialBody(parentNames[i]); mouseRay = Ray(origin, direction); bool isCollided = currentBody->IsClickedOn(mouseRay); if(isCollided) { currentBody->SetColor(Color(0, 0, 255)); } else { currentBody->SetColor(Color(255, 250, 255)); } } //userMouse.ReleaseLeftButton(); } [/CODE] And at last, the ConvertMouseToOGLCoordinate() function code: [CODE] Vector3d MouseClass::ConvertMouseToOGLCoordinate(int mouseX, int mouseY, int mouseZ) { GLint viewport[4]; GLdouble modelMatrix[16]; GLdouble projectionMatrix[16]; glGetIntegerv(GL_VIEWPORT, viewport); glGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix); glGetDoublev(GL_PROJECTION_MATRIX, projectionMatrix);float winY = float(viewport[3] - mouseY); double x, y, z; gluUnProject((double)mouseX, winY, mouseZ, modelMatrix, projectionMatrix, viewport, &x, &y, &z); return Vector3d(x, y, z); } [/CODE] These are the snippets which correspond to the little project's code. The thing I suspect to crash the algorithm is the position from which I view the scene. My camera coords are (0.0; 9000.0; 0.0) and when I switch from side view (0.0, 0.0, 9000.0) I am able to pick one of the planets. On the little project, however, I am able to pick from whatever position my camera is. I know I haven't explained things good enough but that is all I can do... If you want the whole code of both projects, I will supply you with it [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img].