• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

122 Neutral

About LongRunGames

  • Rank
  1. Ok so I have an algorithm that imports .obj files which works fine but it was very blocky, like my model in blender. I applied smoothing in blender and when I imported the new .obj file into my game the vertices were mostly ok but there were some major spikes and vertices in random positions. is there a different approach between an object file with s off and with s 1? Graham
  2. Thanks for the replies. I see now that option 2 and 3 that I mentioned are just two different ways of doing the same thing and I knew option 1 was not the way to go. I have a script which extracts the data from the .obj file and creates 3 text files one for the vertices in the correct order, one for the normals in the correct order and one for the indices, which I then read in in my game.
  3. It seems my question was not specific enough. As far as I can see there are 3 ways of converting an obj file to arrays of vertices and normals and I was wondering which Is the best / industry standard way of doing it. E.g. For the following obj file v 1.0 0.0 0.0 v 0.0 -0.5 -1.0 v -1.0 0.0 0.0 v 0.0 -0.5 1.0 vn 0.0 0.707106 0.707106 vn 0.0 0.707106 -0.707106 f 1//2 2//2 3//2 f 1//1 3//1 4//1 You could Option 1: have the normals averaged as I currently do Vertices = 1.0 0.0 0.0 0.0 -0.5 -1.0 -1.0 0.0 0.0 0.0 -0.5 1.0 Normals = 0.0 1.0 0.0 0.0 0.707106 -0.707106 0.0 1.0 0.0 0.0 0.707106 0.707106 Indices = 1 2 3 1 3 4 Or option 2: sort the data into the vertex order described by the faces section Vertices = 1.0 0.0 0.0 0.0 -0.5 -1.0 -1.0 0.0 0.0 1.0 0.0 0.0 -1.0 0.0 0.0 0.0 -0.5 1.0 Normals = 0.0 0.707106 -0.707106 0.0 0.707106 -0.707106 0.0 0.707106 -0.707106 0.0 0.707106 0.707106 0.0 0.707106 0.707106 0.0 0.707106 0.707106 Indices = 1 2 3 4 5 6 Or option 3: start with the vertices in the order defined and add any with multiple normal values to the end Vertices = 1.0 0.0 0.0 0.0 -0.5 -1.0 -1.0 0.0 0.0 0.0 -0.5 1.0 1.0 0.0 0.0 -1.0 0.0 0.0 Normals = 0.0 0.707106 -0.707106 0.0 0.707106 -0.707106 0.0 0.707106 -0.707106 0.0 0.707106 0.707106 0.0 0.707106 0.707107 0.0 0.707107 0.707106 Indices = 1 2 3 5 6 4 Option 1 is the current way I do it, option 2 seems like the easiest but option 3 seems like it could be the best in terms of data size but would be the hardest algorithm to implement. Hopefully that makes my question more clear
  4. Hi All,   does anyone know any good tutorials on parsing an object file into your program, specifically with regards to when a vertex has multiple normal values defined in the faces section?   Much appreciated, Graham