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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.

J

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  1. I have to specify a couple of vector to define the sphere ? On the 0.x axe and 0.y axe ? And is it on a cartesian reference ?
  2. Hi guys ! I'm doing a raytracer in C. I have to apply textures on a sphere. I have the coordinates x, y,z where my ray hits the sphere, the radius of the sphere and a function that returns the color of the pixel of the texture for a given x and y. Do you have a formula to get the x,y of the texture from the x,y,z of the sphere and the radius r ? Ty !
  3. Ok i just multiplied my input coordinates by 0.1 and i got some nice results ! Thank you I'll post when i'll see new problems.
  4. So i need to transform my coordinates to a value between 0 and 1 ?
  5. I used the noise3() function with all the 3d points of my objects, then i got a return value (double). I choosed 2 default colors (and the third one was the one of the object). I choosed 3 default values, 0.25, 0.5 and 0.75. And i did this: t_color get_texture(t_color c1, t_color c3, t_color c2, double tab[3]) { t_color text; double v; double f; int i; i = 0; while (i < 8) { v = v + noise3(tab); i++; } if (v <= s1) text.color_int = c1.color_int; else if (v < s2) { f = (v - s1) / (s2 - s1); text.color_char[0] = 0; text.color_char[1] = (c1.color_char[1] * (1 - f)) + (c2.color_char[1] * f); text.color_char[2] = (c1.color_char[2] * (1 - f)) + (c2.color_char[2] * f); text.color_char[3] = (c1.color_char[3] * (1 - f)) + (c2.color_char[3] * f); } else if (v < s3) { f = (v - s2) / (s3 - s2); text.color_char[0] = 0; text.color_char[1] = (c2.color_char[1] * (1 - f)) + (c3.color_char[1] * f); text.color_char[2] = (c2.color_char[2] * (1 - f)) + (c3.color_char[2] * f); text.color_char[3] = (c2.color_char[3] * (1 - f)) + (c3.color_char[3] * f); } else text.color_int = c3.color_int; return (text); } whit t_color as: typedef union u_color { int color_int; char color_char[4]; }t_color; The result was a random snow. So i think i didn't use the noise3() function.
  6. Hello guys, I'm doing a raytracer in C and I need to apply some textures on 3D objects. I saw the noise functions created by Ken Perlin, [url="http://mrl.nyu.edu/~perlin/doc/oscar.html"]http://mrl.nyu.edu/~.../doc/oscar.html[/url] and i think I could use the noise3() function to apply texture on my 3D objets. I tried to use this functions in my program, but it didn't work. I'm wondering how to use this noise3() function and the return value to get a good texture. Thanks guys for helping me [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]