• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

117 Neutral

About Torath

  • Rank
  1. Ah, I understand! Thanks haegarr (and SiCrane). I changed the code so I apply the newest rotation first then reapply the older rotations and it works beautifully! Thanks so much.
  2. Ah, the catch is I want the rotations to be independent. For example, the ship first rotates 90 degrees around the Y axis (yaw to the right), then moves in that direction for some amount of time, and finally as a later action it rotates 90 degrees around the Z axis (pitching the nose upwards). I'm basically trying to give the player the freedom to move/rotate the ship as if it were a real spaceship. ;)
  3. Hi, I'm working on a 3D space game built with C++ and DirectX. I've got a question about using quaternions for object rotation and I'm hoping someone might have an idea. Currently, the player ship's rotation is represented by a quaternion. The ship starts off level and facing directly straight forward (towards the positive Z axis). I create a quaternion based on the 3 axes (positive X to the right, Y is up, and Z is forward). If I want to apply a rotation to the ship, for example 90 degrees to the right, I can call D3DXQuaternionRotationAxis() to get a rotation quaternion. I then multiply that against the original rotation using D3DXQuaternionMultiply() and I get a new updated rotation where the ship is facing forward along the X axis (perfect!). The problem I have is in the next step: If I then want to make a second rotation of pitching the nose of the ship up (based on the current direction it's facing along the X axis), when I try to use the method described above I don't get the intended result. What happens instead is the ship indeed rotates, but as if it were still facing in it's original direction towards the Z axis. So instead of seeing the nose of the ship rotate up, I see the ship roll. Or to be more clear, I see a rotation around the X axis, rather than seeing a rotation around the Z axis. This is probably a very simple mistake, but for some reason I always have trouble wrapping my head around quaternion math. Any help is appreciated!
  4. [quote name='toasterthegamer' timestamp='1342814126' post='4961434'] [url="http://alexcpeterson.com/spacescape"]http://alexcpeterson.com/spacescape[/url] [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] This looks very cool, I'm going to give it a try!
  5. Thanks for the advice. I like the idea of using the scaling matrix to easily try different sizes.
  6. Hi. I'm currently working on a small 3D space game built using C++ and DirectX 11. I've added in a skybox that has a nice mixture of stars for my background. Howevever, when I see it in game it never looks as sharp as the actual textures I've got. For example, the stars end up looking blocky instead of nice and crisp. Does anyone have tips for rendering a nice looking skybox? Oh, for reference, the sampler state I've set up for the pixel shader uses the D3D11_FILTER_MIN_MAG_MIP_LINEAR filter. Is this a good choice? Is there a better alternative? Thanks for any help!
  7. Ah, interesting! Thanks for the help everyone, I'll change my implementation based on this info.
  8. Hi everyone, I'm building a game engine from the ground up using C++ and DirectX. In my main game loop I am calling the function Sleep() each frame, but it doesn't consistently sleep for the time I specify. Instead of sleeping for 16ms for example, it will sleep for roughly 30ms. I tried a different implementation using a waitable timer (using the functions SetWaitableTimer() and WaitForSingleObject()) and I see similar behavior. The strange thing (and this might be a red herring) is I saw it work properly once while debugging the game in Visual Studio. However, when I run outside the debugger I get the behavior described above. Any ideas? Thanks for any help!