• 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.

jdavis

Members
  • Content count

    361
  • Joined

  • Last visited

Community Reputation

259 Neutral

About jdavis

  • Rank
    Member
  1. // Transform normal and tangent, and compute the binormal i.Norm = normalize( mul(i.Norm, (float3x3)WorldMatrix ) ); i.Tan = normalize( mul(i.Tan, (float3x3)WorldMatrix ) ); float3 Binorm = cross( i.Norm, i.Tan); PosWorld = mul(i.Pos, WorldMatrix); View = CameraPos.xyz - PosWorld.xyz; // Set the view Out.View.x = dot( View,i.Tan ); Out.View.y = dot( View,Binorm ); Out.View.z = dot( View,i.Norm );
  2. I've been having trouble getting parallax mapping working in my engine. I coded my own version and looked up sample stuff and both gave me the same result. In the video, I have standard bump mapping and I activate parallax to show the difference. If anyone could spot what they think might be wrong, it would be greatly appreciated. It seems like it's something to do with the view vector but I don't see what it could be. http://www.moonlightminions.com/parallax.avi shader code via pastebin.com http://pastebin.com/7xrvX3sP Thanks, Jon
  3. Quote:Original post by karwosts Might be a long shot, but are you making sure to take account of the fact that obj indexes vertices and texcoords starting from 1 instead of 0? Yeah, I'm doing that when I parse the file. If I wasn't, the mesh wouldn't display right but good observation! vertexIndexList.push_back( index - 1 ); Quote:Original post by ankhd Hey there. some time there no texture coord uv's, for each vertex, the sdk plane is a good one for here. so set the ones that dont have uv pairs set them to 0. In this case, all vertices have texture coords. I observed the face data information from the obj file itself and both my vertexIndexList and textureIndexList are equal size.
  4. Hey guys, I started writing an obj loader for Direct3D tonight and am running into a texture coord issue.. I just wanted to post to see if anyone could spot something. I know it's nothing to do with parsing the data from the file or the mesh itself. It's definitely when I'm setting up the uv coords. Here is a screenshot of what I'm getting.. Here is a link to the code http://codepad.org/im48teST Any help would be appreciated! Cheers, Jon
  5. I'm trying to pull off simple alpha blending but I'm getting strange results.. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1.0f, 1.0f, 1.0f, m_fAlpha); If I decrement m_fAlpha, when it goes below 0.7'ish it stops fading and it looks almost as if it's doing some sort of additive blending. Anyone have any ideas?
  6. Quote:Original post by mickeyren Hi tried the demo its pretty nice and advance. Complete with bump mapping, lighting, physics and even music! Though it crashes when on debug directx. My machine is pretty up to date so(quad core 8800gt) I have no problem running the demo. You should also consider Ogre 3D when designing your engine. I love Ogre3D and so far its my choice of game engine when compared to the other low cost game engines. I think Ogre3D is great, but it's not exactly easy for beginner to intermediate programmers (which is my target). It also only handles rendering.
  7. Quote:Original post by Zuka Solid 61 FPS with a GeForce 8600GTS and a dual-core P4 3.2ghz CPU. Not bad, the sci-fi demo was pretty. How much do you want for this engine?! It was beautiful, you did it in a couple weeks? Well, the core internals, most of the shader work has been done over the past couple months. I haven't really thought of a price. I'd like to offer something as an alternative to Torque. [update] The newest build contains a simple terrain sample. It will get more detailed as time goes on. Thanks, Jon
  8. Quote:Original post by BrioCyrain SECOND PC: Demo CRASHES even with all the settings low or turned off. Hope that helps. When does it crash? What was the description of the crash? Thanks, Jon
  9. I've been designing an engine for the community and wanted some feedback on framerate and visual results. There are two sample scenes included, RPG and Sci-fi. I made the RPG scene myself so it's nothing spectacular, I'll update it as soon as I get an artist. The second scene is actually pieces from my first retail project Spectraball. RPG scene: Physics, Normal mapping, HDR and Shadow mapping Sci-fi scene: Physics, Normal mapping, HDR, Glow mapping and Shadow mapping All of these features are entirely automated and can be customized based on the application. This should make it extremely easy for the community to utilize complex graphic techniques with the ease of calling simple functions such as Engine->AddLight(), Engine->AddMesh(), etc. All of the resources, shaders, cameras, culling, rendering are all automatically handled for you unless you tell it otherwise. I have several more demos coming that will feature terrain, advanced water and other advanced techniques. I plan on releasing this engine later in the year. http://www.flashcubestudios.com/files/Engine_Demo.zip Requirements: You need a video card that at least supports shader model 2.0. You may also need to download the following packages if you're missing some extensions. If you're getting an error "Failed due to an application configuration" then you're missing the VC runtime library. Download the following and install: http://www.microsoft.com/downloads/details.aspx?FamilyId=32BC1BEE-A3F9-4C13-9C99-220B62A191EE&displaylang=en If you're getting the error "Missing D3DX3x.dll" then you're missing some of the developer DirectX extenstions. Download the following and install: http://www.microsoft.com/downloads/details.aspx?FamilyId=740AC79A-5B72-447D-84F9-EE6407ED1A91&displaylang=en If you're getting the error "Missing PhysX related dlls" then you're missing PhysX, the engine's physics system needs this to run. Download the following and install: http://www.flashcubestudios.com/projects/spectraball/files/PhysX_Game_installer_281.msi I hope you all enjoy and don't have any issues running the engine. I welcome all feedback. Thanks, Jon [Edited by - jdavis on February 13, 2009 11:33:08 AM]
  10. For those keeping track, we had to delay due to some last minute technical difficulties. We're set to launch on the 20th, however, it could be sooner depending on how it goes in the QA. Thanks, Jon [Edited by - jdavis on October 17, 2008 3:49:59 PM]
  11. Spectraball introduces a unique style of gameplay through physics-driven platforming. You will explore a diverse range of environments, experience high speeds, avoid traps, solve puzzles, play mini-games and unlock bonus content with an achievement system. Screenshots Videos Official Trailer This project took approximately ten months to complete from scratch. I used my own in-house engine and tools. Third party SDK's are as follows: nVidia PhysX, FMODex and Steamworks. The team consisted of two people. The game and demo will be available October 16th, 2008 on Steam. I hope you all enjoy and feel free to ask any questions. Steam Product Page. Cheers, Jon [Edited by - jdavis on October 10, 2008 11:49:05 PM]
  12. I don't necessarily agree. I can see a possible problem with composers that are fairly good and offering free services. This may question composers that are charging people. Regardless, no one should think any work from someone should be free. However, most people are looking at the big picture, getting their name on a title. When I started out, I offered free programming services all the time and it wasn't until many projects later that I was able to have the credentials to work for money. I would have to vote working for free at the beginning. You have to get experience, even as a composer. It worked for me. It's the reason that interns exist. (speaking in general)
  13. Team name: Flashcube Studios Project name: Spectraball Brief description: The game is called Spectraball, a platformer for the PC. You are able to explore a diverse range of environments, experience high speeds, avoid traps, solve puzzles, play mini-games, collect items and unlock bonus content with an achievement system. It was all created with an in-house engine and tools. It has a very unique visual style that I hope most will appreciate. This is phase two of the beta, we're looking to launch at the end of August. Team structure: Jonathon Davis - Lead Programmer, Founder Ryan Berkani - Lead 3D Artist Daniel Hakamäki - Sound Effects Artist Website: http://www.flashcubestudios.com/projects/spectraball http://steamcommunity.com/groups/spectraball Contacts: Beta Sign Up http://www.flashcubestudios.com/beta Bug reports and feedback only beta@flashcubestudios.com Beta Forum Additional Info: Screenshots Trailer http://www.flashcubestudios.com/media/videos/trailer2.wmv Player abilities http://www.flashcubestudios.com/media/videos/abilities.wmv Sandbox Test http://www.flashcubestudios.com/media/videos/sandbox.wmv Jungle stage play-through http://www.flashcubestudios.com/media/videos/jungle_test.wmv Feedback: All feedback is welcomed. [Edited by - jdavis on July 29, 2008 1:00:48 PM]
  14. Hello, We would like to get some feedback on a game we're preparing to launch in August called Spectraball, it's a physics-driven platformer for the PC. You blast through the skies, witness unbelievable speeds and unique environments. Avoid traps and use wits to solve puzzles. Earn achievements to unlock additional content and access to an online leaderboard. [Website] http://www.flashcubestudios.com/projects/spectraball [Screenshots] [New trailer] http://www.flashcubestudios.com/media/videos/trailer2.wmv We're running a public beta next week, starting June 26th. For those interested, send an email to beta@flashcubestudios.com and we'll be sure to get back to you with download details. Thank you, Jonathon Davis Flashcube Studios
  15. The game is called Spectraball, a platformer for the PC. You are able to explore a diverse range of environments, experience high speeds, avoid traps, solve puzzles, play mini-games, collect items and unlock bonus content with an achievement system. It was all created with an in-house engine and tools. It has a very unique visual style that I hope most will appreciate. Screenshots Trailer 1 http://www.gametrailers.com/player/33474.html (low-res) http://www.flashcubestudios.com/media/trailer.wmv (high-res) Trailer 2 http://www.flashcubestudios.com/projects/spectraball (low-res) http://www.flashcubestudios.com/media/trailer2.wmv (high-res) How do you feel about what we've developed so far?