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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 Nercury ^ meant simply the transpose (to get a column vector from [0 0 -1] )   To store each rotation, i'd imagine you mantain 3 angles for the object, which you modify according to user input, and from these you transform the unit vectors of the axes  ( [1 0 0] , [0 1 0] , [0 0 1])  to get the transformed orientation.   Edit: I guess I should have answered YES. I am actually not sure if maintaining transformation matrix with both rotation and translation for EVERY object has any benefits versus simply calling glTranslate, glRotate.   I meant, keeping such a matrix for every object, and calling glMatrixMult before drawing the object. If you didn't do this, wouldn't you need to call a glTranslate and 3 glRotates for every object either way?
  2.   Look into my previous post's history, it may give you some ideas.   Thanks, that helped   So is the following correct? So If i want to move an object to the direction it's facing, since i don't have a "forward" vector explicitly, i assume that all objects begin facing a certain direciton.   For example -Z direction, and the current direction they're facing is [0 0 -1]^T times their rotation matrix?   Is this how it's done generally? If so, isn't it processor-intensive to compute all orientations from this?
  3. So i mantain,say,a 4x4 matrix to store the object's orientation and displacement , edit that matrix to rotate/move the object, and glRotate,glTranslate accordingly before drawing the object?
  4.   Thanks for the reply! Yeah, i know about matrices  :) , but as i'm having problems due to doing everything in world space, using a left,forward..etc vector to perform rotations and displacements for each objects, as i unsuccessfully inquired about here.   So i thought that it'd be easier doing the above around the (local object axes, and then simply transforming them to world space representation.         Isn't that a single translation,using the object's position?
  5. I used to do everything using vectors defined in the world coordinate system, but i'm reading up more and more about manipulating objects in their local coordinates. For example, define every object looking towards the + Z axis, and the up direction the +Y axis, so as to simplify actions like "move forward" or "jump".   Do you have any tips/material/advice on how that's implemented?   I'm guessing i'll have to center the object to the world as mentioned above to begin with?
  6. Hello. I am implementing rotation around the up,left vectors of an object in the following way, which for some reason works only individually. That is, i can rotate perfectly fine around up but after that, if i try rotation around left everything gets messed up. Same if i rotate around left vector,and then try rotating around up.   Could you tell me if the following general method is correct?   vectors up,left,forward, float arrays with x,y,z components. For example, if i want to rotate at an angle ANG, around UP (turn left/right).   1. I get the angles of the UP vector from XZ plane and the YZ plane.     Rotating the UP with these angles around the proper axes would align it with the Z axis. 2. I perform these rotations to all the vectors except UP. 3. I perfom the desired rotation with ANG, around Z. 4. I perform the opposite rotations in (2)  (again,all vectors but UP),so only the desired rotation "remains".   I could just use glRotate to visualize the rotations, but i want the forward,etc vectors as information to where the object is looking at. Thanks in advance.   (this forum looks awesome )