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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.

kimi

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  1. C++ is probably the best language. Just don't rush and don't take shortcuts. Try to learn the basics and understand as much as possible
  2. C++ and OOPS concepts are most important. Classes, objects, pointers etc ... Also good math, data structures knowledge. For graphics API like OpenGL and DirectX but you can start with making 2D games using SDL
  3. Hi all, Has anyone of you implemented AO using ray casting method. Where many rays are shot to a sphere and it test the ratio of hit by total number of rays. How can I implement this ? The rays need to shot from a vertex of sphere to every other vertex of other sphere ? I got a program of sphere without using glut, but I am not sure how can I shoot rays from every vertex of sphere ? Can I take any random point ? should I shoot the rays to every vertex point of other sphere ? How can I do AO using ray casting method ?
  4. Hi, I was just playing with some code and I can't get a line and sphere both shown on screen. If I use Ortho I can see the line and if I use Perspective I can only see Sphere. for gluPerspective mode I am using: gluPerspective(45.0f, (GLfloat)width/height, 0.1, 200.0); If I have any negative value for near plane then I can't see even sphere. For ortho I can see the line only if near value is atleast -1.0 any postive value, nothing gets displayed. Does anyone know how can I get both shown on screen in perspective mode?
  5. Thanks I did that and also added vitamin and processing lib but while I try to run the program netbeans tell me no main classes found. Is this program compatible with processing-1.5.1 only ? I donwloaded processing-1.5.1 (windows) and tried opening the program with it. It reads .pde file? Trying to run the program however I get an error in TexRrenderer.pde as constructor TextRenderer (Font, boolean, boolean, null, boolean) is undefiend [code] class VTextRenderer { VTextRenderer( String fontName, int size ) { _fontName = fontName; _fontSize = size; _textRender = new TextRenderer( new Font(fontName, Font.TRUETYPE_FONT, size), true, true, null, true ); _textRender.setColor( 1.0f, 1.0, 1.0, 1.0 ); //_textRender.setUseVertexArrays( true ); } VTextRenderer( String fontName, int size, boolean antialiased, boolean mipmap ) { _fontName = fontName; _fontSize = size; _textRender = new TextRenderer( new Font(fontName, Font.TRUETYPE_FONT, size), antialiased, true, null, mipmap ); _textRender.setColor( 1.0f, 1.0, 1.0, 1.0 ); //_textRender.setUseVertexArrays( true ); } [/code] I haven't done anything to the program so not sure why this is happening ...
  6. Thanks for reply. There is no option as open project folder? Open project if I got to destination there is only library folder from the extracted zip file. I tried making a new project and add the vitamin lib and then java, pde file but nothing works
  7. Yeah C++ is most important and basic math. You should then do SDL. There are some good tutorials like LazyFoo, Aarons excellant tutorials and then OpenGL. May be you can try this also [url="http://box2d.org/index.html"]http://box2d.org/index.html[/url]
  8. Hi, I have no experience in java or netbeans. I found this java program which I would like to execute and see. However I am not sure how to do it. I am using netbeans 6.9.1 Can anyone help me compile and execute this program which I downloaded from here: [url="http://www.pixelnerve.com/v/2009/02/08/ray-sphere-intersection/"]My link[/url] It contain Java file, PDE file and a jar library. Thanks
  9. Thanks for the reply. I am looking at internet for similar problem
  10. Hi, I need to implement ray-sphere intersection. I have looked in internet and got the formula but I do not understand it. [url="http://wiki.cgsociety.org/index.php/Ray_Sphere_Intersection#Mathematical_Formulation"]http://wiki.cgsociet...cal_Formulation[/url] This seems to be popular problem. Does anyone know who to implement it ? What are the math concepts required. I was looking for some source code but I can't find it
  11. Hi, can anyone tell me what are we suppose to know to implement in OpenGL ? I found this, vectors, cross/dot product concept ... [url="http://www.lighthouse3d.com/tutorials/maths/"]http://www.lighthous...utorials/maths/[/url] Is there any example, tutorials ?
  12. I am a newbie so I am not sure but why you want to find out which part is colliding ? Cheaper and faster way is just to test whether one box(character) is colliding with another box(some object) nothing more. I think you need to use octree to do more advanced collision detection. Where the whole character will comprise of many boxes. his arms, wirst, finger, legs, foot, head and so on ...
  13. Thanks for reply all. Yeah I will go through tutorials as it is defintely faster way to get things moving. Reading booking and practising will definitely take months. [quote name='Trienco' timestamp='1302938888' post='4799054'] [quote name='playstation' timestamp='1302883778' post='4798822'] I want learn how to handle your own matrices ???, how does modeview matrix actually work. How to render and move things in 3D. I do not think I completely understand it TBH. [/quote] Two simplifications: A matrix describes a coordinate system, the columns are x,y,z and origin. That's all there is to it (unless you add scaling or shearing). Don't worry about mathematical details of what happens when you multiply, just think "M = A*B" means "apply transformations in A after applying transformations in B". The result can still be directly read as coordinate system. The mysterious w-coordinate on vectors can be thought of like this: w = 0 -> direction vector, w = 1 -> position vector (yes, it applies to matrices, the axes have w=0, the position/translation has w=1). If you do the math yourself you will see how it removes the translation part when multiplying with a matrix and when you look at GLs lighting model you will see how it makes the difference between a point light and a directional light. More bla: OpenGL is actually hiding stuff in a way that is both convenient and confusing. glRotate isn't magic, it just creates a rotationMatrix and does modelview = rotation * modelview. Same with glTranslate. D3D forces you to do it yourself, so you can't ignore what really happens. Seems more tedious, but ignorance isn't always bliss (look at the kind of questions arising from trying to achieve everything with these to glCursed functions). You want to forget about them if you handle your matrices yourself. If you don't move the point of view (or "camera", though technically such a thing doesn't exist) you can just directly glLoadMatrix your objects matrix and render it. Else you first need to apply the inverse of your "imaginary" camera's matrix (and yes, it simply transforms everything rendered afterwards -aka "the world"- in the opposite way). "How to render and move things" suggests a wrong order. You can't move stuff after rendering it (it's just a bunch of pixels in the frame buffer now). First you setup your matrix to have it drawn in the right place, then you render. If you move it, you use a different matrix when drawing the next frame. [/quote] Thanks, I was looking at some matrixes and it is definetly confusing. OpenGL handles so I guess we do not have to worry about it. I like your example M= A*B and how OpenGL handle matrix in reverse order. I am not sure about the model and view matrix. Model handle from objecr space to world space and view from world spcae to eye space. It is confusing
  14. Hi all, As the topic says I really want to get the hang of OpenGL in 10 days. I am a newbie but trying to understand OpenGL for some months now. However I do not seem to get it and not confident to write program from scratch. For now I want to get something working in OpenGL 2 and then move on to GLSL for my final project in the university. Nehe tutorial ? or what resources on internet I should follow. I have ordered OpenGL superbible 5th edition from amazon so it should be in my hands in 4 days but I would like to know how you guys learned OpenGL programming ? I want learn how to handle your own matrices ???, how does modeview matrix actually work. How to render and move things in 3D. I do not think I completely understand it TBH. Please help
  15. I think for GLSL. Orange book is best. For graphics I have read that real time rendering is great but if you are new it might be little advanced for you. I am also looking for some nice graphcis book. GPU gems by nvidia is also nice with lots of info. Older version are free and the latest version GPU gems3 can also be purchased. You can have a look at nvidia site also for some info regarding GPU gems and other things: [url="http://developer.nvidia.com/page/home.html"]http://developer.nvidia.com/page/home.html[/url]