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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.

Eric Lengyel

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  1.   Thanks for the mention. My book goes into much more detail about all of this: https://www.amazon.com/dp/0985811749/?tag=terathon-20
  2.   Could you please stop using a pirated copy of my book? Moderator, can you please remove the link?
  3.   Very cheap. Only about two dozen scalar instructions in the pixel shader.   Yes, that's exactly what it does. (And the horizon map contains the sine of the angle to the horizon, which is the highest feature in the bump map in a local neighborhood around each texel.)
  4.   There is actually a way to do horizon mapping well, and I describe it in Chapter 5 of Game Engine Gems 3: https://www.amazon.com/dp/1498755658/?tag=terathon-20
  5. Here's one solution, but I'm not sure if it's what you're looking for:   http://transvoxel.org/
  6. These 200 pages correspond to the same range of topics that were covered in about 70 pages of my old math book. The new book goes into a lot more detail and covers new topics like Grassmann algebra that are not discussed in my old book at all. Topics related to graphics, animation, and physics that constitute the bulk of my old math book are going to be covered separately in future volumes of the Foundations of Game Engine Development series.
  7. The first volume in my new book series, Foundations of Game Engine Development, has been released on Amazon.com!   [attachment=33228:vol1.jpg]   This book covers the mathematics needed by game developers. The full table of contents and more information about the series can be found here:   http://foundationsofgameenginedev.com/  
  8.   I'm not seeing that on Amazon. Where can one obtain a copy?     It's not out yet. I'll put a link to the Amazon page on the above website when it's available. And I'll tweet it. (@EricLengyel)
  9. Thanks for the plug, Ravyne. I also have a new book coming out this month that covers more topics and goes into a lot more detail:   http://foundationsofgameenginedev.com/
  10.   This part doesn't sound right. One side should increase, and the other side should decrease. Your shadow is where the stencil ends up being nonzero.
  11. A plane (a,b,c,d) is really a four-dimensional trivector, not an ordinary vector. When you take the wedge product of three points P, Q, and R, it naturally produces a plane in which d = -dot(N, P) = -dot(N, Q) = -dot(N, R), where N = (a,b,c). When you take the dot product between a homogeneous point (x,y,z,w) and a plane (a,b,c,d), you get a*x + b*y + c*z + d*w, which gives you the signed distance between the point and the plane multiplied by w and the magnitude of N. A positive sign in front of the d is the correct choice.   This kind of stuff is discussed very thoroughly in my new book that comes out in August:   http://foundationsofgameenginedev.com/   Dirk, when a homogeneous point is treated as a single-column matrix that is transformed by multiplying on the left by a 4x4 matrix M, a 4D plane must be treated as a single-row matrix that is transformed by multiplying on the right by the adjugate of the matrix M. If the translation portion of the matrix M is not zero, then a plane will not be transformed correctly if you treat it the same as a point.
  12. Judging by your description, you will like the Tombstone Engine when it is released at the end of May:   http://tombstoneengine.com/
  13. The wedge product mentioned in that pseudocode is between two 2D vectors. Calling them U and V, this wedge product gives the following numerical quantity (which is technically a pseudoscalar or antiscalar, but it doesn't matter):   U ? V = U.x * V.y - U.y * V.x   I have a Grassmann algebra talk that provides an introduction to the wedge product:   http://www.terathon.com/gdc14_lengyel.pdf
  14. I have begun writing a new series of books entitled Foundations of Game Engine Development. The first volume covers essential mathematics, including conventional linear algebra and geometry as well as modern topics like Grassmann algebra and geometric algebra. If a high-quality book about this subject interests you, please help me self-publish it by contributing to my Indiegogo campaign:   https://www.indiegogo.com/projects/foundations-of-game-engine-development-volume-1   The success of this campaign will also mean that future volumes on rendering, animation, and physics will be written sooner.   [attachment=30312:Cover1x.png]