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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. Its very easy to check for axis-aligned in XNA using the BoundingBox.Intersect() but what about rotated rectangular prisms, and also the reactions , I have searched the internet for answers but no answers. any help??
  2. I have a created a windows game library to include the basic stuff of XNA so I don't have to write them again(like cameras). Every thing was working fine until I added a Map namespace with a MapReader class. every since then every class and namespace I add to the library flashes the error : Error 1 The type or namespace name 'namespace' does not exist in the namespace 'GameLibrary'. I do not understand the problem. Although there is a TextInput namespace that works fine.
  3. [quote name='laztrezort' timestamp='1341783713' post='4957036'] Just a guess, but maybe a look here might be in order: [url="http://blogs.msdn.com/b/shawnhar/archive/2010/06/18/spritebatch-and-renderstates-in-xna-game-studio-4-0.aspx"]http://blogs.msdn.co...studio-4-0.aspx[/url] [/quote] Thanx that helped[img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
  4. Okay, I somehow discovered the source of the problem. Its because I used the spritebatch. I used the spritebatch to draw a spritefont(frame rate). When I stopped using it the texture rendered correctly. I do not understand how the spritebatch caused the texture of the terrain to not to render correctly.
  5. [quote name='necro1895' timestamp='1341778072' post='4957006'] You copied the CODE but not the content like image files. Just drag and drop the image to your content project. Or click right mouse button on it and choose "add existing element". Pay attention to the LoadContent()-method.The relative path after Content.Load<Texture2D> has to be exactly the same as in your content-project. [/quote] I have added the "rocks.bmp" to the Content. I did not see the texture because it is not displayed on the whole terrain but only on the edges.
  6. [quote name='necro1895' timestamp='1341756720' post='4956936'] You need to add the texture to your content-pipeline too. [/quote] I copied exactly the code from the sample. So I think its already added.
  7. I am a beginner in xna, I started with terrains. I got the code from the apphub samples: [url="http://create.msdn.com/en-US/education/catalog/sample/generated_geometry"]here[/url], The code works fine but when I copied it to my project the rocks.bmp texture doesn't loadon the map.
  8. [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3][background=transparent]I used the following code to get the camera:[/background][/size][/font][/color] [CODE] Matrix3D Camera { get { Vector3D cameraZAxis = -this.LookDirection; cameraZAxis.Normalize(); Vector3D cameraXAxis = Vector3D.CrossProduct(this.UpDirection, cameraZAxis); cameraXAxis.Normalize(); Vector3D cameraYAxis = Vector3D.CrossProduct(cameraZAxis, cameraXAxis); Vector3D cameraPosition = (Vector3D)this.Position; double offsetX = -Vector3D.DotProduct(cameraXAxis, cameraPosition); double offsetY = -Vector3D.DotProduct(cameraYAxis, cameraPosition); double offsetZ = -Vector3D.DotProduct(cameraZAxis, cameraPosition); return new Matrix3D(new double[,]{{cameraXAxis.X, cameraYAxis.X, cameraZAxis.X, 0}, {cameraXAxis.Y, cameraYAxis.Y, cameraZAxis.Y, 0}, {cameraXAxis.Z, cameraYAxis.Z, cameraZAxis.Z, 0}, {offsetX, offsetY, offsetZ, 1}}); } } [/CODE] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3][background=transparent][background=transparent]The default camera matrix is[/background] [background=transparent]{1,0,0,0},[/background] [background=transparent]{0,1,0,0},[/background] [background=transparent]{0,0,1,0},[/background] [background=transparent]{-100,0,0,1}[/background] [background=transparent]after I multiply the three matrices(the third is the model matrix) by the point and the resulting W in the point is very huge like -13000 [img]http://forum.codecall.net/public/style_emoticons/default/vbmodern/set1/scared.gif[/img] [background=transparent]so I am very confused right now!![/background][/background] [background=transparent][background=transparent]the model matrix is[/background][/background] [background=transparent][background=transparent]{0,0,0,100}[/background][/background] [background=transparent][background=transparent]{0,0,0,100}[/background][/background] [background=transparent][background=transparent]{0,0,0,100}[/background][/background] [background=transparent][background=transparent]{0,0,0,1} [/background][/background] [background=transparent]Can you tell me where I have gone wrong?[/background] note: this is not xn[/background][/size][/font][/color]
  9. I have quite the trouble with the world, view, and projection matrices. I understand how the world matrix works, but I don't know how to implement it can you give an example? also for the perspective projection I use the following method: [source lang="csharp"] public static Matrix3D ProjectionMatrix(double angle, double aspect, double near, double far) { double size = near * Math.Tan(MathUtils.DegreeToRadian(angle) / 2.0); double left = -size, right = size, bottom = -size / aspect, top = size / aspect; Matrix3D m = new Matrix3D(new double[,] { {2*near/(right-left),0,(right + left)/(right - left),0}, {0,2*near/(top-bottom),(top+bottom)/(top-bottom),0}, {0,0,-(far+near)/(far-near),-(2 * far * near) / (far - near)}, {0,0,-1,0} }); return m; } [/source]is there anything wrong here? and the last question how do I use the camera matrix?