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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 _swx_

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  1. I think the standard approach is to have a really large "world cube" as the initial shape and clip it against the planes. This is the approach in most papers I've read and the one I'm using. I am however using a plane based representation for all the actual operations, and only compute points for rendering since this allows me to have 100% robust CSG operations.
  2. You mean like this: https://sites.google.com/site/takahiroharada/storage/2012SA_2.5DCulling.pdf?attredirects=0
  3. OpenGL

    One good reason not to use GLM is that Eigen is much more versatile and suitable for more than simple graphics calculations :) GLM doesn't have any of the advanced features that Eigen has and mixing different math libraries is messy as hell.
  4. www.cs.unc.edu/~olano/papers/SuccessiveMapping.IJCGA.pdf?   "In this paper we present a new simplification algorithm, which computes a piece-wise linear mapping between the original surface and the simplified surface"   Some images from an old implementation I did: Left: High poly Middle: Low poly Right: High poly geometry mapped onto low-poly mesh   Any property can be transferred from the high poly version.
  5. I'm on a ketogenic diet, so I eat almost no carbohydrates at all. No negative side effects as far as I can tell :)
  6.   Who exactly decides what's allowed, and how come Bitsquid is excempt from those rules?
  7. I'm using a system similar to the one described here: http://bitsquid.blogspot.se/2009/11/bitsquid-low-level-animation-system.html http://bitsquid.blogspot.se/2011/10/low-level-animation-part-2.html
  8. struct Vector2D{ float x, y; }; struct Point2D{ float x, y; operator Vector2D() const { Vector2D r = { x, y }; return r; } }; Point2D operator-(const Point2D &lh, const Point2D &rh) { Point2D r = { lh.x - rh.x, lh.y - rh.y }; return r; } int main() { Point2D x = { 1, 1 }; Point2D y = { 2, 2 }; Vector2D z = x - y; }
  9. I don't recommend having different types for points and vectors though... it will make your code much messier with lots of conversions.
  10. Avoid conversion operators and find alternative solutions like: Vector2D operator-(const Position2D &lh, const Position2D &rh) { return Vector2D(lh.x - rh.x, lh.y - rh.y); }
  11. I use json for pretty much all my resource files except textures, models and other very large resource types. This allows my resource compiler to automatically find dependencies between the resources.
  12. http://macton.smugmug.com/gallery/8936708_T6zQX#!i=593426709&k=BrHWXdJ is a good read if you want to write really efficient code, even if the author is a bit smug ;)    
  13. Use SSE intrinsics?   __m128 x = _mm_set_ps(3*3, 2*2, 4*4, 8*8); __m128 y = _mm_sqrt_ps(x); // sqrt(x) __m128 z = _mm_mul_ps(y, y); // sqrt(x) * sqrt(x)   Or use a library like Eigen (http://eigen.tuxfamily.org).   Edit: I don't know how much faster using SSE is (if at all). Anyway, Alvaro has the best solution. An actual distance value is very rarely needed.
  14. http://www.bitsquid.se/files/resource_management.html   http://www.altdevblogaday.com/2012/06/04/read-my-lips-no-more-loading-screens/
  15. http://rapidxml.sourceforge.net/ It doesn't support everything but is very fast: http://rapidxml.sourceforge.net/manual.html#namespacerapidxml_1performance_charts