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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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About azer.darkblade

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  1. It's me again, Actually i still have one more issue. As you can see in the image below. My hand is in front of my chest but as as viewed on the normal calculation result the hand seems connected with my chest. [img]http://azerdark.files.wordpress.com/2012/08/normal.png[/img]
  2. [quote name='Seabolt' timestamp='1346084441' post='4973815'] This may be fairly random, but I think you and I are working on the same project [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I've been doing the Kinect graphics for the 360 on a strikingly similar background ;) The approach I used to get fairly good results was to just do a simple downsample to a half size target, leveraging bi-linear filtering. If you need to maintain the size of your normal map as you have it now, this may not work, since it thins out the appendages, but to our 120x90 image it looks great. I also had some really great results by applying a gaussian blur on top of everything. [/quote] Hahaha I see [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] , good luck with your 360 project. mine uses Unity i did a little bit tweak on my bilateral filter and it looks better right now. yes you are right by downsampling and applying gaussian filter, the result is more consistent and less noise, right now i choose not to lose the detail and keep on 320x240 resolution instead. I got depth map and normal map, hey i can add SSAO effect now [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
  3. Hi, Currently i'm doing some image processing on depth map (using OpenNI and XTion) My depth map size is 320x240 (cannot make it 640x480 due to performance issue since we're developing a game) The image processing should be real-time so it's fully written in fragment shader. I generate normal map using simple cross product of 8 neighbouring pixels [img]http://azerdark.files.wordpress.com/2012/08/normal_estimation_s.png[/img] Since the depth is noisy, i do a hack, so i calculate the 8 pixels like this [source lang="cpp"]float step = _range/512.0; // 512.0 is tex size float4 top = tex2D(_SubTex, float2(i.uv.x, i.uv.y - step)); float4 right = tex2D(_SubTex, float2(i.uv.x + step, i.uv.y)); //and so on....[/source] i can adjust the _range variable and looking for farther pixels Here's the result (raw depth map, now prepocessing at all) [img]http://azerdark.files.wordpress.com/2012/08/005.png[/img] 2nd result (5x5 bilateral filter is applied first) [img]http://azerdark.files.wordpress.com/2012/08/004.png[/img] My approach to estimate normal is kinda stupid and i need suggestions to do it in a better way [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] And also i'm considering to apply 5x5 median filter (i've tried 3x3 media filter but it's too small to remove noise) but it will be difficult to use such a huge 5x5 window due to implementation and performance issue
  4. Hi, right now i am doing a post-processing of kinect's depth map. This is, of course, for gaming purpose so i need everything runs in realtime. The game itself will be in HD and as you can guess, the problem is kinect's depth map has row resolution and it wouldn't be good. So i decided to use [url="http://www.hiend3d.com/hq4x.html"]hq4x[/url] to smooth the kinect's depth map since this filtering is very good on binary image. Here's my steps:[list=1] [*]My depth map resolution is only 320x240 (it's a sufficient resolution for gesture tracking, higher resolution may cause performance problem) [*]Segment user's body only (this is very easy using user mask from OpenNI) [*]I am using texture buffer and for speed consideration, the buffer should be power-of-two which is 512x512 (i don't want to cut my depth map so 512 is decided as the higher-nearest power-of-two). [*]Then the 320x240 depth image is downsampled to 80x60 so when it's applied on hq4x the resolution is back to 320x240 and it's fit to 512x512 texture buffer [*]Apply hq2x upsampling on 80x60 image [/list] Here's my input: [img]http://www.azerdev.com/hq4x/in.png[/img] And this is my output: [img]http://www.azerdev.com/hq4x/out.png[/img] As you can see, hq4x does pretty well and the result is very good but there's an issue, the resulted image still has sharp curvatures on the edge. What i want look like this: [img]http://www.azerdev.com/hq4x/goal.png[/img] Currently i am stuck with this problem and i'm still thinking how to improve the result. Actually, I have an idea to do morphological erosion (or dilation) first, anyway i need to do research again Perhaps anyone here has another idea Thanks !