• 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

263 Neutral

About ArchangelMorph

  • Rank
    Advanced Member
  1. I have a problem.. I've been working on trying to get my picking algorithm to work for an age now with no luck.. I'm trying to figure out the math necessary to create a picking ray (e.g. rayStart, rayEnd) from 2D screen coordinates. I've tried a few methods so far & every single one has pretty much failed to generate reasonable values.. Here's the current state of my code..:- void ScreenToWorldRay( Point2& screenpos, Vector3* rayStart, Vector3* rayEnd ) { F32 fNear = 0.1f; F32 fFar = 5000.0f; F32 fWidth = GetCanvas()->GetWidth(); F32 fHeight = GetCanvas()->GetHeight(); Vector3 pos; pos.setX( (screenpos.X/fWidth)*2 - 1.0f ); pos.setY( 1.0f - (screenpos.Y/(fHeight/2)) ); pos.setZ( 0.0f ); Vector3 camPos = GetCameraPosition(); Matrix4 mw = Matrix4::Translation( camPos ); Matrix4 mv = GetTransformMatrix( Matrix_View ); Matrix4 mp = GetTransformMatrix( Matrix_Projection ); Matrix4 inverse = mw * mv; inverse = Matrix4::Inverse( inverse * mp ); Vector4 rs = (inverse * Vector3(pos.X * fNear, pos.Y * fNear, fNear)); Vector4 re = (inverse * Vector3(pos.X * fFar, pos.Y * fFar, fFar)); *rayStart = (rs.getXYZ() / rs.W); *rayEnd = (re.getXYZ() / re.W); } The function seems to generate values of rayStart = { -0.0f; -0.05f; -0.0f } rayEnd = { -0.0f; -0.05f; -0.0f } With a camera position of { 0.0f; 10.0f; 20.0f; } facing the origin.. These values seems incredibly low considering rayStart should be a point on the nearplane (at 0.1f) & rayEnd on the farplane (at 5000.0f) respectively.. I'm not quite sure where it's going wrong here.. Any help you could provide would be very much appreciated.. Cheers
  2. AFAIK Since XNA is CLR interpreted & isn't running directly through the Hypervisor as native code then there's isn't really any way to get low-level access to things like the tessalator or VMX units unfortunately.
  3. Thanks a bunch guys!!
  4. I've been trying to get my collision code to work properly for a while now.. so far I managed to get an AABB to trimesh algorithm which works *reasonably* well but for some reason I can't quite put an algorithm together which does AABB to AABB response properly.. I have no problem using Separating Axis Theorem to test if a collision has occured but I need to figure out how to correct the positions of my AABBs.. Please could some one help me deal overlap detection & positional correction between the following sample case:- One static AABB and one AABB moving at a set velocity and colliding with the static one.. This would really help me move along from this issue that has had me bogged down for far too long.. Please help.. :(
  5. Quote:Original post by Jason Z One thing that I haven't heard anyone comment on is the fact that by the time that Larrabee comes out we will be up to our necks in DX11. It seems pretty obvious that OpenGL is losing ground daily, and unfortunately DX10 hasn't really picked up quite as much popularity as it should have. These two facts seem to make the success of DX11 a bit more important in the long run. As far as how Larrabee is accepted - it will need to be efficient enough to compete with the other discrete GPUs. Personally, I don't think the first generation is going to keep pace with NV and AMD. However, Intel is a big company and continually improves their manufacturing processes which makes future generations of the chip (with their corresponding increases in real estate) look promising. Of course, this is all somewhat premature since the hardware hasn't even been tested really. I'm sure Intel has something up and running, but there is a lot of time between now and the release of the chip. We'll see where it goes... Larrabee doesn't have to compete with the high-end at all.. If Intel can put something together that's reasonable enough to compete at the mid-range but with the flexibility of a CPU then they could easily plant themselves a nice huge slab of marketshare.. Added to the fact that Intel already OWN the IGP space for PCs I don't see why they couldn't ship 32nm 4-8 core larrabee IGP mobos (with a nice fast bus between the chip & the CPU) of which they could solidify a HUGE market segment, capturing practically ALL of the low-end market. With that kind of penetration I don't see why it wouldn't be profitable for software vendors to target the hardware, even providing more of an incentive for heavily optimized software renderers making DX & GL even less relevant. If Intel can do all of these things and really grab a hold of the low-end IGP & mid-range PCIe markets, it really wouldn't leave much room for the competitors IMO.
  6. Add a bone in the hand where you'd like to attach the object.. Then when you update the animation, set the position+orientation of the prop to that of the bone.. It might be worth giving the bone name you can use to identify it easily enough in the hierarchy..
  7. I have a unitY length line (setup up so that the origin sits dead at the centre of it..) I want to render.. I'm trying to setup a method which will allow me to specify a start vector & end vector & the LineRenderer object will setup a transformation matrix to pass to the draw function to get my line oriented & scaled into the correct place.. I've tried a few different algorithms but the vector math is frying my brain so I was wondering if someone could help me..? Something like this: class LineRenderer { ... public void Draw(Vector3 start, Vector3 end, Matrix viewproj) { // setup transform matrix Matrix mat = ... ; // draw with transform matrix DrawLine( mat ); } ... }
  8. Thanks for the info.. Any idea how i'd handle doing the drawing of the other assets ontop of the control..? Is there something like wxWidgets' wxClientDC in WinForms (C#)...?
  9. So I've got a trackbar slider in my XNA/winforms editor for use with my custom animation editor suite.. The issue I have is I would like to draw markers/icons on to the trackbar to specify where along the timeline keyframes have been set & also draw text underneath the ticks to specify the time intervals.. I haven't done any custom controls with WinForms before & so I was wondering how I would go about creating a custom trackbar which will allow me to add these specific features to the control..? Any help would be much appreciated! Thanks!
  10. 2 pages of posts when the ideal response to the OP could have been summed up as: "If yer wud'da shipped on Steam then yer wuddun' be in the s*** with yer Crysis sales now wudd'ya..?"
  11. wtf? no QWERTY?
  12. To me this soudns like something you really need to prototype.. I'd reccommend slapping up something in XNa for two players & just test how it feels.. It could be possible to make it work really well provided you can get the balance right..
  13. Over there years there seemed to be a large frequency of genetic defects which originate out of poverty stricken countries like parts of Africa & India.. I would probably put it down to what trapper mentioned about marrying within a small population but also with respect to other influences such as diet, living conditions & sometimes even quality of healthcare.. For example, I know back home in Nigeria there are loads of cases where children are born with genetic defects due to drugs being perscribed to mothers during childbirth, that were either the wrong ones or cheap crap made up by corrupt pharmaceutical companies who thought they could save more money off the drugs they produced by padding them out with junk (flour, chalk etc..) I'm pretty sure this kind of thing happens all over the world too..
  14. Isn't it a bit rude to call people "Aliens"..?
  15. I thought teenage-dom ended at 13? *shrug*