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      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.

Devero

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About Devero

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  1. Welcome to the world of No sleep, no money, & no sun!  ...But lots of FUN --haha.  Great read.   Keep the updates coming.
  2. Great stuff.  Keep the updates going!
  3. Hi guys, I've been working on this project for some time now and I have frequently came to gamedev for programming examples and questions.  Love the site and wanted to show wants came of it.    Its an RTS meets FPS game.  You can create and command large armies in battle, build defenses, and then jump into any unit to play FPS  at any time for added strategy.   I went after the idea of combing play styles into one game.  For example, my girl likes playing only FPS so she can jump into my team and play FPS as much as she wants and I can do the RTS side-by-side.  Yet still have the freedom to jump into FPS mode also.   For the FPS guys, I focused on making the RTS style easy to use and optional.  For those RTS micromanagers, there is tons you can do.  Both play styles have their own pros and cons.   Quick Features: 1) RTS play style 2) FPS play style 3) Thirdperson play style 4) Customizable menus 5) Up to 8 players possible, Coop team play, & and a planned single player campaign.   Check out what we have and leave some feedback.  Thanks!   [twitter]@AbatronGame[/twitter] [attachment=19125:asteroid1260033.jpg]   I also put a menu development video today showcasing some of the code in progress and looking for suggestions before we start putting the graphics in.   http://youtu.be/x8epxWkkYOY   Maybe I can lure some beta testers in the next few months.  :) Thanks!  Follow us if you like us.  www.Abatrongame.com   -Dev        
  4. Thanks for the help guys, I was doing a little extra vector subtraction that I didn't need to do.   Below is all I had to do find the 4 sides, now I can just add the the base plane and I'm good.!  Thanks again. -Devero   bool CCommandGUI::PointInsidePyramid( const Vector& vPointTest, Vector vPyramidBase[4], Vector vNormal[4], const Vector& vPyramidApex ) { for( int i = 0; i < 4; i++ ) //loop through each triangle face { float fPlaneDistance = -DotProduct( vPyramidApex, vNormal[i] ); float fDistance = DotProduct( vPointTest, vNormal[i] ); fDistance += fPlaneDistance; if( fDistance < 0 ) return false; } return true; }
  5. Hi there.  I'm rather green on some of the collision detection/geometry vector math.  I have a Pyramid volume that I want to check to see if a point resides inside of that volume.  I've been looking to find a fast and efficient computation.  I've pieced together the below information from online and some books and its not working right.  I'm always getting a positive value for the scalars.  Is there faster way to do and any suggestion of what i'm doing wrong?   Thanks, Devero   //Mathematic approach //1)Calculate the normal for each of the four faces. //2)choose a point inside each face (one of the vertices for example) and calculate the vector between it and the point you are looking for (r-ri) //3)Next calculate the inner product(DOT) between this vector and the face normal - the result is a scalar //4)The point is inside the polygon if the four scalars are negative. bool CCommandGUI::PointInsidePyramid( const Vector& vPointTest, Vector v1[4], Vector vNormal[4] ) { for( int i = 0; i < 4; i++ ) //loop through each triangle face { Vector vDelta; VectorSubtract( vPointTest, v1[i], vDelta ); float fDistance = DotProduct( vDelta, vNormal[i] ); if( fDistance > 0 ) return false; } return true; } //My Normal code void CCommandGUI::CalculateTriangleNormal( const Vector& v1, const Vector& v2, const Vector& v3, Vector& vNormal ) { Vector edge1, edge2; VectorSubtract( v2, v1, edge1 ); VectorSubtract( v3, v1, edge2 ); Vector normal; CrossProduct( edge1, edge2, normal ); vNormal = normal.Normalized(); } void CCommandGUI::CaluclatePyramid( Vector vecApex, Vector vecP0, Vector vecP1, Vector vecP2, Vector vecP3, Vector vecTestPoint ) { //Draw the Pyramid NDebugOverlay::Triangle( vecApex, vecP0, vecP1, 255, 0, 0, 64, true , 10.02f ); //side 0|1 NDebugOverlay::Triangle( vecApex, vecP1, vecP3, 255, 0, 0, 64, true , 10.02f ); //side 1|3 NDebugOverlay::Triangle( vecApex, vecP3, vecP2, 255, 0, 0, 64, true , 10.02f ); //side 3|2 NDebugOverlay::Triangle( vecApex, vecP2, vecP0, 255, 0, 0, 64, true , 10.02f ); //side 2|0 //Lets calculate stuff here Vector vecNormal; Vector vArrayNormal[4]; Vector vPyramidApex[4]; CalculateTriangleNormal( vecApex, vecP0, vecP1, vecNormal ); vArrayNormal[0]=vecNormal; CalculateTriangleNormal( vecApex, vecP1, vecP3, vecNormal ); vArrayNormal[1]=vecNormal; CalculateTriangleNormal( vecApex, vecP3, vecP2, vecNormal ); vArrayNormal[2]=vecNormal; CalculateTriangleNormal( vecApex, vecP2, vecP0, vecNormal ); vArrayNormal[3]=vecNormal; vPyramidApex[0] = vPyramidApex[1] = vPyramidApex[2] = vPyramidApex[3] = vecApex; bool isInside = PointInsidePyramid( vecTestPoint, vPyramidApex, vArrayNormal ); }