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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.

Nathan Drake

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  1. What is the ape to man? A laughing-stock or a painful embarrassment. And just the same shall man be to the overman.The overman is the meaning of the earth. - "Thus Spoke Zarathustra" by F.Nietzsche
  2. "Love sometimes wants to do us a great favor: hold us upside down and shake all the nonsense out." - Hafez
  3. I have written a code for drawing a bezier curve in OpenGL 2. for example this is my bezier curve that i have drawn:       i can setup my bezier by glMap1f() using my controlPoints and number of controlPoints (which is uOrder) void MyBezierLine::setup(const GLfloat* controlPoints, GLint uOrder) { controlpoints = controlPoints; uorder = uOrder; //setup the bezier glMap1f(GL_MAP1_VERTEX_3, //to be generated data 0.0f, //lower u range 1.0f, //higher u range 3, //u control point stride in array uorder, //order of u or number of u control point controlpoints); //the control points array //enabling bezier evaluator glEnable(GL_MAP1_VERTEX_3); } and i can simply draw them by glMapGrid1f() and glEvalMesh1(). void MyBezierLine::draw(GLenum draw_mode, //GL_LINE or GL_POINT GLint ures) { //setting the 1D grid map containing ures points //map to u range 0.0 - 1.0 glMapGrid1f(ures, 0.0f, 1.0f); //evaluate the bezier surface glEvalMesh1(draw_mode, 0, ures); } what i want to do is try to move an object along this bezier curve which has drawn by purple color. based on what i have searched over internet, it looks like i have to write the function and  calculate the bezier curve by myself to get the position of each point on the line. despite of that, i have to evaluate the rotation of the object based on the position of each point.   do you have any proper way or idea about how can i do this ?