Game Development Community

How to publish an game in this website

by FrankLuna · in General Discussion · 05/15/2011 (6:09 am) · 315 replies

Hi guys,I write a game want to publish it in this website please tell me how to do this!

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#161
05/20/2011 (6:15 am)
WOW ... WOW is all i can say!
#162
05/20/2011 (6:31 am)
On page 382, there is this picture called Figure 13.1. On the right side there is the description that says: "For example, in Figure 13.1 the 3D view is in the lower-right frame in the MilkShape window. You'll notice in Figure 13.1 that I've labeled the different views."

There is a picture and description. What else do you need?

For the axis there is Figure 13.4 on page 384. Looking at that picture, you can compare the different views (Front, Right, Top) with 3D-view. You can see different axis from different views.
#163
05/20/2011 (6:39 am)
HI !how do you think the book 3D Game Programming All in one,Is that perfect or rubbish,I think that book don't really focus on the 3D Game
programmer that in beginning level,the one is suitable use for intermidiata programmer ,who has all expirence with 3D concepts !
#164
05/20/2011 (6:50 am)
In the Page 93 ,at the end portion of it, he say the upper-left view look at it from above so I just can say the Y represents vertical x represents horizital and also say upper-right picture Y axis represents vertical and z axis represents horizal,the coordinate of Y represents is all mass,how to understand this?
#165
05/20/2011 (6:51 am)
That book was my introduction to Torque. By the time I finished it I required no other books and laughed at others 'need' for documentation -- it's all a matter of applying yourself and learning the subject at hand, even if it seems complicated at first.

#166
05/20/2011 (6:58 am)
This book is totally beginner level for 3d game programming. I don't consider myself a programmer, but the book appears to me very simple.

Let's be honest, 3D game programming is not simple at all. And this book shows all different disciplines in 3D Game development. Not only programming, but the whole development, at least from that time it was released. That is a lot for one book.

What book content would you need? There might be one, that is more simple. That would be Torque for Teens.
#167
05/20/2011 (7:01 am)
Comprehension is key. Turn the page to see figure 3.9 and it should be obvious.

To fully understand you have to absorb the knowledge introduced up to that point as well. If you're just jumping around reading excerpts at random (which it seems like) then yeah, that's not going to teach you a whole lot and is a bad learning pattern.
#168
05/20/2011 (7:06 am)
How do you finish the page 106,the exiciese of Transform concept,I don't understand the Normal ,what is an normal?Did you pratise this Transform concept by move the pyramind to the dest position to learn how to use 1359.setTransform Did tou do that?
#169
05/20/2011 (7:23 am)
Well, did you understand now the View-port issue? Or did you just go to the next without understanding?? MichaelHall is right, you know.

Normal is a term from math. Vector math to be exact. These are the math basics I mentioned earlier.

This example in the book is only to show you, that 3D objects have a position in virtual space. The details will follow later in the book.
#170
05/20/2011 (7:55 am)
No,I read the book page by page,not random ,I really don't undertstand what is a normal?I change the value just find the color on the pyramind
is changed ,no other diffrent result!and I look the figue 3.9 as you says the first three view is not very different,I can not undertsand them ,the book just say in the figue upper-left is no z axis etc the axis is so mass,no one can understand what is the real direction the X Y Z represents.please draw the axis use for that model to me like what axis represents what direction X Y Z,please draw it for me!
#171
05/20/2011 (8:20 am)
Viewports look at a scene on the given axis.

Changing the transform changed the objects... color? That's amazing! Wish I could do that.
#172
05/20/2011 (8:22 am)
i1186.photobucket.com/albums/z362/alex3d/Views02.jpg
The book only explains that you see that object from different perspectives.
#173
05/20/2011 (8:25 am)
@Michael - Sounds like he messed with the normals instead, or something. Or the shading looked different from another angle, etc....

Edit: Isn't there a resource to do that? ;)
#174
05/20/2011 (8:55 am)
@Alexander Hi you give me a figue ,but how to find the axis of coordinate,what the horital and vertical on the fourth view,tell me!
@michal you can try change the normal as you like ,then you will get different color that light on the object!
#175
05/20/2011 (8:57 am)
Here another example. I just made this super hightech airplane.

.
i1186.photobucket.com/albums/z362/alex3d/Views03.jpg.
#176
05/20/2011 (9:03 am)
Do you see the colored lines on the pictures? I painted lines with red, green, blue.
These are the axis. There are also the letters with same color as the axis.

You can change the perspective from the 3D view, therefor a vertical or horizontal line is not important.

I recommend you to actually install MilkShape on you computer. When you click on the view-ports you will see the effect.
#177
05/20/2011 (9:46 am)
Look at this picture:
.
i1186.photobucket.com/albums/z362/alex3d/normals.jpg.

The little light-blue lines are showing the normals, basically.

Normals show the direction in which the surface points.
In this case the surface consists of several quads.
Each quad points into one direction. That is the normal. Normals are important for rendering techniques, so it is only used for calculations.
#178
05/20/2011 (9:52 am)
I read the previous picture,I find the picture show the Front view I say the X is horizal ,z is vertical,but instead of the book says Y is
vertical and z is horizal,why he says just in times says this?
and i find and run the programm,I find mass is not have any usage,I comment it just use friction variable,and I see it again the result is right,and if the friction variable so big like 100000,the RunChapter3.exe will crash,why?
#179
05/20/2011 (9:58 am)
I undertstand what is a noramal?but To be honnest!what usage of normal,why we must need the normal in rendering,I give it a new
values just change the color that light in the surface,why does we
must need it,explain how to use it in rendering?
#180
05/20/2011 (10:17 am)
XD LOL, Now you're back to the friction variable?!

You asked for a learning pattern with books:
The best approach is to read through the whole book, Chapter by chapter, word by word. That way you will gain overview about all necessary development aspects.
No coding the first time! Then, you read it again, but this time you work on all examples. That means the second time you code.

Understanding axis are essential basics. Normals are basics for programming.
If you don't understand these basics, you will have a very hard time to understand friction, mass, acceleration, dimension, motion/animation, etc.

There is no big secret about the variables for friction. You just have to understand the concept of friction itself.

To make your life easier, I recommend you to use Blender, because there are many tutorial videos. Look here! It's perfect for beginner. Forget MilkShape!