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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. I'm trying to implement LSCM algorithm. And i really stuck understanding it when reached "charts growth" section. I've found this comment within Galaxy 3/4 engine sources: [CODE]The original LSCM algorithm for growing charts : ----------------------- EdgeHeap : heap of directed edges (with associated face F(edge)) sorted by dist(F(edge)) (dist is distance to feature) mark all edges as "chart boundaries" track is_boundary(edge) track chart(face) , tells you which chart a face is in EdgeHeap contains all edge to consider growing a chart from start with EdgeHeap clear Seed charts : { chart[i] = seed face push edges of seed face to EdgeHeap } // each connected area must have at least one seed // each connected area that is not a disk must have at least *two* seeds // grow charts : while EdgeHeap not empty : { edge = EdgeHeap.pop // assert is_boundary(edge) face = F(edge) // is the face to consider adding prev = F(edge flipped) // is the face growing off of // assert chart(prev) != none if ( chart(face) = none ) { add face to chart(prev) set is_boundary(edge) = false consider edges of "face" and "prev" ; any edge which is not connected to two other is_boundary() edges, mark as not being is_boundary() either push edges of face to EdgeHeap (if they are is_boundary() true) } else if ( chart(face) != chart(prev) ) { // consider merging the charts } }[/CODE] It's totally dark for me. In the original algorithm, author uses "facet" terminus and "distance from half-edge to facet" but again, i can not imagine what is that "facet" and how can i find the distance from my half-edge to it. Could anyone help me understanding that stuff? I just need to un-chart my entire mesh and then perform some algebra. I understood that algebra mostly, but i stuck a bit earlier i hoped [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] PS: i've got some [url="https://github.com/shybovycha/irrPaint3D"]sources on Github[/url] detecting and growing features.