• 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

110 Neutral

About LordOfTheBytes

  • Rank
  1. Hi, I want to introduce a new open source tool and I hope that this is the right forum. [url="http://code.google.com/p/v-baum/"]vBaum[/url] is a voxel based generator for procedural geometry. vBaum stands for "voxel-Baum", which means "voxel-tree" in english. This primaly relates to the underlying data structure, but we also plan to generate tree meshes with it later. The core algorithms are written in C++ for maximum performance. It supports various geometric figures, noise, splines, boolean operations, extrusion and more. The created geometry can be exported in the .obj and .stl file formats using the marching cubes algorithm and smoothing. A python interface is provided that enables users to quickly construct arbitrary geometry. Let me give an example: [img]https://lh3.googleusercontent.com/-HIsR8cy0Dn4/UHBLBis425I/AAAAAAAAAEw/x3spi5byDSw/s400/vBaumOgre3_small.png[/img] This was created with vBaum (notice the self intersection) and rendered in Ogre. It was created with the following python script: [code]#!/bin/python from vBaum import * from math import * scale = 5 splinePoints = [Vector3(0,5,0)*scale, Vector3(3,4,20)*scale, Vector3(10,5,25)*scale, Vector3(20,15,15)*scale, Vector3(25,15,0)*scale, Vector3(5,5,0)*scale, Vector3(-10,-10,5)*scale, Vector3(-10,25,10)*scale, Vector3(20,-5,10)*scale, Vector3(16,5,-10)*scale] spline = Spline(splinePoints, True) #create a closed spline from the points knot = spline.extrude(Sphere(20)) #this will thicken the spline, creating a torus knot knot.exportAsObj("knot", 50) #file will be names knot.obj and a smooth with 50 iterations will be applied [/code] The next example is a bit more complex but the [url="http://code.google.com/p/v-baum/source/browse/Python/brain.py"]python script[/url] still has less than 80 lines. The mesh was rendered with Blender: [img]https://lh3.googleusercontent.com/-KtmPctbN5BA/UHBNh6_T8HI/AAAAAAAAAFE/ub3hrakUURo/s600/neuronen_wire_small.png[/img] The next example shows that vBaum can also be used to generate less abstract objects. It was rendered using Ogre: [img]https://lh3.googleusercontent.com/-Gb9E0NOSwKA/UHBLB_hLMhI/AAAAAAAAAEs/XOu1qsMe00Q/s800/vBaumOgre1_small.png[/img] [img]https://lh6.googleusercontent.com/-zSHilN6ZtOs/UHBOgO_9dGI/AAAAAAAAAFM/4AspSMCNp8k/s600/vBaumOgre2_small.png[/img] Usage: For windows 64 bit users we provide a [url="http://code.google.com/p/v-baum/downloads/detail?name=vBaumWin64Python3.zip"]precompiled binary[/url] along with some example scripts, in this case you only need python 3 to get started. If you want to build vBaum from [url="http://code.google.com/p/v-baum/source/checkout"]source[/url] you need boost (because of boost::python) and the corresponding python version. vBaum was developed, compiled and tested under both windows and linux. Side note: The C++ implementation was developed by me and a friend in only one week of coding fun, so you will not find many commentaries. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] You can find some background information [url="http://code.google.com/p/v-baum/wiki/Concepts"]here[/url]. If you create something cool using vBaum please post some screenshots! Known issues:[list] [*]Spline creation sometimes leads to an endless loop. However this problem occured rarely, we are looking into it. Our provided example scripts should run fine. [*]Memory consumption: Creating large geometry can lead to memory and performance problems. We spent a lot of time optimising it, but it is still not perfect. [/list]