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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.

Magnum-Opus

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  1. Bump.
  2. Hey. I'm asking for help with my implementation of variance shadow mapping. I'm using Cg to compile down to ARB shaders, and almost everything seems to be working fine, apart from some fine-tuning that is needed, but that isn't the main problem I'm having.  I seem to be getting some kind of depth precision/far/near clipping plane problems with the shadows, because the farther I get with a light source from an object, the more it's shadow just fades out entirely, and when I get too close to a lit surface, the entire light just begins to fade out. This is especially a problem with objects that are closer to the near clipping plane. I'm storing the shadow map in an RGBA16_ARB texture, and I know that there's no problem with that, because the same thing happened back when I first used RGBA32F_ARB, which I downgraded from to save on memory. Anyway, I'll just show this via pictures, they should explain the issue. This is the shadow mapping, behaving up close: http://filesmelt.com/dl/crossfire0006.jpg And when I get farther away, you can see that the shadow isn't visible: http://filesmelt.com/dl/crossfire0007.jpg This is the light source closer to a surface, you can see it's already kinda faint: http://filesmelt.com/dl/crossfire0008.jpg And this is how it looks like up close: http://filesmelt.com/dl/crossfire0009.jpg The issue you see around the edges is that I need to tweak the max variance, but it isn't what's causing the issue. The thing behaves the same without gaussian blurring either. Here's my Cg source for the lighting shader: float depthtest( float depthcoord, sampler2D shadowmap, float4 coord ) { float4 momments = tex2Dproj(shadowmap, coord); momments.xy = momments.xy+momments.zw/32; if(depthcoord <= momments.x) return 1.0; float variance = momments.y-(momments.x*momments.x); variance = max(variance, 0.00005); float d = depthcoord-momments.x; float p_max = variance/(variance+d*d); return p_max; }; void main( float4 texcoord : TEXCOORD0, float3 normal : TEXCOORD2, float3 position : TEXCOORD3, uniform sampler2D texture : TEXUNIT0, uniform sampler2D shadowmap : TEXUNIT1, uniform float4 origin, uniform float4 colorrad, out float4 oColor : COLOR) { float depth = texcoord.z/texcoord.w; depth = depth * 0.5 + 0.5; float result = depthtest(depth, shadowmap, texcoord); float rad = colorrad.w*colorrad.w; float3 vec = position-origin.xyz; float dist = dot(vec, vec); float attn = (dist/rad-1)*-1; vec = normalize(vec); float dotproduct = -dot(vec, normal); attn = attn*dotproduct; float4 texcol = tex2Dproj(texture, texcoord); oColor = texcol*attn*result; }   And this is how I set up projection: GLdouble flsize = 1 * tan((M_PI/360) * m_pCurrentDynLight->cone_size); glFrustum( -flsize, flsize, -flsize, flsize, 1, 8196 );   And this is the modelview matrix: int bReversed = IsPitchReversed(m_pCurrentDynLight->angles[PITCH]); vec3_t vTarget = m_pCurrentDynLight->origin + (m_vCurSpotForward * m_pCurrentDynLight->radius); glMatrixMode(GL_MODELVIEW); MyLookAt(m_pCurrentDynLight->origin[0], m_pCurrentDynLight->origin[1], m_pCurrentDynLight->origin[2], vTarget[0], vTarget[1], vTarget[2], 0, 0, bReversed ? -1 : 1);     I've tried messing around with everything, but I don't know what to do. Any help is really apprechiated. Thanks. MagnumOpus.