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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. Hello everyone, I introduced my project, Artifex Terra 3D (a 3D world editor based on Ogre3D) here a good while ago: [url="http://www.gamedev.net/topic/621172-artifexterra3d-terrain-editor-10-rc1-01032012/"]http://www.gamedev.n...0-rc1-01032012/[/url] This week I released a first beta version of a new open source scene loader for Artifex scenes that supports Ogre's new terrain component and includes the loading of paged grass via PagedGeometry: [url="http://sourceforge.net/projects/artifexterra3d"]http://sourceforge.n.../artifexterra3d[/url] Feedback, critique and improvement suggestions are most welcome. Enjoy [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] //Nauk Screenshot of the new loader and Ogre::Terrain: [img]http://www.artifexterra.com/download/ArtifexNewLoaderSampleGrass.jpg[/img]
  2. Thank you for the nice feedback farcodev I looked at a couple of OSS engines and Ogre seemed to be by far the best choice, very consistent API and flexible, great material system, and a huge and friendly community with good support.
  3. Hey everyone, the project started with toying around with Ogre3D's Enhanced Terrain Manager a good while ago, attaching Navi for some quick & dirty ui-elements to it so we could use it as outdoor editor for our own game project. Since then I kept adding features to it. Turning out to be quite useful for us, I decided to polish it up a bit and release it to the public as free software. Over the time it has been growing into a standalone project and an ok matured, production-ready tool, being nearly 3 years tested now. However Artifex Terra does not aim to be a fully fledged level editor. The object placement and editing functions are merely meant as helper to adjust your terrain properly to the objects you are planing to use. [img]http://www.artifexterra.com/images/artifex_terra_splash.png[/img] [b]Features:[/b] - (V1.0 RC1 - 01.03.2012 - Free Community Edition)[list] [*]Triplanar Splatting Shader (still WIP but works) [*]Grass saving enabled now for everyone [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [*]Scenes can be loaded with Ogres standard Terrain Scene Manager with full splatting and normalmapping support. [*]Paged and animated grass support. [*]Support for transparent textures. [*]Open source C++ scene-loader class for easy project integration. [*]Open source PHP-GTK based artifex-scene to ogre-dotscene converter. (note: about to be re-released with V1.0 RC2) [*]Mesh based decal cursor resembling the current brush in pattern, size and rotation. [*]180 degree brush flipping. [*]Editable project templates. [*]SQlite based storage system, to ease the import in online games. [*]Normalmapping and dynamic lighting support. [*]Infinite custom object value pairs to edit game-content. [*]50 step Undosystem for all paint and terrain actions. [*]Artpad support, tested with Wacom Graphire2 and Intous3 pads. [*]Brushsystem with 10 different brushes, can be infinitely more. [*]Brushrotation, random, snap to 11.25 steps and degreewise. [*]Paintpressure is affected by the brightness of the brush you use. [*]Colourpainting with several different tools: Paint, Erase, Darken, Brighten, Blur, Sharpen, Contrast, Noise and filters: GaussianBlur, Dilate, Edge,Erode,Repair,UnsharpMask,Sharpen,Noise,Clear. [*]Terrain-shaping with 2 filters, and several different tools: Lower, Raise, Blur, Flatblur, Boil, Plane. [*]Adding and editing of meshes, rapid placement with space+click for random rotation/placement. [*]WYSIWYG texture adjusting, RGB, Saturation, Brightness, Contrast. [*]Backblending of baked splatting textures to reduce texture tile effects. [*]Texture-painting (splatting) with 9 different textures. [*]Tested with terrain-sizes of 15000*15000 ogre units. [*]Detailed documentation and help inside the application. [*]Model pack with trees, plants, buildings. [*]WYSIWYG grass painting. [*]And more... [/list] [b]Screenshot UI:[/b] The UI is completely HTML / Javascript based thanks to the use of [url="http://navi.agelessanime.com/"]Navi[/url] which makes it relatively simple to customize it to your own likings. [url="http://www.artifexterra.com/media/screenshots/artifex_terra_01242009_171741282.png"][img]http://www.artifexterra.com/media/screenshots/artifex_terra_01242009_171741282_tn256.png[/img][/url] [url="http://www.artifexterra.com/media/screenshots/artifex_terra_02022009_071018566.png"][img]http://www.artifexterra.com/media/screenshots/artifex_terra_02022009_071018566_tn256.png[/img][/url] [url="http://www.artifexterra.com/media/screenshots/artifex_terra_02022009_070821561.png"][img]http://www.artifexterra.com/media/screenshots/artifex_terra_02022009_070821561_tn256.png[/img][/url] [url="http://www.artifexterra.com/media/screenshots/artifex_terra_02022009_065703745.png"][img]http://www.artifexterra.com/media/screenshots/artifex_terra_02022009_065703745_tn256.png[/img][/url] Click to enlarge. [b]Powerful brush-centric painting & editing:[/b] Believing the brush is the artists most efficient tool, the brush system is carefully designed and Artifex built around it. It is very responsive and allows fine resolving sculpting and painting. There are many speed and comfort features on easy reachable hotkeys, like random brush-rotation [SPACE], brush-flipping [Ctrl+Space] or press [Enter] to get the pressure, size and shape dialogue delivered right to your mouse-pointer. [url="http://www.artifexterra.com/media/screenshots/artifex_terra_02022009_073528709.png"][img]http://www.artifexterra.com/media/screenshots/artifex_terra_02022009_073528709_tn256.png[/img][/url] [url="http://www.artifexterra.com/media/screenshots/artifex_terra_02022009_070252571.png"][img]http://www.artifexterra.com/media/screenshots/artifex_terra_02022009_070252571_tn256.png[/img][/url] [url="http://www.artifexterra.com/media/screenshots/artifex_terra_01272009_022603821.png"][img]http://www.artifexterra.com/media/screenshots/artifex_terra_01272009_022603821_tn256.png[/img][/url] [b]Texture Manipulation:[/b] Here you can see the redvalue of the drygrass texture adjusted. You can adjust the 3 different colourvalues, brightness, contrast, saturation and see the effect right away on the terrain. This feature makes it incredibly easy to adjust a set of textures to eachother. [url="http://www.artifexterra.com/media/screenshots/artifex_terra_02022009_071259082.png"][img]http://www.artifexterra.com/media/screenshots/artifex_terra_02022009_071259082_tn256.png[/img][/url] Click to enlarge. [b]BackBlending of baked textures:[/b] This is something I found by accident toying around with ETMs baked texture. Taking that texture, increasing the brightness by 145% and using it as colourpass, gives a rather nice effect reducing the disturbing tile-effect of splatting textures a great deal. You can see the difference in the screenshot where I deleted a square part of the colourlayer again. I recommend doing that when you are done with most of the splatting before you start colourpainting. [url="http://www.artifexterra.com/images/screenshots/artifexterra3d_backblending_0.jpg"][img]http://www.artifexterra.com/images/screenshots/artifexterra3d_backblending_0_thumb.jpg[/img][/url] Click to enlarge. [b]Input formats:[/b] - Ogre3D meshes - Ogre3D Syntax .material and shaders, CG, HLSL, GLSL - Generic image formats like JPG, PNG, etc for textures and heightmaps - Binary heightmap data [b]Output formats:[/b] - same as above - text based .cfg config files - SQLite database files for storing Object properties and locations (done with online games in mind) - Binary storage of the heightmap float values to prevent data erosion. Most output formats are pretty generic, so with a little adaption you can load them with most 3D APIs. [b]Future plans:[/b] - UI overhaul to QT - Paging support * Some more surprises... [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Artifex Terra 3D 1.0 RC1 is freeware see README.txt for license details. You can find the latest version (~150mb), updates and a sample scene loader here on the homepage: [url="http://www.artifexterra.com/"]http://www.artifexterra.com[/url] For a close-up peek into the features checkout the manual here: [url="http://www.artifexterra.com/manual.php"]http://www.artifexterra.com/manual.php[/url] ... or visit our facebook page: [url="http://www.facebook.com/ArtifexTerra3D"]http://www.facebook.com/ArtifexTerra3D[/url] It requires Win2000/XP (no clue about Vista), DX9, VC++ Express 2005 SP1 runtime, 2GHZ+ CPU, 1 GB+ Ram and a PS2.0 able Gfx-card, Nvidia 7600 GT works fine. So far it has been tested fine with various NVidia, ATI and Intel cards. Enough Blah-Blah, suggestions, wishes, critics and feedback are most welcome, but be gentle. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]