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      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.

cebugdev

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  1. same thing, the article jumps directly to using the formula without explaining why the formula is like that. deltaPos1 = deltaUV1.x * T + deltaUV1.y * B deltaPos2 = deltaUV2.x * T + deltaUV2.y * B and as you can see from the formula on the article you shared and the ones on my original post, it is the same one.
  2. THanks for replying but unfortunately its far from the question i asked the one you posted is using DirectX and uses DirectX builtin function to compute tangent in a D3D Mesh. What i was asking is related to the math behind it.
  3. hi all, i have been trying to understand how to build the TBN matrix for normal mapping to change the space from tangent space to local/world space using TBN matrix, i have been to countless opengl sites but all i can see is the follow a standard formula described in similar fashion as to this link http://www.terathon.com/code/tangent.html Archived version: http://web.archive.org/web/20160304044004/http://www.terathon.com/code/tangent.html which is the same formula pointed to by this book: Mathematics for 3D Game Programming and Computer Graphics which is more or less the same formula as described in learnopengl.com tutorial for normal mapping: https://learnopengl.com/#!Advanced-Lighting/Normal-Mapping The formula in question is: Q − P0 = (u − u0)T + (v − v0)B, or on some other site expressed as: E1=ΔU1T+ΔV1B E2=ΔU2T+ΔV2B or What i want to understand is HOW is that formula formulated and the reason/explanation behind it, i want to understand why the formula looks that way. All i see from these sites or even in youtube tutorials starts from that formula and derived the TBN Matrix from the above formula. I want to understand why the derivation of TBN matrix started from that formula and why. What is that formula and how was it formed. Is there anything math/calculus/linear algebra related things i need to understand on why that formula existed. (I'm sorry for asking questions like this, unlike other people i'd like to know the reason behind things and not just take whatever i read and follow with it. i want to learn ) Please do enlighten my innocent mind, Thank you in advance!
  4. hi math experts, i have a question and i need deep understanding of normal map TBN matrix generation formula. I see from lots of tutorials such as in learnopengl.com or in ogldev https://learnopengl.com/#!Advanced-Lighting/Normal-Mapping http://ogldev.atspace.co.uk/www/tutorial26/tutorial26.html that the formula goes something like this. E1=ΔU1T+ΔV1B E2=ΔU2T+ΔV2B U1, U2, V1, V2 are texture coordinates T and B are Tangent and Bitangent vectors >> But i just dont understand how the above formula was created and why is the formula like that? I understand we need to get two vectors that is why the difference of U and V vectors are computed to form a vector, but i dont understand why it needs to be dot products to T and added to difference of V vectors and dot product to B. in summary, i dont fully understand the formula itself.. I need elementary explanation please
  5. Hi all, (i have not placed any tags or topic prefix coz i am asking in a general game dev point of view and not platform specific), we are planning to have monsters with tentacles or roots that will strike the current location/position of the player, my question is, how to handle such attack? does the strike animation will be exported together with the model and then just rotate the tentacle in the engine pointing to the position of the character and just play the animation? or does the actual attack animation is done in the engine itself? what ideas you guys have for this?   the game is in 3D.
  6. hi all, i have seen this video; https://www.youtube.com/watch?v=as57PXkMllM and there is that sort of cinematic in 0:50 in the video, where a black rectangle swipe in and camera move to certain targen and swipe out type of 'cinematic', any suggestions/idea on how to do this in Unity? are there any resource, tutorials or any resources that discuss this subject?
  7. Hi all,   ive been looking for resources, links and books related to building a fighting game in 3D similar to games like Mortal Combat, Street fighter, etc. ive found a few but im posting here to ask if you guys know any books, resources, links or anything with regards to this genre, specially ones that provide tips, tecniques and guidelines.   i'd like to know how hand to hand combat games are handled efficiently.   Thank you in advance!
  8. yeah that's the solution im thinking right now, just to put loading and transition animation like fade in/out for scenes,   lasly, for a target resolution of 1980x1080 how should we handle the sprites and images? should we have a scene targetting that resolution or we draw the sprite lower than 19080x1080 and resize thru hardware like bit block transfer or something? my problem is that, it might be blocky or blurry as a result though
  9. i havent used Vulkan yet as i am busy with my current project, my question is, how easy or how hard it is to adapt old graphics/shader techniques such as shaders to vulkan, what I mean are things like deferred rendering like lighting, shadow mapping, effects that uses other/extra textures for mapping, deferred rendering, etc. i have searched for vulkan tutorials yet and there are no lessons for lighting and shadow yet, well its my fault too, havent tried Vulkan yet. can you guys give me idea on how to translate these techniques to Vulkan? Thank you in advance!
  10. I’m skeptical— that’s a lot of data! How many sprites do you have? What are the dimensions of your sprites, on average? And the smallest? And the largest? What file format are your sprites in? Are the sprites bin-packed into sprite sheets? Have you looked into texture compression options? Are your sprites artificially upscaled? That is, an image that represents a 16x16 sprite should only be 16x16 in size, and not any of: 32x32, 64x64, and etc.   its my first time building a visual studio novel using my own engine, in previous games using this engine it was all ok and do not have this problem, coz of the fact that i am using small szed sprites, i can just load all sprites and points to it after,   but now since sprites are huge like full screen sprites for characters, i ran across this video memory error. the sprite sizes average at 6000 x 1000 pixels, and i have like 69 sprites, the lowest size is 1000x1000. yeah its kinda huge and we need to have adjustment our working screen resolution is 1980x1080 pixels, with character size (frame size) of 700x900, as characters should appear huge.
  11. i know that that is why i am asking for advice on how the other guys knew  it, they might have experienced the same thing,  also im using SDL in C++. and yes, creating the SDL_Texture in main thread everytime it is needed somehow got that "stucky" feeling or a frame is frozen for few seconds before it continues.
  12. hi all,   im using SDL and rendering the images as sdl texture (loaded to surface and convert them to texture) ive got lots and lots of sprites that if loaded together i will get a VIdeo memory not enough error, cant create texture error. so what i did is to load the sprites that are needed and while the current sprites are being rendered i will load the next sprites at the back.. now the problem is, yes, we can load the images to SDL_Surface but we cannot just create the Texture from a separate thread, it should be in the main thread. which basically defeats my purpose of loading and creating the sprite at the back thread.   how can we address this issue or do you guys have any approach you can suggest?
  13. in my previous games (using my custom based engine), im using an equally sized frame on my sprites, like for example each frame is 100x200 or something like that, so if i have 5 frames then i have like a size of 500x200, but i can see sprite images sample online with different size of frames, how are other engines handle it?   secondly, how to handle offset differences in position of sprites? like for example, i have a single IDLE sprite of one row, 500x200 (each frame is 100x200), and i have a separate sprite sheet for walk of with size 1000x200 (with each sprite 200x200), the talk sprite sheet frame is bigger than idle since it requires wide frame for the legs, etc.   how to handle the offset difference of the two? like if i play both sprite, they should be on the same position when IDLE->WALK or WALK->IDLE.   how are professional engines handle this differences in sprite size and frame positions?
  14.   wow i thought it was just like a year or two, sorry got busy with lots and lots of projects, my original project that involved this feature got side tracked, and i focused on some 2D game instead to earn some :)   thanks for the link, ill check on it!
  15. thanks for answering my post guys, are there any sample source or tutorials, resource or books that handle such topics? need to study how to do this.   Thanks!