• 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.

Garold

Members
  • Content count

    7
  • Joined

  • Last visited

Community Reputation

118 Neutral

About Garold

  • Rank
    Newbie
  1. Your method seems way simpler :)
  2. Thanks Rob.   I found a solution within the library, after learning some basic math.   Orientation3D.SetUpDirection(ref cparticle.Orientation, Vector3.Cross(cparticle.Velocity, CameraPosition - cparticle.Position));   I'll try to see if I can use your method to edit the vertices directly, but it looks a little like the function it calls is doing as you suggest anyway.   public static Quaternion GetRotationTo(Vector3 CurrentDirection, Vector3 DesiredDirection, Vector3 sFallbackAxis) { Quaternion quaternion = new Quaternion(); Vector3 vector = CurrentDirection; Vector3 vector2 = DesiredDirection; vector.Normalize(); vector2.Normalize(); float num = Vector3.Dot(vector, vector2); if (num >= 1f) { return Quaternion.Identity; } if (num <= -0.999999f) { if (sFallbackAxis != Vector3.Zero) { sFallbackAxis.Normalize(); return Quaternion.CreateFromAxisAngle(sFallbackAxis, 3.141593f); } Vector3 axis = Vector3.Cross(Vector3.UnitX, vector); if (axis.LengthSquared() < 0.999998f) { axis = Vector3.Cross(Vector3.UnitY, vector); } axis.Normalize(); return Quaternion.CreateFromAxisAngle(axis, 3.141593f); } Vector3 vector4 = Vector3.Cross(vector, vector2); double num2 = Math.Sqrt((double) ((1f + num) * 2f)); double num3 = 1.0 / num2; quaternion.X = (float) (vector4.X * num3); quaternion.Y = (float) (vector4.Y * num3); quaternion.Z = (float) (vector4.Z * num3); quaternion.W = (float) (num2 * 0.5); quaternion.Normalize(); return quaternion; }
  3. I am having some success aligning a particle to a direction and then rotating it along its axis. At the moment I am just constantly rotating it. How do I calculate the correct rotation so it always faces the camera?   Please have a look at this video: Quad Slowly Rotating Along Axis   I am using DPSF. I have modified the "FlyingSparks" demo.   To calculate the orientation Quaternion I run this code:     private void UpdateOrientation(DefaultTextureQuadTextureCoordinatesParticle cparticle, float felapsedtimeinseconds) {   var normalized = cparticle.Velocity;   normalized.Normalize();    cparticle.Orientation = Quaternion.Identity;    cparticle.Right = -normalized;    _rotation += 0.03f;    cparticle.Orientation = Quaternion.CreateFromAxisAngle(normalized, _rotation) * cparticle.Orientation; }   After some trial and error the above code produces what you see in the video.   Line 5: resets the orientation. Line 6: aligns the quad to the velocity direction. Line 7: increments the rotation. Line 8: further rotates the quad along its axis by the rotation.   What I am asking is how do I calculate the rotation?   I am not a maths expert. I can guess that I need the normal of the particle, calculated within line 6 and then use that to determine it's difference from the camera direction. I have looked at some billboarding techniques but they don't offer exactly what I want.   I am very close to finishing my game and this is the last hurdle, any help or pointers would be greatly appreciated, thank you for taking the time to look at this
  4. I would very much like to thank you for the explanation and code. I had shadows that would shimmer whenever I rotated or moved. Now they are rock solid. The difference is very satisfying If you are interested here's a playlist that details my shadows development: [url="http://www.youtube.com/playlist?list=PL2E3759AF24FE2E9E&feature=plcp"]http://www.youtube.com/playlist?list=PL2E3759AF24FE2E9E&feature=plcp[/url] Or have a look at this video: [url="http://youtu.be/zS90RwFxKlQ"]http://youtu.be/zS90RwFxKlQ[/url]
  5. I have been programming professionally for 25 years, usually large corporations, COBOL, C, VB, SQL and so on. I started dabbling with XNA and C#. The code is very easy to understand. It's techniques that are real key. I would wade through the example XNA programs on the [url="http://create.msdn.com/en-US/education/catalog/"]APPHUB[/url] website. They are very informative and complete.
  6. [url="http://youtu.be/wvXSONjKdqk"]Here's a video of the problem fixed![/url] I ditched the idea of using a trianglelist based particle system. Instead I use a quad model circular array. I can manipulate the matrix up vector using the normal of the surface hit. Thanks for looking. BTW: I think I should have posted this in the XNA section, sorry about that, I didn't realise till after posting.
  7. HI, this is my first post and would appreciate any help. [url="http://youtu.be/z4sNfcOxp1I"]Here's a video of the problem[/url] I am using the particle system from the "Particles3D" XNA example. Currently the texture is always aligned with the camera. I want it to be aligned with the surface hit. In the video I have displayed the location and normal of each collision. The sample particle system has a lot of redundant code that I don't need for the bullet holes. For example I don't need the particles to move, rotate, change size or color. The vertex shader input contains a float3, Velocity, that I could presumably replace with the normal. in the ParticleVertexShader the output.Position is calculated in ComputeParticlePosition. [CODE] // Custom vertex shader animates particles entirely on the GPU. VertexShaderOutput ParticleVertexShader(VertexShaderInput input) { VertexShaderOutput output; // Compute the age of the particle. float age = CurrentTime - input.Time; // Apply a random factor to make different particles age at different rates. age *= 1 + input.Random.x * DurationRandomness; // Normalize the age into the range zero to one. float normalizedAge = saturate(age / Duration); // Compute the particle position, size, color, and rotation. output.Position = ComputeParticlePosition(input.Position, input.Velocity, age, normalizedAge); float size = ComputeParticleSize(input.Random.y, normalizedAge); float2x2 rotation = ComputeParticleRotation(input.Random.w, age); output.Position.xy += mul(input.Corner, rotation) * size * ViewportScale; output.Color = ComputeParticleColor(output.Position, input.Random.z, normalizedAge); output.TextureCoordinate = (input.Corner + 1) / 2; return output; } [/CODE] Inside ComputeParticlePosition the position is multiplied by the view and projection matrix. [CODE] // Vertex shader helper for computing the position of a particle. float4 ComputeParticlePosition(float3 position, float3 velocity, float age, float normalizedAge) { float startVelocity = length(velocity); // Work out how fast the particle should be moving at the end of its life, // by applying a constant scaling factor to its starting velocity. float endVelocity = startVelocity * EndVelocity; // Our particles have constant acceleration, so given a starting velocity // S and ending velocity E, at time T their velocity should be S + (E-S)*T. // The particle position is the sum of this velocity over the range 0 to T. // To compute the position directly, we must integrate the velocity // equation. Integrating S + (E-S)*T for T produces S*T + (E-S)*T*T/2. float velocityIntegral = startVelocity * normalizedAge + (endVelocity - startVelocity) * normalizedAge * normalizedAge / 2; position += normalize(velocity) * velocityIntegral * Duration; // Apply the gravitational force. position += Gravity * age * normalizedAge; // Apply the camera view and projection transforms. return mul(mul(float4(position, 1), View), Projection); } [/CODE] So in summary, I don't need most of this code, I have only included it so you see what is currently happening. The input velocity is zero. How do I transform the position so that it aligns with the normal? Any help or pointers would be great.