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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. Apologies if this is in the wrong section.... I'm trying to export poses from Layout into our (custom) engine and running into several difficulties, most notably knowing which rotations to extract, the order in which to combine them and convert from a LHR environment to a RHR environment (OpenGLES world). The idea is that we lerp between fixed poses to simulate animations (since there is only going to be a few). The current approach has us writing a custom script to export a human-readable "pose file" which, for each selected bone in a hierarchy at t=0, contains:[list] [*]Bone name [*]Parent bone name [*]Length of the bone [*](If root bone, offset position) [*]Rotation of the bone [/list] The script for this is below: [CODE] for (i = 1; i <= selection.size(); i++) { sceneItem = selection[i]; name[i] = sceneItem.name; if(i == selection.size()) parent[i] = string(""); else parent[i] = sceneItem.parent.name; length[i] = sceneItem.restlength; xPos[i] = sceneItem.getPosition(time).x; yPos[i] = sceneItem.getPosition(time).y; zPos[i] = sceneItem.getPosition(time).z; yRot[i] = sceneItem.getRotation(time).h; xRot[i] = sceneItem.getRotation(time).p; zRot[i] = sceneItem.getRotation(time).b; if(time == 0) { yRot[i] += sceneItem.getPivotRotation(time).h; xRot[i] += sceneItem.getPivotRotation(time).p; zRot[i] += sceneItem.getPivotRotation(time).b; } }[/CODE] As I understand it, each given rotation is an offset rotation on a rotated coordinates axis (rather than a global rotation <- is that what world rotation is?) When loading the data we determine the position of each bone by:[list] [*]creating a separate rotation matrix for heading, pitch and bank (pitch is negated) [*]multiplying these rotations in the order: ((bank * pitch) * heading) to create a rotation matrix [i]m[/i] [*]if its not the root bone we multiply [i]m[/i] by its parent rotation matrix [i]m[sub]p[/sub][/i] [*]we then store [i]m[/i] as the parent rotation matrix for any children bones [*]we then create a 3D vector [i]v[/i] of x,y,z where: [i]x = y= 0 and z = (length of the bone)[/i] and rotate this vector by [i]m[/i] [*]using [i]v[/i] we create a translation matrix [i]m[sub]t[/sub][/i] and then inverse this to create an inverse bind pose matrix [i]m[sub]i[/sub][/i] and store this for each bone [/list] To determine if this works I've written some code to draw debug lines demonstrating the bones and for the most part it looks right [i][u]up to about the 4th child bone[/u][/i] (i.e. great-grandchild) where it looks like some data is missing to a correct rotation. In my case where arms are supposed to be pointing forwards they are in fact pointing upwards. If I turn IK off in Layout and repeat the process I appear to get a correct T-pose of our character. So...[list] [*]does what I have said so far make sense? [*]Is this a correct approach? [*]Can anybody explain to me the differences and relations between rotations, world rotations and pivot rotations? [/list] Additionally, does anybody where I can find useful information on similar techniques or an explanation of how Lightwave works? It seems any form of help is being systematically being erased from the WWW. Many thanks for any help received!