• 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

712 Good

About PolyVox

  • Rank
    Advanced Member

Personal Information

  • Location
    Derby, UK
  1. Might be worth checking this out: http://mosra.cz/blog/magnum.php
  2. If I understand you correctly then you can use the ddx/ddy instructions to compute a per-pixel normal in the fragment shader:   http://c0de517e.blogspot.nl/2008/10/normals-without-normals.html   I also have a code snippet here:   http://www.volumesoffun.com/polyvox/documentation/0.2.1/manual/Lighting.html#normal-calculation-for-cubic-meshes   Note that you will typically end up with a faceted appearance rather than smooth shading (which is fine for my application).
  3. I'm not sure if you seen it (or if it's useful) but Game Engine Gems 3 had an article on doing traditional stencil shadows in the geometry shader. Maybe you can modify that? See it here: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch11.html
  4. Hi all, We've just made a new release of our PolyVox voxel terrain engine. You can read about PolyVox [url="http://www.volumesoffun.com/polyvox-about/"]here[/url] and see a list of projects using it [url="http://www.volumesoffun.com/polyvox-projects/"]here[/url]. Some key points:[list] [*]Written in C++ and available under the zlib license. [*]Independent of graphics API or rendering engine. [*]Can create both smooth and cubic-style terrain. [*]Raycasting support for picking and ambient occlusion. [*]Support for large volumes with compression and paging. [*]Provides image processing operations (resampling, blurring, etc). [*]Has an A* implementation for pathfinding through volume data. [/list] The new release contains a number of improvements to both the library and also to the surrounding development process. You can read the release announcement here: [url="http://www.volumesoffun.com/polyvox-version-0-2-released/"]http://www.volumesoffun.com/polyvox-version-0-2-released/[/url] Hope someone finds it useful :-)
  5. I'm afraid I don't know about that, I've only used it for basic mesh viewing really.
  6. MeshLab appears to have support for [i]mean[/i] curvature: http://meshlabstuff.blogspot.nl/2010/03/mean-curvature-cavity-map-zbrush-and.html Not sure how similar that is but it's open source and may be a starting point...
  7. You can check out: http://www.visualizationlibrary.org/ Also VTK might be interesting but it's quite heavyweight: http://www.vtk.org/ They'll both require some significant integration work I think...
  8. You might find the ImageMagick 'compare' tool useful. It has a number of metrics which you can use when comparing images: http://www.imagemagick.org/script/command-line-options.php#metric
  9. Also consider [url="http://www.positech.co.uk/content/explosion/explosiongenerator.html"]Explosion Generator[/url]?
  10. Sounds something like this? [url="http://www.ericrisser.com/stuff/Rendering3DVolumesUsingPerPixelDisplacementMapping.pdf"]http://www.ericrisser.com/stuff/Rendering3DVolumesUsingPerPixelDisplacementMapping.pdf[/url] Also looak at True Iposters in GPU Gems 3:[url="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch21.html"]http://http.developer.nvidia.com/GPUGems3/gpugems3_ch21.html[/url]
  11. In [url="http://www.volumesoffun.com/polyvox-about/"]PolyVox[/url] we seperate the storage of the volume data from the way surface extraction is perfomed. That is, the volume may or may not consist of a set of blocks, and even if it does then the size of these blocks may or may not be the same as the size of the extracted meshes. For example you might decide that 32x32x32 is the ideal size for storing blocks in memory, but 64x64x64 is better for the rendered meshes. Or maybe that you want the rendered blocks to be 16x16x128 but you don't want the memory to be broken into blocks at all (perhaps you'd rather use an octree?). So basically we focus on just providing fast volume data structures which are independant of the algorithm which is executed on them. Surface extraction is just one task you need to perform, and raycasting (for example) can have a different set of characteristics. That doesn't exactly answer your question... but maybe it's something to think about.
  12. Ah, I recognise it now :-) Because of the cars I though it was a museum or something. They must have been added seperatly.
  13. [quote name='Krypt0n' timestamp='1334542709' post='4931611']you can check out some voxel renderings in my gallery: [url="http://twitpic.com/photos/michael_hpp"]http://twitpic.com/photos/michael_hpp[/url] , sometimes I state which version I've used, I think the bottom most picture with the animated imp was CPU.[/quote] Nice pictures! Kind of off topic but where is this scene from: http://twitpic.com/8iohd5/full Is it a freely available test scene or something you aquired privately?
  14. There was another discussion thread recently which had a few good links in it. Check it out here: http://www.gamedev.net/topic/621237-demo-levels-for-engine-development/
  15. [quote name='winsrp' timestamp='1332024351' post='4922909'] so the ddx and ddy checks the adjacent pixes, and it kinda makes a fake triangle of pixels to find where the perpendicular value to all 3 is. Right? [/quote] Yeah, I guess you could think of it like that.