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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. Thanks got it!   I ended up doing this for anyone interested: glm::vec3 Entity::getDirection(void) { if (parentEntity == NULL) { return transform.getDirection(); } else { return glm::normalize(glm::vec3(parentEntity->worldMatrix * glm::vec4(transform.getDirection(), 0))); } } I think I made the mistake where my vectors representing directions did not have a 4th component of 0 and were being translated. Also I needed to normalise the vector as scaling was affecting the magnitude.
  2. Hi guys!   So I have a 3D vector representing the direction a object is facing in my game engine, I calculate this direction by multiplying the objects rotation (which is a quaternion) by a vector which represents forwards (in my case: (0, 0, -1)). However the way I have modelled all the objects in my game engine is via a scene graph where each object can have a parent object. Each object has a local transformation which is relative to its parents transformation.   Each frame I recursively go though each object in the scene graph and calculate the transform matrix (posMatrix * rotMatrix * scaleMatrix) and save this for each object. In the case that the object is a child of another objects then i also multiply the transform matrix by the parents transform matrix, and I am able to get the correct hierarchy transformation in world space coordinates.   However I am having issues with calculating the direction a object is facing while maintaining the hierarchy. I found one solution which works but it is not very efficient, this was:  glm::quat Entity::getRotation(void) { if (parentEntity == NULL) { return transform.getRotation(); } else { return parentEntity->getRotation() * transform.getRotation(); } } glm::vec3 Entity::getDirection(void) { if (parentEntity == NULL) { return transform.getDirection(); } else { return getRotation() * glm::vec3(0, 0, -1); } }   I dont like this solution as I feel there must be a more efficient way to just reuse the parents world transformation matrix that I already calculate to transform this direction vector for me.   I have tried something like this, but it doesn't seem to work correctly: glm::vec3 Transform::getDirection(void) { return getRotation() * glm::vec3(0, 0, -1); } glm::vec3 Entity::getDirection(void) { if (parentEntity == NULL) { return transform.getDirection(); } else { return glm::quat_cast(parentEntity->worldMatrix) * transform.getDirection(); } }   Any help I could get would be very much appreciated!   Thanks!
  3. So any suggestions as to how I should go about manipulating phi and theta correctly to achieve the orbit in the second picture?
  4. Hi, I've been working on getting some object to orbit around another object by using a spherical coordinate system. This has worked fine when the object is orbiting horizontally and vertically, however if you try to get the object orbiting diagonally it runs into issues with converting the spherical coordinates back to Cartesian coordinates. All orbiting objects start with an initial theta, phi, and radius values and also a 2D heading vector to specify the orbit. Then every frame this information is updated in the following way: [CODE] direction = Vector2.Normalize(direction); theta += timeDelta * direction.X * orbitSpeed; phi -= timeDelta * direction.Y * orbitSpeed; pos.X = radius * (float)Math.Cos(theta) * (float)Math.Sin(phi); pos.Y = radius * (float)Math.Cos(phi); pos.Z = radius * (float)Math.Sin(theta) * (float)Math.Sin(phi); pos.Normalize(); pos = radius * pos; [/CODE] Where direction is the heading direction, radius is the distance away from the centre, timeDelta is the time since the last frame, orbit speed is a speed constant for the orbit, theta is the angle about the y-axis, phi is the angle about the x-axis, and pos is the final position vector for the object. This works fine when direction = (1, 0) or (0, 1), however when it is made to equal (1, 1) then the object does weird orbits and it seems to be due pos.z not being calculated correctly. Below is an image of the problem: [attachment=11652:bad orbit.jpg] The white repeating boxes show the motion of the bad orbit. The expected orbit can be seen below: [attachment=11653:expected orbit.jpg] I will be very happy with any help I could get, Thanks!