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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. Also, I forgot to mention something. You were talking about how white spots are given little hills. I know it happens, and it happens because of the variation in the albedo of the surface. But that happens only if you work on a simple unprocessed image. If you were to work only on the lightning data, it would work pretty good. (It naturally happens that something that's deeper is darker, ambient occlusion etc, if you do some crazy math here you can actually recover the depth information pretty accurately)
  2. Yeah it's basically creating a pyramid of blurred greyscale input images, calculating normal maps from them (while treating them like casual depth maps), and adding them together while using some particular weight coefficients. They vary per image. But most of the time the lowest frequency band has the highest weight and it goes down, something like 1/f but not as sudden. While it works pretty good on most images, it doesn't work that good on images with sharp edges. Here's a good example: As you can see, the cracked concrete at the top has obvious sharp edges, while my algorithm generates smooth edges. I'll be working on it. 
  3. So I was playing around with this normal vector reconstruction from a single image, and I must say I'm getting pretty impressive results. Here's a normal map generated from the image from my previous post: Another example of a generated normal map: What do you think?
  4. Well, the images I'm working on are illuminated by ambient lightning (most likely sky), so no shadows, and the lightning is really smooth. Here is a good example of an image I'd be working on:   When trying to approximate depth, the dark-is-deep approach doesn't work very well because of the variations in the surface reflectance value. That's why I'm trying to find the surface reflectance value. Diving the above image by its albedo part would result in pure lightning information.
  5. I'm was struggling with this for a while. Simply said, I want to approximate the surface reflectance factor for each pixel from a single image. Let's have a look at this simple equation: Where: pi - Pixel intensity sr - Surface reflectance at the current pixel n, l - Self explanatory   Now, mathematically, it's not possible to recover sr just by having pi. So the only option here is to somehow statistically approximate it. How can I accomplish that? I mean, our brain does it everyday, so it's definitely possible to approximate it accurately. Does anybody have any ideas?
  6. Just multiply your color vector by a scalar. For example, 1.5 to lighten, 0.5 to darken, etc.
  7. Just use the vertex position... hmmm?
  8. http://en.wikipedia.org/wiki/Vector_graphics
  9. [quote name='SamiHuutoniemi' timestamp='1355155267' post='5009104'] The cube version sounds very much easier. Does it still use perspective projection? [/quote] You always use ortographic projection afaik.
  10. http://glsl.heroku.com/e#5286.0 The code isn't optimized in any way, it's slow. You need to optimize it. It looks pretty similar huh?
  11. Well don't use if's, because that method looks shitty. There is hard jump from black to white. This is how you make a soft threshold: [code] vec3 colorThresholded = max(0.0, color - vec3(threshold)) * (1.0 / threshold); [/code]
  12. [quote name='Vilem Otte' timestamp='1352858088' post='5000747'] First of all you *need* to create texture coordinates for your lightmap (unless you already have them). For more information on how to unwrap your environment to lightmap read for example here - [url="http://www.blackpawn.com/texts/lightmaps/"]http://www.blackpawn...exts/lightmaps/[/url] Now for each pixel in the lightmap, there exists "microfacet" in your scene, and you compute light for that microfacet using your ray tracer. [/quote] Assumming that your whole world is made out of quads... Is there any method for packing [b]triangle[/b] world in to lightmap? Maybe I should just find every 2 triangles that has similar normal, and then assume those two triangles are one quad?
  13. Hey I've read somewhere about fft bokeh (lens) blur. I'm trying to implement it. I'm totally new to fft and stuff. I managed to successfully fft an image, I have an 2d array of complex numbers.. when I do a backward fft, I get the same image as before, so it works. How can I filter it to get a bokeh effect?