• 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

162 Neutral

About ZoomBoy

  • Rank
  1. Quote:Original post by Skeezix wow so many dont want TS...but why do you think most of the 3d game asset making books use ts(like the one on course ptr,the one on andre lamothe)...therehas to be somethng with TS that makes them use it Its interface is easy to get into But it lacks in so many areas especially for making games - stability especially I use it for logos and texturing and simpler objects and other quick jobs but for the game production pipeline, it's not productive(as of version 6.6) For games there was a gameSpace version that's fizzled EDIT: And the bones sucked though I've taken a good look at truebones to fight my way past that mess It has been bought out by Microsoft and the latest version(7.6) is free. It got a major refit with version 7 so I can't speak of the increase in stability EDIT: or of the bone system [Edited by - ZoomBoy on October 11, 2008 10:01:27 AM]
  2. It has to do with the amount of scene complexity. When quake first came out, it was in sharp contrast with Doom in terms of the number of actual creatures that could be displayed at once. As we add in the more objects like trees, people, we are still looking for methods that can reduce the polygon count so we can have more things happening and more different objects on the screen The normal mapping is an off-line method to take a 30,000 polygon creature and turn it down into a 10,000 polygon hit.
  3. When it comes to adding objects, that object manager is a good start as it has all the objects. Most people have other lists or managers. I also have a Render list and a collision grid Each frame, I do an update in the object manager for the movement of any moving objects. During this update, for each moving object I update their matrices(position) in the object manager. I also move them around in the collision grid and check for collisions. And then I update them in the renderlist. The renderlist has been limited to faces, vertex information, and render states and the transformation matrix. This is for rendering only. The actions and speed(health+speed) of the object remain in the ObjectManager. EDIT: I haven't yet attached either an octree or quadtree yet to my culling That would go update moving objects in Octree Set all items in Octree as NOT in Frustum Go through octree culling and then flagging those groups of objects that are in view. Pass information to renderlist. Run a basic Frustum Cull through the Renderlist Run through and render each rendeable Octrees are used for lots of empty space/few objects scenario [Edited by - ZoomBoy on September 1, 2006 8:06:05 AM]
  4. OpenGL

    For culling you might want to take a look at this article on flipcode http://www.flipcode.com/articles/article_frustumculling.shtml It also discusses quadtrees or maybe octrees
  5. Just algebra to start with. Manipulating formulas does take some time. Also have graph paper in which you can plot your logic. A lot of good thinking is done away from the keyboard. It's important to recognize repeating patterns. Remember the math in compoting styarts at Zero array[0] is the 1st element.
  6. Don't down-grade the "other" software. There's a great deal of satifaction from figuring out and delivering good stuff. And being paid well without insane hours is gooood stuff.
  7. I personally use tweezers to place the individual bits into their little byte trays. And then hit the switch to move the bits through a pneumatic tubing system to the final byte assembly area for co-ordination by the Register worker. By employing 8 workers, in the future I'll have parallel processing.
  8. I'm programming a cellphone game and I use gameSpace as a positional editor(x,y,z and Orientation) with the objects loaded separately. I've built my own export plug-in. Right now I'm trying to merge AABB info(for collision detection) from the Models with the positional info from the Level info. Fun stuff.
  9. Quote:Original post by Beaverbutt8 Exactly what i want to do is this - I have loaded a 3ds model of a castle couryard. Now, when my player collides with the door, which is at a certain position, i want to render a different scene ( which is another .3ds model ), and un render the previous scene What you need in your scenegraph is a switching variable or Node. You have to load both Open and Closed Door models. In the original mapping you'd mark the model as Closed on your Display-List. When the player-door collision occurs, you'd have to mark it as OPEN and put the OPEN model onto your display list. What's your display-list like?
  10. From the types of game-play, I'd say go with a cheesy plot-line. It won't be cheesy if the game-play is logical; such if you're attacking a fleet and the player is being used as the spearhead. You've got 4 types of play 1 - Attack the Drone Zone made of enemy drones - they'd be considered expendable and gives the enemy time to scramble the tougher AI 2 - The tougher AI zone is just a thin screen to analyze your current activities and skills. That's your heads-on with another ship like in Freelancer. 3 - What you and your allies are trying to do is arrive at a rendez-vous point. You can use this section to organize for the fleet assault. 4 - today's major Major capital ships are always escorted by missile ships and smaller utility ships. That's your larger scale battles against AI pilots, but usually with support from allied ships 5 - final stage is the Main Fleet BattleGroup Carrier - the Mothership with Fuel ports, repair docks, flight decks, command and control sections, and fleet command sections. This is your HUGE battle but only if you've blunted or crippled the escorts.
  11. A MMOG called ColdWarrior where there arer hot zones and cold zones with combat missions and stealth missions each worth money to each side. Also have "Assassination of the Week" where one player on each side is selected for assassination :) The factions would be Communist, Capitalist with add-on packs for Nationalist and Criminalist and later UN factions. The Hotzones would be like WW2Online. Coldzones would be stealth, robbery, infiltration missions.
  12. I was also having difficulty loading in my tga files. I stored them in memory as being displayed top to bottom but OpenGL(maybe DX as well) displays them bottom up(bottom to top)
  13. Maybe you can do a very simple model with writing on it to show the outlay - like a flat plane with a ruler on it. I found that useful to get my texturing accurate.
  14. Also you can google >> midtown madness forum Forum users tend to be more helpful and useful and might have seen the exact same problem. I enjoyed Midtown Madness 1 with the bridge-jumping and all the different modes in Chicago.
  15. I'm working on a low-poly aircraft and it's up to your engine on how it's used. If you've got ailerons and rudders to move about, you can piece it together into the separate parts and rotate the ailerons and rudders with their own rotation matrices(I'm more familiar with OpenGL) For organic bodies, keyframe animation is usually done with interpolation.