• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

258 Neutral

About mynameisnafe

  • Rank
  1. class Menu { static const char* items[NUM_MENU_ITEMS]; // .. public: const char* ItemString (const int nID); };
  2. Cadjunkie sounds knowledgeable.. Made me remember that the two guys behind me are the feature recognition guys.. I just paint and intersect triangles lol
  3. Have a look at Seimen's Parasolid. it's an industry standard CAD kernel used in most of the 3D applications you've heard of.. its licensed by the company I work for, for example. You can do things like feature recognition, healing, simplification. have a Google for 'Parasolid Jumpstart Kit'. Bear in mind it probably costs a shitload..
  4. OpenGL

    Okay! It kind of works!   I'm now suffering from a kind of 'bad handling', where i get some interference and then a big camera jump.. it's not exactly smooth..   Here's my messy work in progress :   Get mouse position: case WM_MOUSEMOVE: { POINT p; GetCursorPos(&p); // move into rect/window space p.x -= rWindow.left; p.y -= rWindow.top; // relative to rect/window centre //p.x -= (rWindow.right - rWindow.left)/2; //p.y -= (rWindow.bottom-rWindow.top)/2; OnMouseMove(MouseMove(p)); } Then update the camera: if( pMouse->bRight == true ) { POINT mPos = pMouse->pos; // pixels mPos.x -= pMouse->prev.x; mPos.y -= pMouse->prev.y; if(mPos.x != 0 || mPos.y != 0) { float hMag = _radians(millisElapsed * m_mouseSpeed * mPos.x); float vMag = _radians(millisElapsed * m_mouseSpeed * mPos.y); if( fabs(hMag) > _pi || fabs(vMag) > _pi) return; m_horizontalAngle -= hMag; m_verticalAngle -= vMag; } } //to rotate using quaternions euler angles as input. glm::mat4 R = glm::yawPitchRoll(m_horizontalAngle, m_verticalAngle, 0.0f); //Then you could do the following to Update() a camera transformation: glm::vec3 T = glm::vec3(0, 0, -dist); position = glm::vec3(R * glm::vec4(T, 0.0f)); m_direction = origin;// glm::normalize(position); m_up = glm::vec3(R * glm::vec4(m_real_up, 0.0f)); m_right = glm::cross(m_direction, m_up); m_viewMatrix = glm::lookAt(position, m_direction, m_up); Any suggestions?
  5. OpenGL

    PS I <3 GLM.
  6. OpenGL

    Okay, I broke my collarbone, apologies for the lack of input. I shall have a read then edit this post (..surface of a sphere please).. Steven Katic right on! That analogy is exactly what was in my head. Would you believe I'm a graphics programmer by day as well? Hahaha terrible! Indeed a target is just a translation of the origin; I haven't got a mesh hierarchy or the right matrix from assimp yet, so just one matrix/position to spin the camera around at the moment. I got my FPS camera from opengl-tutorials.com. also I bought the blue book instead of the red one and I'm regretting it now. [keeps reading]
  7. OpenGL

    Hi, thanks for replying.   Y is my real up, and my existing camera is using glm::lookAt(position, position + direction, up)   This is a cool idea, I'll try this tomorrow:   I guess orbit is the wrong word, my bad; what I'm looking for is a kind of 3D editor camera - so the models at 0,0,0 but I can 'spin it around on it's origin'.   So what I need is glm::lookAt(position, origin, up), and I use the mouse to update something like this? dx = mouse.dx; // change in dy = mouse.dy; //rotate on y axis rotY += dx; position = (cos(rotY), 0, sin(rotY)); //rotate on x axis ?? rotX += dy; // ? // position.x += cos(rotX); // ? // position.y = sin(rotX) // ? // position.z += cos(rotX);
  8. Hi there,   I have a gl project with a first person camera that uses glm to do it's math. My question is thus and I'm sorry for it's quite poor construction:  Do I need to use/do glm::quat things or do I need rotX, rotY, rotZ, for some code where the camera spins around on a sphere centred on the model? So, the end goal is that moving the mouse makes it look like the model is spinning, when actually the camera is spinning? And how would I do that? For example, how different would this class declaration be? I'd like to throw a 'orbit-cam' in there, then extract a base class, etc. class GLCamera { protected: float   _mx, _my; float   m_frameTime, // how much time has passed m_moveSpeed, // how many units to move per second m_mouseSpeed; // how many degrees to rotate per second of glm::vec3 m_real_up; glm::vec3 m_origin; float m_horizontalAngle, m_verticalAngle, m_initFoV; glm::vec3 position; glm::vec3 m_direction; glm::vec3 m_right; glm::vec3 m_up; glm::mat4 m_viewMatrix;
  9. L. Spiro replies to my thread? Honoured! I shall give it a try in 5 mins and let you guys know what happened..
  10. Okay..   Everything seems to be working with the lambda. The reason I have half the file formats visible in the dialog is to do with the OPENFILENAME and the GetOpenFileName() function   http://msdn.microsoft.com/en-gb/library/windows/desktop/ms646829(v=vs.85).aspx#open_file   I think I need a name for each format.. "Model" will do. Hello people above std::string seems to work fine - I think (it appears) Assimp provides an overload - pretty sure I've seen it documented. std::string GLFactory::GetAssimpExtsList() { std::string exts; Assimp::Importer importer; importer.GetExtensionList(exts); return exts; }       Indeed. I'm happy to assume Assimp don't bother with language packs. PS That all sounds like a lot of effort - have you seen that lambda?!
  11. I bailed on my split fn, all that CString jazz.. now I have this beautiful code: std::string App::DoOpenFileDialog(std::string extsAccepted) { std::string fName; OPENFILENAME ofn; // common dialog box structure char szFile[260]; // buffer for file name std::wstring wextsList; std::transform(extsAccepted.begin(), extsAccepted.end(), back_inserter(wextsList), [](char t)->wchar_t { return t==';' ? '\0' : t; }); // Initialize OPENFILENAME ZeroMemory(&ofn, sizeof(ofn)); ofn.lStructSize = sizeof(ofn); ofn.hwndOwner = m_hWnd; ofn.lpstrFile = (LPWSTR)szFile; ofn.lpstrFile[0] = '\0'; ofn.nMaxFile = sizeof(szFile); ofn.lpstrFilter = (LPCWSTR)wextsList.c_str(); ofn.nFilterIndex = 1; ofn.lpstrFileTitle = NULL; ofn.nMaxFileTitle = 0; ofn.lpstrInitialDir = NULL; ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST; // Display the Open dialog box. if( GetOpenFileName(&ofn) == TRUE ) { ..Problem is, it's missing every other file format - this is something I saw before while straying through the realms of doing it a char at a time in a for loop, and also while using a CString.. PS: D'oh! I've got Unicode set in my project settings (VS 2012), so that should make things easier? PPS: I just saw your reply - I've used lambdas before, just appreciating the sly-as-hell widening, just implicit. Must use lambdas much more.Loving that one, using it, thank you Crap - I just added the extra null terminator.  
  12. What is this lambda magic?   [](char t)->wchar_t Is that it? It's not the replacing that I'm struggling with, it's the char ->wchar_t.. and there is the char->wchar_t I'm going to try basically an empty lambda, meanwhile, whats with the extra push_back(0)'s? are those important (i.e. the real null terminator of the returned exts wstring?  
  13. HI all,   I'm having some trouble figuring out how to do this one. Assimp gives me a string, containing all the file extensions it can handle. I found some code to tokenize strings on SO and wrapped it in a function. The format of the string that is used to initialise the accepted extensions list for the OPENFILENAME structure is as follows:   L"All\0*.*\0Text\*.txt\0" And so I'm trying to recreate that programatically. Which is a nightmare, as I'm trying to stick '\0' in the middle of a string. // Get a vector of extensions supported by Assimp ( assimp exts string, tokenise by ';' ) std::vector<std::string> exts = Scatterbrain::Split(extsAccepted.c_str(), ';'); //create a string with a bunch of '\0' s in it, if possible std::string extsList=""; for(size_t i = 0; i < exts.size(); i++) extsList.append(exts[i] + '\0'); // contains the first extension. CString pwszExts(extsList.c_str()); // Initialize OPENFILENAME ZeroMemory(&ofn, sizeof(ofn)); ofn.lpstrFilter = (LPCWSTR)pwszExts; // This one ... // Display the Open dialog box. if( GetOpenFileName(&ofn) == TRUE ) { ... Okay - I see one bug already: the dialog is going to say 'extension_a extension_b', instead of 'ext_name_a ext_a', but I'm happy to add blank spaces for names. how is the generation of a string  L"Hello\0World\0How\0Are\0You\0'  done? Thanks in advance  
  14. I only throw my tuppence in here as I'm currently undertaking a similar task: Assimp does this.. a 'aiScene' is loaded which contains meshes, materials, animations - materials contain raw bits of textures, and colour information.  Assimp does a fairly good job of this for many formats - in fact I came this ' ' close to ripping of their code for my dissertation* Project 1 (An 'editor'):  - I'm using Assimp to load models with all their materials into MyMesh class, then writing out MyMesh to a binary file optimized for reading into memory quickly (think memcpy over for(i = 0;...) when loading this file) - include geometry, anim, materials etc in the one file. Project 2 (A 'game engine'/renderer): - Load the 'optimized' custom format, use it.   On the other hand, there are some compressed binary model file formats out there - I've heard good things about OpenCTM, for example. (Google if curious). *of course I mean properly referencing, and simply using Assimp instead of writing my own. If anyone can find documentation for the animation chunks in the .3ds file I will give them cookies.  
  15. Indeed! It's a long story - basically having gotten fed up of MFC while trying to create an anything-to-myformat application, I'm rolling Win32 basics and like building a framework on that. I just copied that thing from MSDN and didn't touch it, just adding stuff (......below the line of the code that was causing the problem......) to try and make it work. Face-to-the-palm! I had a cube a minute ago, I've lost it now, but I'm now back in my comfort zone at least. Thanks again :)