• 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

236 Neutral

About biki_

  • Rank
  1. there's something called keeperfx. it works quite well.
  2. maybe Daubechies D4 wavelet would do the trick? http://en.wikipedia.org/wiki/Daubechies_wavelet#The_scaling_sequences_of_lowest_approximation_order
  3. unless you are doing perfect portal clipping you can just use rectangular frustrum on every level. just calculate AABB of the resulting portal and go on with that.
  4. maybe you should try metropolis sampling.?
  5. few tips on implementing portals. 1) don't use 2d approach, doing it in 3d is easier and less messy 2) you will always get problems when camera is very close to portal, treat this case separately, for example give each portal bounding box that adds some space around portal, and when camera is inside box, render both cells on both sides of portal using original frustum 3) don't use near and far clipping planes for portal processing 4) do portal processing as follows: 1. check bounding box of portal, if invisible - done 2. check if camera is inside box , if it is, render cells on both sides of portal using original frustum 3. clip portal to 4 frustum planes 4. for each vertex of clipped portal find distances to frustum planes calculatr 't' for each vertex and pick minimum and maximum value of 't' for example if distances to horizontal clip planes are d1 and d2 t=d1/(d1+d2) - this tells you position left - right of vertex 5. shrink frustum using calculated t-min and t-max again if horizontal frustum planes are P1 and P2 P1' = P1*(1-tmin) - P2*tmin P2' = P2*(tmax-1)+P2*tmax 6. render stuff behind portal using new frustum' that way you will get new set of 4 clipping planes that project to rectangle on the screen and without all that 2d crap i hope it helps
  6. did you check the file i posted?
  7. try this http://www.megaupload.com/?d=4U7W8VDK
  8. hmm could page rank algorithm used by google count as 'unusual use of linear algebra' ?
  9. here is how i do it. 1. test box with triangles bounding box. if no intersection return 'false' 2. test box agains triangle plane. if no intersection return 'false' 3. perform 3 2d overlap tests in xy, yz, zx planes if no overlap of triangle projection with box projection is found in any plane return 'false' 4. return 'true' this thing is equivalent to minkowski sum method but can be coded a bit easier.
  10. Quote:Original post by JoeCooper Sounds like the IQTest.com thing that gave me and my friends 170+ scores before offering to sell us a certificate. actually megatest was quite interesting, trully difficult problems to solve and normed using quite large group of people, also as far as i remember they allowed only single attempt (that's why he used fake names)
  11. a little info. the IQ test on which langan claims to have scored so high is Mega Test. it's not professional test used by psychologists. also he took it multiple times using fake IDs until he got score he wanted. My silly conspiracy theory is that american creationists needed poster boy so they created one, and now they can say 'hey look smartest man in the world believes in our stuff, now bend over!' i mean, that guy isn't dumb, he is above average, but score he boasts about in media is pulled out of ass, if i were looking for a smartest man in the world i would start here http://www.math.ucla.edu/~tao/, maybe here http://en.wikipedia.org/wiki/Grigori_Perleman and probably here http://en.wikipedia.org/wiki/Andrew_Wiles
  12. *SIGH* if you are above average intelligent, you find it hard to fit in at school, often get bullied a lot. you grow up and find out that there are groups of people with similar problems. you join one of those groups only to learn that you are now arrogant, elitist asshole. i guess some people are just destined to be miserable :(
  13. 1. calculate average of all input points (that's the point your plane will pass through) 2. calculate covariance matrix for points minus average 3. find 2 largest eigenvectors of that matrix 4. calculate cross product of those vectors and you get normal of your plane
  14. does it have electrolytes?
  15. few years ago i've invented a little trick that seems to nicely combine portals with hardware occlusion query, basically i subdivide scene using kd-tree that also keeps information about portals between cells faces then every frame i locate camera and render traditionally like i would classic portals, except instead of using explicit recursion i use queue that also keeps occlusion queries. that way every time i pop portal to visit from queue it usually has occlusion query completed and can be decided if i should drop it or visit destination cell, render its contents and add its portals to queue initialising queries