• 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.

rejooh

Members
  • Content count

    1
  • Joined

  • Last visited

Community Reputation

129 Neutral

About rejooh

  • Rank
    Newbie
  1. Hello everyone, I registered to get some help regarding a question relating camera rotation. Following multiple tutorials (LWJGL-Wiki MVP: http://www.lwjgl.org/wiki/index.php?title=The_Quad_with_Projection,_View_and_Model_matrices & OpenGL-Tutorial.org: http://www.opengl-tutorial.org/beginners-tutorials/tutorial-6-keyboard-and-mouse/) I was able to create some cubes that are rendered with the use of model-, view- and projectionmatrices in Java 7 using LWJGL. Since this morning I am trying to implement camera movement and rotation. Everything seems to work fine, but with a closer look the camera (respectively the world) seems to translate when rotating.   Is that behavior normal or is something seriously wrong?   The following video shows what I am trying to describe: http://www.youtube.com/watch?v=no4iTw4WPMw   Here is the code, that creates the matrices, Projection (with 45f, 1280f / 720f, 0.1f, 100f):public static Matrix4f projectionMatrix(float fov, float aspect, float near, float far) { float frustum = far - near; float scaleY = (float)(1f / Math.tan(Math.toRadians(fov / 2f))); float scaleX = scaleY / aspect; Matrix4f result = new Matrix4f(); result.m00 = scaleX; result.m11 = scaleY; result.m22 = -((far + near) / frustum); result.m23 = -1; result.m32 = -((2 * near * far) / frustum); return result; }     View (eye is the cameras position, up is (0f, 1f, 0f):public static Matrix4f lookAtMatrix(Vector3f eye, Vector3f target, Vector3f up) { Vector3f zaxis = new Vector3f( target.x - eye.x, target.y - eye.y, target.z - eye.z ); zaxis.normalise(); Vector3f xaxis = new Vector3f(); Vector3f.cross(up, zaxis, xaxis); xaxis.normalise(); Vector3f yaxis = new Vector3f(); Vector3f.cross(zaxis, xaxis, yaxis); Matrix4f rotation = new Matrix4f(); rotation.m00 = xaxis.x; rotation.m01 = yaxis.x; rotation.m02 = zaxis.x; rotation.m10 = xaxis.y; rotation.m11 = yaxis.y; rotation.m12 = zaxis.y; rotation.m20 = xaxis.z; rotation.m21 = yaxis.z; rotation.m22 = zaxis.z; rotation.m33 = 1; Matrix4f translation = new Matrix4f(); translation.m00 = 1; translation.m11 = 1; translation.m22 = 1; translation.m30 = -eye.x; translation.m31 = -eye.y; translation.m32 = -eye.z; translation.m33 = 1; Matrix4f result = new Matrix4f(); Matrix4f.mul(rotation, translation, result); return result; }   I calculate the target with the following code (position, yaw and pitch are attributes of the camera):Vector3f target = new Vector3f( position.x - (float) (Math.cos(Math.toRadians(pitch)) * Math.sin(Math.toRadians(yaw))), position.y + (float) (Math.sin(Math.toRadians(pitch))), position.z + (float) (Math.cos(Math.toRadians(pitch)) * Math.cos(Math.toRadians(yaw))) );  The model matrices shouldn't be the problem.   The vertex shader calculates the MVP (but also shouldn't be the problem):#version 330 core uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; in vec4 in_Position; in vec4 in_Color; out vec4 pass_Color; void main(void) { gl_Position = projectionMatrix * viewMatrix * modelMatrix * in_Position; pass_Color = in_Color; }     Hope, someone is able to help me. Thanks, rejooh.