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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. It's my understand that given two vectors (A & B ) the dot product should be equal to the magnitude of the project of A onto B... However in this example (and any other I can find): [url="http://www.falstad.com/dotproduct/"]http://www.falstad.com/dotproduct/[/url] The dot product is double what I would expect it to be. The magnitude of the projection of A onto B (yellow line) in this example is 0.5, but its reported as 1 What am I missing?
  2. I figured it out. My normal's weren't normalized. I did some math to check when I import them and it works now.
  3. [img]http://oi46.tinypic.com/t8m2rc.jpg[/img] I can't figure out why my specular is so blown out. I can't seam to adjust the color or the power in the material either. When I change the value they do nothing. I'm using a directional light with the Specular color turned to white. [source lang="cpp"] gDxDevice->SetFVF(D3DFVF_XYZ|D3DFVF_NORMAL); ZeroMemory(&material, sizeof(D3DMATERIAL9)); material.Diffuse = D3DXCOLOR(0.2f, 0.5f, 0.7f, 0.5f); // set diffuse color to white material.Ambient = D3DXCOLOR(0.5f, 0.5f, 0.5, 0.5); // set ambient color to white material.Specular.r = 0.5f; material.Specular.g = 0.5f; material.Specular.b = 0.5f; material.Specular.a = 0.5f; material.Power = 100; gDxDevice->SetRenderState( D3DRS_SPECULARENABLE, FALSE ); gDxDevice->SetMaterial(&material); //gDxDevice->SetRenderState(D3DRS_AMBIENT, D3DXCOLOR(0.1f, 0.1f, 0.1f, 0.1f)); gDxDevice->SetRenderState( D3DRS_LIGHTING, TRUE ); gDxDevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL); gDxDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); //gDxDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); gDxDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8, 0, 25996); [/source]
  4. I was finally able to find an answer. I didn't realize that texture coordinates could also have indices. That doesn't make a lot of sense to me, but anways there is an offset specified. So every 4th number is vertics indicie in this case.
  5. [img]http://oi45.tinypic.com/35iagqd.jpg[/img] <float_array id="Geometry-mesh016-normals-array" count="9"> -0.947236 0.315745 -0.0552245 -0.867472 0.289157 -0.404821 -0.904534 0.301511 0.301511 </float_array> <vcount>3 3</vcount> <p>2 0 0 0 0 0 1 1 0 0 3 0 2 0 0 3 0 2 0 0 1 2 3 1 0 2 0 0 0 0</p> I have a really simple mesh that looks something like what you see above. I exported it as a colloda file and started looking with the format (my aim is to write an importer for my model viewer). Everything makes sense, but I can not for the life of me figure out what is going on with the indices (<vcount>). First of there are a lot more than there should be for just two triangles, and none of them really make any sense to me. The "3 3" makes sense as its saying there are two 3 sided polygons but the rest baffles me. Does anyone know whats going on?
  6. Ahhh, that makes sense. I hate to keep asking for hand holding on this but what exactly is the best way to go about that. If I have a 3 floats (position, 1 DWORD (color), and a 3 floats (a normal). That would be 28 bytes. So how do I allocate and populate the raw memory?
  7. The part I am confused about is how to store the vertex data. [source lang="cpp"] struct MYVERTS { float x,y,z,u,v; DWORD colr; float nx,ny,nz; };[/source] That's the struct I am using right now. I create an array of those, each holding a single vert. My problem is that the mesh I am loading may not have color, or it may have a weight. That would mean I would need a unique struct for every possible arrangement. How can I dynamically allocate the memory while the program is running? The user will input while the application is running so I will have no idea what format needs to be created until the file is parsed in.
  8. I'm writing a model viewer that needs to accept a wide vareity of potential vertex formats. Models may or may not have color, texturecoords, normals, weights, and so on. I'm trying to figure out how I can dynamically allocate memory and then create a [font=Consolas, Menlo, Monaco,][background=transparent]D3DVERTEXELEMENT9 that has the correct offsets and usage declarations.[/background][/font] [left][font="Consolas, Menlo, Monaco, Lucida Console, Liberation Mono, DejaVu Sans Mono, Bitstream Vera Sans Mono, Courier New, monospace, serif"][color="#000000"]I'm sort of at a loss as to how I might go about doing this. Does anyone have any advice, or ideas to get me started?[/color][/font][/left]
  9. I have a simple orbit camera set up that that uses a D3DXMatrixLookAtLH matrix in DirectX. Right now it just orbits around the origin. I am building a screen space axis orientaton gizmo located in the corner of the screen. The problem is since all the rotation calculations are being done for me, I can't figure out how to get the rotation of the camera. I only pass it a position and a target. I need the rotation values so I can visualize them with my on screen gizmo. Does anyone know how I can get those?
  10. Thanks i'll post there.
  11. I installed the latest SDK (June 2010). When I got into the control panel and got to the Directx9 tab all the options are disabled. I'm running windows 8. Does anyone know why this might be? I'm trying to enable the Debug DLL.