• 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.

Delfi

Members
  • Content count

    455
  • Joined

  • Last visited

Community Reputation

106 Neutral

About Delfi

  • Rank
    Member
  1. Has anyone considered a implementation of this? the graphics look promising: http://www.sciencedirect.com/science/article/pii/S0305054801000338 [img]http://ars.sciencedirect.com/content/image/1-s2.0-S0305054801000338-gr1.gif[/img]
  2. I asked for a suggestion on which algorythm to use to partition the world into these zones based on where players are, i understand the concept but not what algorythm is generally used to calculate these zones.
  3. What are you guys using to partition areas into sync areas based on players? i need to partition my players.. so that basically i prepare sync data for these areas and just pust the updates to people in one areas, now what are the most popular approaches? Thanks.
  4. Dude, can you decompose that into some kind of pseudocode? i have no idea how to calculate such a reflection matrix..
  5. I'm dealing with another game data, internally the angles are right handed quaternions, in my app when i use the quaternion to build a matrix i get totally wrong results - the angles seem to go along totally wrong axis (i think they also end up being mirrored, it's hard to tell from the messy result i get) So, what i need is, a way to convert a left hand quaternion to right hand matrix with correct angles. (the flipcode matrix+quaternion faq has failed me on this one ) Ok, the result of my usual quaternion to matrix routine gives me following: roll: a-ok! heading: flipped (goes the wrong way as if flipped on axis) pitch: flipped (goes the wrong way as if flipped on axis) can i somehow generate and multiply a matrix to fix for this error? (invert just specific angle components? )
  6. I don't wish to watch "topics", i want to watch forum >sections< that matter to me.
  7. I always had my own list of favorite forum sections.. can this be re-added to the forum again? There are a lot of forums in main view and most forums that i don't frequent there are just a big messy distraction to me.
  8. Ok, thanks to everyone, here's the final working version: [code] function CreateGlRotateMatrix(angle, x, y, z: single) : TMatrix; var axis: TVector3f; b, c, ac, s: single; invLen : Single; begin angle:= vectorgeometry.degtorad(angle); invLen:= RSqrt(x * x + y * y + z * z); x:= x * invLen; y:= y * invLen; z:= z * invLen; result:= IdentityHmgMatrix; c:= cos(angle); s:= sin(angle); result[0,0] := (x*x) * (1-c)+c; result[1,0] := x*y * (1-c)-z*s; result[2,0] := x*z * (1-c)+y*s; result[0,1] := y*x * (1-c)+z*s; result[1,1] := (y*y) * (1-c)+c; result[2,1] := y*z * (1-c)-x*s; result[0,2] := x*z * (1-c)-y*s; result[1,2] := y*z * (1-c)+x*s; result[2,2] := (z*z) * (1-c)+c; end; [/code] This finally matches the game's map files to build a proper matrix, it uses this with some "odd" quaternion conversion routine, which i couldn't reproduce with any other quaternion to matrix algorythm on the internet: [code] // preprocess quarternion rotations X := rx; Y := ry; Z := rz; W := -rw; S := Sqrt(1.0 - W * W); // divide by zero if not (S = 0) then begin Axis[0] := X / S; Axis[1] := Y / S; Axis[2] := Z / S; Angle := 2 * geometry.ArcCos(W); if not (Angle = 0) then begin rotang:= CreateGlRotateMatrix( Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]); glMultMatrixf(@rotang[0,0]); //glRotatef(Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]); end; end; [/code] But this only works on game file quaternions. If i use this on the game's quaternions from the memory i get some strange results, i'll post that as another question if i can't figure it out soon :S
  9. Ok, i tried normalizing the vector & transposing / not transposing but still no luck, here's new function i have: [code] function CreateGlRotateMatrix(angle, x, y, z: single) : TMatrix; var axis: TVector3f; b, c, ac, s: single; invLen : Single; begin invLen:= RSqrt(x * x + y * y + z * z); x:= x * invLen; y:= y * invLen; z:= z * invLen; result:= IdentityHmgMatrix; c:= cos(angle); s:= sin(angle); result[0,0] := (x*x) * (1-c)+c; result[1,0] := x*y * (1-c)-z*s; result[2,0] := x*z * (1-c)+y*s; result[0,1] := y*x * (1-c)+z*s; result[1,1] := (y*y) * (1-c)+c; result[2,1] := y*z * (1-c)-x*s; result[0,2] := x*z * (1-c)-y*s; result[1,2] := y*z * (1-c)+x*s; result[2,2] := (z*z) * (1-c)+c; // vectorgeometry.TransposeMatrix(result); end; [/code] I can show some screenshots of the working (glrotatef) & non-working results (CreateGlRotateMatrix) if that would help in any way clear the situation on what's wrong with it.
  10. Ok thanks, based on that i wrote this function (sorry for pascal syntax): [code] function CreateGlRotateMatrix(angle, x, y, z: single) : TMatrix; var axis: TVector3f; b, c, ac, s: single; begin result:= IdentityHmgMatrix; c:= cos(angle); s:= sin(angle); result[0,0] := (x*x) * (1-c)+c; result[1,0] := x*y * (1-c)-z*s; result[2,0] := x*z * (1-c)+y*s; result[0,1] := y*x * (1-c)+z*s; result[1,1] := (y*y) * (1-c)+c; result[2,1] := y*z * (1-c)-x*s; result[0,2] := x*z * (1-c)-y*s; result[1,2] := y*z * (1-c)+x*s; result[2,2] := (z*z) * (1-c)+c; end; [/code] The results aren't what it's supposed to be: I replaced: glRotatef(Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]); With: rotang:= CreateGlRotateMatrix( Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]); glMultMatrixf(@rotang[0,0]); The results make a total mess when objects are rendered, none of rotations look correctly, did i get the matrix array addressing right? in delphi the matrix order are row-col based.
  11. I'm not very skilled with math, but i'm wondering what does glRotatef do internally? I have some legacy code which does some math i don't really understand and sends values to glRotatef. I am implementing a physics engine to go with this legacy code and i need a 4x4 matrix instead of that output, i don't really understand how the rotation along a vector glrotatef thing works, but i just need a resulting matrix - which if i multiplied with glMultMatrixf instead of glrotatef would result in same working output. Thanks.
  12. O_o the dude just used HALF the size more of texture.. does saving few miliseconds per a texture bind justify wasting this amout of data?
  13. How much does it need? is there any optimal range on how many pixels get interpolated and this is standard across all hardware? I'd really hate to have to fix this later on during development.. is there no better way? with this i'd lose a lot of empty space between textures..
  14. I'm trying out texture atlases, but i'm stuck at one last issue.. The texture clamping is not useable tool to stop textures from bleeding from one to another or into surrounding pixels of the texture - what do you people do solve this problem with texture atlases?
  15. Quote:Original post by frankst N korea doesn't have any chance to use the bomb if some countries leave them alone. I find this quote interesting, i thought everyone was trying to leave north korea alone / isolated, so why do they need nukes for? Purely for recognition as a superpower? is kim jong il really so crazy to invest resources into nuclear weapons and and bragging rights than feeding the nation he's supposedly leading?