• 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

108 Neutral

About jeremy_huang

  • Rank
  1. Is this published other than in the book ShaderX3? I emailed the original author (not expecting answer soon, and can't find Zoe Brawley's email): 1) on page 145, the line: float fParallaxLength = -sqrt( 1- vViewTS.z*vViewTS.z ) / vViewTS.z ; The value of the above seems to be 1/tan(alpha). Assumingly |V| is fHeightScale, then the actual parallax length should be fHeightScale*(1/tan(alpha), which is formula 2.5.5 2) Secondly, on page 147, a parallax vector is passed to ps_main() Is this parallax vector the average of the four parallax vectors from each corner of the quad being shaded? I really would appreciate an updated article or alternate sources
  2. I assume they will have name tags should we run into each other. Does anyone know what is the model of the ones they are giving away. x1800 pro,xt, etc? And the time of giving away
  3. In my experience, the emulator has always been unacceptably slow, not to mention the emulator start time. I usually develop on j2se and eventually port it to j2me. FYI, I made a software rendering true 3d rubix cube demo months ago. For 27*6*2 triangles, on the emulator it was one frame every 3 seconds or so; on the device (nokia 6600), it was smooth, ~ 10 frames. I guess this demonstrate how badly the emulators have been implemented. Have not tested similar scenario on the brew side though
  4. Hmm, unless you have a killer or stunning application, the operators won't negotiate with you, especially if they dont have the coop program.
  5. Maybe. But frankly, if this needs to be split, I don't see how independent developers can afford the QA process and NSTL, which is easily $x000, not to mention the ARM compiler.
  6. I never understood what's the selling point of the game. Then again, the non-intuitive interface discouraged me from playing in depth
  7. From my understanding and testing, this func (from the class Transform) does: for each 4-tuple V in vectors V' = T*V where T is the matrix representing this transform But since JSR 184 transforms are row major, vectors are usually transformed like this V' = V*T (1) where T can be any transform ( i.e., modelview matrix) and V is usually a vertex in your mesh and V' is the transformed result ( i.e., vertex in view space ) But with this void transform(float[] vectors) method in jsr184, I must call this.transpose(); then this.transform( myFloatArrayAsVectors ); to achieve the effect of (1) Please clarify the use of this method or my erraneous reasoning Thanks BTW, This is the javadoc for this method --------------------------------- transform public void transform(float[] vectors) Multiplies the given array of 4D vectors with this matrix. The transformation is done in place, that is, the original vectors are overwritten with the transformed vectors. The vectors are given as a flat array of (x y z w) quadruplets. The length of the array divided by 4 gives the number of vectors to transform. Note that this is a simple matrix-by-vector multiplication; no division by W or other operations are implied. The interpretation of the input and output values is up to each application. Parameters: vectors - the vectors to transform, in (xyzw xyzw xyzw ...) order Throws: java.lang.NullPointerException - if points is null java.lang.IllegalArgumentException - if points.length % 4 != 0 ------------------------------------ [Edited by - jeremy_huang on August 18, 2005 3:04:57 PM]
  8. Are you sure the Nokia 6600 has Opengl ES? I think you mean the 6630 Just implement the tutorial that you do understand. However, you have to do some float to int conversion if you are using the Common Lite profile.
  9. I definitely agree with the guy above. But in the spirit of encouraging new comers and being part of what this forum is about, you can also start with cell phones. It's new and there is not much quality control in this market
  10. Pardon me. Anyways, this question is a combination of modeling software knowledge and technical understandings. Basicly, as an example, all the vertices in the mesh are in the X,Y plane like so ( (x0,y0,0), (x1,y1,0), ... (xn,yn,0) ) I need the data rearranged like this: ( ( x0,0,y0), (x1,0,y1), ... (xn,0,yn) ) Surely there is a way to do it in 3dsmax.
  11. hi I rotate my mesh 90 degrees around the x axis. I rather expected this: for each vertex in mesh vertex = rotationMatrix * vertex But after loading in the mesh to the actual game demo, it seems all the vertices are not rotated, though the correct rotationMatrix is supplied in the 3ds file. How can I achieve what I want in the authoring stage? Thx
  12. these have 3d games most sony ericsson 500, 700, 750 series nokia 6630, 6680, 6230i most siemens from s65 to s66 I really want the 6630
  13. hi I rotate my mesh 90 degrees around the x axis. I rather expected this: for each vertex in mesh vertex = rotationMatrix * vertex But after loading in the mesh to the actual game demo, it seems all the vertices are not rotated, though the correct rotationMatrix is supplied in the 3ds file. How can I achieve what I want in the authoring stage? Thx
  14. >>Oops I forgot to log in >> What really happens is like this: int pixels [32*32]; // represents your image To refer to pixel x,y int onePixel = pixels[ x + y*32 ] ; But because 32 = 2^5, it's much faster to do: int onePixel = pixels[ x + (y<<5) ]; But I don't think this helps for 2d because images are just blitted.
  15. OT. On the other hand, there are still no BREW opengl es devices I assume. Anyone know any upcoming BREW opengl es devices or how soon do we expect one?