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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1437336360909.webm (1.6 MB, 1280x720, 16:9, 1435375837628.webm)

163d56 No.19830

I saw that there are a lot of books about game design. But are they books about game programming?

I don't talk about learning language or specific algorithm about a language. I am talking about books referencing algorithms and structures useful for making a game: quadtrees, raycasting, event-logical-display main loop etc

709acb No.19832

Game programming gems sounds like it, but it's more of a hit or miss

You probably should find out which conepts you really need and look for specific books or articles because most conepts are not specific to game development. It's hard to gather them all because you won't need them all.


9a4d6f No.19833

What >>19832 said, GPG.

http://www.satori.org/game-programming-gems/

I'm sure you can find PDF versions online if you look hard enough. Do note that the later books become both more advanced and more narrow, book one for instance has stuff on A* and Quaternions. Basics, like what you seem to want.

There's also GPU Programming Gems, but that one might be more for the enginedevs here.


163d56 No.19834

>>19832

>>19833

Ah yeah, I heard about Game Programming gems but did not try to look further. It seems really promising.

Any other useful books or websites?


9a4d6f No.19836

>>19834

One other book I have personally I already mentioned in >>19814

It's focused on math, but covers everything from raycasting to physics and collisions, to fluid and cloth simulation.

The few other books I have are all language-specific ones though.


163d56 No.19849

File: 1437363674009.png (36.2 KB, 500x500, 1:1, wikipedia-quadtree.png)

>>19836

One of my projects require 3D computation. I will check this out, thank you.

I have just finished to implement Quadtrees. I started when I created the thread.

I don't know if I am slow, fast or "normal" to code...


d8ee74 No.20214


163d56 No.20238

>>20214

>I applied to an internship

> I send my cover letter and resume

> In English and French (because in Switzerland)

> mfw I never have answer

I will look at this video. Thank you to share.


c817aa No.20248

>>19849

I never understood trees.

Like I get they're super efficient, but why can buckets hold more than one item? If it gets dense enough, wouldn't it get into decimals values and break your implementation?


fc8f12 No.20253

>>20248

>but why can buckets hold more than one item?

You mean points? Most implementations have an arbitrary number of points/entities each node can have, and it splits after that. This happens because there is nothing wrong with having more than one point in the same node, as long as the number is reasonable to avoid checking too many collisions between them.

Of course, that also means you could set 1 as the maximum number of points a node can hold so it splits as soon as another one enters the zone

>If it gets dense enough, wouldn't it get into decimals values and break your implementation?

Why? An int will always be an int.

Unless you are using some weird dynamically typed language, something you should never do.

Single-object quadtree:

https://www.youtube.com/watch?v=fuexOsLOfl0

Multiples object quadtree:

https://www.youtube.com/watch?v=TJzq_kjtGTc

I would say the first one is much more efficient with lots of objects if you pool the quadtree. If you are creating new nodes on the fly though, you might want to up the threshold.




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