• 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

159 Neutral

About Neobim

  • Rank
  1. Fixed it. I did have a bias, although it wasn't correct, it wasn't the full cause of the issues. The underlying problem was really, really silly.   This line of code...   shadowMatrix = shadowViewMatrix * shadowProjectionMatrix;   Was reversed, and should have been:   shadowMatrix = shadowProjectionMatrix * shadowViewMatrix;   I didn't think that would make a difference, but it did.   Thanks anyway, I appreciate it!
  2. I've been trying to implement shadow mapping into my deferred renderer, but I seem to have hit a brick wall.   My shadows are coming out mirrored with an offset on the X axis. Top left is the shadow map.     I can add 0.166, a seemingly arbitrary number, to the X axis and multiply it by -1, but testing against the shadowmap's depth doesn't work--I'm assuming this is another symptom of the underlying problem at hand. In that screenshot I'm just multiplying my light attenuation the shadow map depth so I can see where the shadow map is.   Either way it's not much of a solution as that doesn't work if I use anything other than a directional light.     I'm not positive if it's a problem with how I'm rendering the shadowmap or with how I'm transforming coordinates to light-space, but I'm pretty sure it's the latter.   I'm using a deferred renderer, so I'm doing my shadowing on a full screen quad using data from the G-buffer. All my lighting is done in view space, and I'm reconstructing viewspace positions from depth. That's working perfectly for everything else, but I thought it may have been incompatible with the way I was doing shadow maps, so I tried storing full XYZ positions in the G-buffer as well as applying the shadow map in the G-buffer, but I got the same results every way.     Here's how I'm making the matrices for and rendering the shadow map: glm::mat4 shadowProjectionMatrix = glm::ortho(-15.f, 15.f, -15.f, 15.f, -10.f, 20.f); glm::mat4 shadowViewMatrix = glm::lookAt( light->GetDirection(), glm::vec3(0,0,0), glm::vec3(0,1,0) ); glm::mat4 shadowMatrix = shadowViewMatrix * shadowProjectionMatrix; glViewport( 0, 0, shadowMapSize, shadowMapSize ); world->Render( &shadowViewMatrix, &shadowProjectionMatrix );     This is how I'm applying shadows in my light shader: vec4 PositionWS = inverseCameraViewMatrix * vec4( positionVS.xyz, 1.0 ); vec4 PositionLS = shadowMatrix * PositionWS; PositionLS = PositionLS * 0.5 + 0.5; // PositionLS.x = PositionLS.x * -1; // flip x axis // PositionLS.x += 0.166; // seemingly arbitrary number float shadowDepth = texture( tShadowMap, PositionLS.xy ).z; // temporary, display shadow map directly on image visibility = shadowDepth.z; attenuation *= visibility;     This is really driving me insane. I've seemingly tried everything to get it to work properly but to no avail. This is the closest I've gotten. What really frustrates me is how this really shouldn't be that hard, once I put my view space position into world space it should just be a matter of multiplying it by the exact same matrices I use to render the shadowmap in the first place.   Any help would be greatly appreciated. I'm really on my last straw here.