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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.


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About PBMax

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  1. i know where he lives...
  2. i'll come up with an algorithm and post here when its done. maybe there is only a "brute force" way of enumerating the verts and edges, but i wanted to check first if there was some optimal way that i'm not seeing...
  3. Quote:Original post by jyk Quote:Original post by PBMax (0 0 -1) (0) (0 0 1) (-256) (0 -1 0) (0) (0 1 0) (-256) (1 0 0) (-256) (-1 0 0) (0)Will it always be an axis-aligned box? Or is that just an example? that was just a simple example...
  4. lets say i have a primitive in the shape of a cube located in the first octant. its described as a list of half-planes in hessian normal form like so: (x y z) (d) where x y z is the plane's normal and d is the distance from the origin (pos. means the normal points towards origin and neg. means it points away). (0 0 -1) (0) (0 0 1) (-256) (0 -1 0) (0) (0 1 0) (-256) (1 0 0) (-256) (-1 0 0) (0) is there an efficient way of calculating all the verts and edges? i know how to calculate the intersection of planes already, but i would like an algorithm that efficiently cycles through the planes and spits out list of verts and a list of paired verts for the edges. thanks!
  5. i would like to create a full 3d pathfinding system using convex hulls. the areas to be traversed are both outdoor and indoor. obviously, a spatial partition method would be handy for this. what spatial partition method works best for outdoor & indoor areas (octrees, adaptive kd trees...)?? right now i'm leaning towards a kd tree with a surface area heuristic to create a minimal number of convex hulls. anyone out there have experience with 3d pathfinding?
  6. to follow up from an earlier post above... MegaTexture is a version of silicon graphics' ClipTexture (or ClipMapping) some links: http://www.cs.virginia.edu/~gfx/Courses/2002/BigData/papers/Texturing/Clipmap.pdf http://www.sgi.com/products/software/performer/presentations/clipmap_intro.pdf http://techpubs.sgi.com/library/tpl/cgi-bin/getdoc.cgi?coll=0650&db=bks&srch=&fname=/SGI_Developer/Perf_PG/sgi_html/ch15.html