• 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.

Stimpy1983

Members
  • Content count

    5
  • Joined

  • Last visited

Community Reputation

110 Neutral

About Stimpy1983

  • Rank
    Newbie
  1. I have figured out, that my code can't be working because all my Normals look up. So i have a plane 2d mesh , not a picture - a mesh , but all my vertexes are on the X/Y Axis. All my Normals are going up. The shader takes the angle between cam position and normal, if i understood right. So that can't be working.... Have somebody an idea how to draw an outline for a mesh where the normals are all in the same direction?!
  2. Hi Everybody, i search for a good Outline Shader - So that i draw the Outline of my Mesh. I don't need complete Toon Shading or things like that. Just a Outline from my Mesh. I have found this paper: [url="http://blogs.aerys.in/jeanmarc-leroux/2012/01/23/single-pass-cel-shading/#comment-1593"]http://blogs.aerys.i...g/#comment-1593[/url] And i have try to implement it in AGAL, with this Result: [code] va0 = VertexPosition va3 = VertexNormal vc0 = WorldToScreenMatrix vc4 = CameraPosition vc20 = Constants (.y = 0.04) vertexShaderAssemblerColor.assemble(Context3DProgramType.VERTEX, "sub vt0, va0,vc4\n" + "dp3 vt1, va3, vt0\n" + "slt vt2, vc20.x,vt1\n" + "mov vt3, vc20.y\n" + "mul vt4, vt2, va3.xyz\n" + "mul vt4, vt4, vt3\n" + "add vt5, va0, vt4\n"+ "m44 op ,vt5 vc0\n" fc20 = Constants,x= 0.1 fc8 = Color Context3DProgramType.FRAGMENT, "tex ft0 v1 fs0<2d,linear,repeat,linear,mipnone>\n" + "slt ft1 v4.x fc20.x\n" + "mul ft2 ft1 fc8\n" [/code] so, but there nothing happens - Or a white screen. Have somebody some cool Outline Shader or know what is wrong with my? Greeting Stimpy
  3. Now i'm confused: I have found some another calulation for ray picking, and now i'm really close to success , but now it seems that the hole coordinate system is a few units more left and bottom. So when i click left , buttom a few pixel away from an aabb box it beginn to hits. Now i'm confused.... The code i have found here: [source lang="java"]var NEAR:Number = 0.1; var FAR:Number = 5000; var ASPECT:Number = winSize.x / winSize.y; var dx:Number=Math.tan((45 * Math.PI / 180)*0.5)*(p.x/(winSize.x * 0.5)-1.0)/ ASPECT; var dy:Number=Math.tan((45 * Math.PI / 180)*0.5)*0.5*(1.0-p.y/(winSize.y * 0.5)); var mt:Matrix3D = new Matrix3D(); mt.append(getView()); mt.invert(); var p1:Vector3D=new Vector3D(dx*NEAR,dy*NEAR,NEAR); var p2:Vector3D = new Vector3D(dx * FAR, dy * FAR, FAR); p1 = mt.transformVector(p1); p2 = mt.transformVector(p2); var dir:Vector3D = new Vector3D(); dir = p2.subtract(p1); return new CRay(p1, dir);[/source] How can that be?!?! [u]EDIT: okay, another notice.[/u] When i press the mouse in the direct center from the screen the second algo works perfectly!!! Hits the Box exactly! But when i go away from the center(with the mouse, camera still the same), the ray goes more and more wrong. Hope this helps somebody [u]EDIT #2: I'm really go crazy![/u] So this Code work perfectly on begin: [source lang="java"] var mX:Number = -1 + (p.x / winSize.x) * 2; var mY:Number = 1 - (p.y / winSize.y) * 2; var farPos:Vector3D = new Vector3D( mX, mY, 1.0, 1.0 ); var nearPos:Vector3D = new Vector3D( mX, mY, 0.0, 1.0 ); var mt:Matrix3D = new Matrix3D(); mt.append(getProjection()); mt.append(getView()); mt.invert(); nearPos = mt.transformVector(nearPos); farPos = mt.transformVector(farPos); nearPos.scaleBy(1.0 / nearPos.w); farPos.scaleBy(1.0 / farPos.w); var Dir:Vector3D = farPos.subtract(nearPos); Dir.normalize(); return new CRay(nearPos.subtract(position.add(Dir)), Dir);[/source] So i hit everywhere with the mouse my boxes - All good....until i rotate or move my camera[img]http://public.gamedev.net//public/style_emoticons/default/wacko.png[/img]I build my view matrix like the post before this. When i move the camera 1 unit , the ray hit nothing[img]http://public.gamedev.net//public/style_emoticons/default/unsure.png[/img]
  4. Hi bwhiting, sounds good when it is close - But not near enough [img]http://public.gamedev.net//public/style_emoticons/default/huh.png[/img] I have tried with no normalized mouse coords - The result is the same, no hit. Here some values: Vector3D(0.030640805686170305, 0.0016271979761298063, 0.00006891936057909493) <- The nearPos Vector , btw. the ray orgin (is little small, or?!?!?!) My View Matrix i set like this: var m:Matrix3D = new Matrix3D; m.invert(); m.appendRotation(neigung, Vector3D.X_AXIS); view.identity(); view.appendTranslation(position.x, position.y, position.z); view.append(m); getFrustum(); Hope this helps
  5. Hi, i have a little Question about Ray Picking - I use the Flash API "Stage3D" where it is hard to find informations. [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] After a lot of searching i dosn't find a stage solution so i adapt some opengl/directX Code, but i don't became it work. Here is my current code: [source lang="java"] var mX:Number = -1 + (p.x / winSize.x) * 2; var mY:Number = 1 - (p.y / winSize.y) * 2; var farPos:Vector3D = new Vector3D( mX, mY, 1.0, 1.0 ); var nearPos:Vector3D = new Vector3D( mX, mY, 0.0, 1.0 ); var mt:Matrix3D = new Matrix3D(); mt.append(getProjection()); mt.append(getView()); mt.invert(); nearPos = mt.transformVector(nearPos); farPos = mt.transformVector(farPos); nearPos.scaleBy(1.0 / nearPos.w); farPos.scaleBy(1.0 / farPos.w); var Dir:Vector3D = farPos.subtract(nearPos); Dir.normalize(); trace(nearPos.toString()); ray = new CRay(nearPos, Dir); return ray;[/source] But when i click on some boxes on the screen the intersection never happens, or on the wrong element(everytime the same [img]http://public.gamedev.net//public/style_emoticons/default/blink.png[/img] ).... So now i don't have any idea what is wrong and i'm very frustrated. Can here somebody help me out? That were soo great! p.s. sorry for my bad english. Greetz Stimpy