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Member Since 30 Dec 2000
Offline Last Active Yesterday, 10:15 AM

#5245307 Simple Math question about angle. How can you find the end coordinates of a r...

Posted by nobodynews on 09 August 2015 - 03:47 PM

x = (x * cos(theta)) - (y * sin(theta))
y = (x * sin(theta)) + (y * cos(theta))


I'd have done

xnew = (x * cos(theta)) - (y * sin(theta))
ynew = (x * sin(theta)) + (y * cos(theta))

For both of these equations, as the naive coder would accidentally use the same variable names for both the input and output which would produce faulty results.

#5229336 Another basic array C problem

Posted by nobodynews on 16 May 2015 - 12:33 PM

... and it will deactivate a month after installing it and tell you to get a MS account.

Getting an "MS account" is free. If you still don't want to get an MS account that's your prerogative, just don't want to scare people off who don't care about getting an account.

#5224608 X3DB format

Posted by nobodynews on 20 April 2015 - 08:58 PM

There's a C++ library called XIOT which I've seen a few projects use which can open X3DB files. X3DB files seem to be compressed so there's a decoding stage done first. The XIOT project site seems to be down, but the MEPP project imported XIOT into their project https://github.com/MEPP-team/MEPP/tree/master/externals/xiot-0.9.0.

#5222973 What language is this made in?

Posted by nobodynews on 13 April 2015 - 11:42 AM

I'm at work so a lot of stuff is blocked, but I do know the original demo made for the game jam was Adobe Flash and a bunch of sites say it was ported to a 'new engine', although I can't see details beyond that. I found a journal entry from the developer from Dec 2013 saying "I’ve got a pretty solid version of the game running with adobe AIR, but maybe I should port it over to C++ for a more stable game and things like actual controller support if I continue it further." so probably either AIR or something using C++. As for the 2d perspective used, this link seems to explain what it is as 3/4 perspective. I believe 2.5d is a more generic term for making 2d look kinda like 3d and thus includes several art styles. Another overview of different types of projections (although it doesn't get into 3/4 perspective) is here.


It's definitely not platformer, that's more of a gameplay style than an art style.


According to this Unity can do it.

#5222501 c++ and Excel?

Posted by nobodynews on 10 April 2015 - 02:47 PM

This seems to be two issues, using Excel to populate data used by your game, and having Diablo-style random generated loot at game run-time.


In the first place you could use xlsx spreadsheets to keep track of the data and when it's ready for your game, export snapshots of your spreadsheet to a csv files. Then your game would read the csv file in and treat the data as integers or text as you deem appropriate. It depends on exactly what benefits you think using Excel gives you, since you could use a text file if you wanted to.


The second issue, having Diablo-style random generated loot, is a combination of data and code. If you want a weapon to have range of stats randomly assigned you can use the spreadsheet to give a weapon a certain spread. Weapon damage (or whatever) could be assigned a low value of 10 and a high value of 15. Then your code would read that in from the spreadsheet and generate the random number between 10 and 15. You might want to look up into the different random number distributions. For example, say you want your items to have a high probability of being 10 and lower probabilities of getting higher numbers. You could use a Poisson distribution for this. Or you want a high probability of 12 occurring and numbers lower/higher than 12 being less and less likely the further you get form 12 (a binormal distribution).

#5221867 Looking for step my step guide for visual studio

Posted by nobodynews on 07 April 2015 - 10:08 AM

Unity has physics simulations. I haven't used Unreal but I can't imagine it doesn't have a physics simulator as well. I'm so sure of it that I'm not even going to check if I'm right. However, the game designer will need to determine how to use the physics simulator.


In Unity, for AI, you'll likely need to do a lot of it yourself since the topic is basically "how I want my game to behave" and that's very context dependent.  That said, Unity has support for things that will help common tasks, like Navigation and Pathfinding so enemy and non-player characters can figure out how to move around the environment you create.


If you have an animation on hand (you can buy them, commission someone to make them for you, find free ones, or learn to do it yourself), your code would need to determine when and how to use it. This would be based on, for example, encountering triggers, or some scenario is detected based on say the character's health, etc. Again, that's something that can be very context dependent. Of course unity documentation explains the how in more detail, although you might not be ready for it until you've explored the basics of unity in more detail.


At this point you get an engine and start learning how to use it and see for yourself what it takes. There's never been a better time for jumping in the deep end. If you find it overwhelming you can go to the shallower end of the pool. If you have specific questions on why something isn't working or aren't sure how to go about doing something (and google didn't help), you can ask in the appropriate forum here or ask around in the unity forums. Good luck.

#5221519 Looking for step my step guide for visual studio

Posted by nobodynews on 05 April 2015 - 03:56 PM

I'm curious: what features do you need that none of the engines you looked at provide? If you don't feel like getting into it that's fine, but it might help people give you some more specific suggestions or to explain why a particular engine does in fact do what you want.


If you must do it yourself using C# look into MonoGame. MonoGame is a pretty popular library based on a thing Microsoft made called XNA which, while still usable, hasn't been updated in forever. You can find tutorials on the MonoGame website and also from google (having a specific technology you want to learn is easier to search for on google).


As always, start slow. Make very simple games at first (I'm talking solitaire, hangman, pong simple) and gradually increase the complexity of your projects until you feel you can handle your ultimate goal.

#5221352 Anyone got any ideas where 4k a sec is coming from?

Posted by nobodynews on 04 April 2015 - 11:27 AM

Is there a question you have? You should be asking yourself "why aren't I using the standard library linked list which doesn't have any bugs in it?" If you really want to make your own linked list we can't stop you of course, but you seem to be making your life harder than it has to be.

#5221118 trouble parsing quake3 md3

Posted by nobodynews on 03 April 2015 - 09:23 AM

You're actually looking at it the wrong way. Both IDENT and VERSION are displaying wrong. This is an endian-ness issue. According to the md3 spec, IDENT is assigned the unsigned little-endian number 860898377 (0x33504449). If you were on a little-endian computer it would have displayed 3PDI when treated as a 32-bit number, because that's actually what the MD3 specifies it as on a little-endian machine. It would only display as IDP3 on a little endian machine if they read it one byte at a time and you converted it one byte at a time.


Since you're on a big-endian computer you need to convert all little-endian numbers to big-endian first. When you convert 0x49445033 to little-endian it will display (correctly) as 3PDI. Or you could treat the IDENT as 4 'octets' and read it 1 byte at a time.

#5219815 How do you motivate yourself for game design?

Posted by nobodynews on 28 March 2015 - 08:42 AM

“Don’t judge a book by its cover.” This is nice, but it conflicts with, “First impressions are the most important.”

The former is a good personal motto to use so you get to know the real person and give them some benefit of the doubt in case their having an off day. The latter is about recognizing that some people don't have the time or luxury to do that with everyone they meet so you have to game the system somewhat. And there's often value in telling people how they're coming across especially if that person is seeking advice.


That said, I mostly agree with your points, unless the OP thinks they have an underlying mental condition that is keeping them less motivated than they would be if they were otherwise healthy. If someone has depression there might not be anything motivating enough to get them to take action. And some people are in situations which are soul-sucking enough that it infects other parts of their lives.


OP, if you think you may be suffering from depression don't feel bad for looking into it and seeing if that's what's going on with you. However, if you're simply just not that into game design then there's no shame in recognizing that and changing direction to something that does motivate you. Good luck!

#5218817 c++ count lines in txt file and then read these lines without reopening a file

Posted by nobodynews on 24 March 2015 - 10:30 AM

i know i know but i wanted that everybody willl understand why i dont want to use it. i found it really slow loading 'big' model files.

You said you don't want to use vector because when loading big model files you found it slow. The implication given the topic being that your models were text files, because why else bring up an unrelated topic? Loading text and binary are different processes most of the time. It's like complaining about not liking the beach and we asked why and you said it was because one time someone threw dirt in your face and the beach has sand which is like dirt. Even if dirt and sand are similar the problem isn't the dirt/sand it's the person that threw the dirt in your face.


In this case, if you found std::vector slow when loading a big file then it was because of how you were using std::vector not because of std::vector being inherently slow. Learn how to use std::vector properly and your issue will go away.

#5213452 Real time multi-key input handling in console?

Posted by nobodynews on 27 February 2015 - 10:08 PM

(MS-DOS, right?)

Not really

#5209098 Does games that were writen in "c" will be processed faster then...

Posted by nobodynews on 06 February 2015 - 11:50 AM

Here's some harsh info: if you haven't released a game you don't have end users. Basically, the best languages are the ones you know because knowing the language helps you finish games and finishing games gives you end users.


Given it's possible to write slow code in C and it's possible to write fast code in C++ (and vice versa) I say you're better off not worrying about small speed differences (which mostly come down to programmer skill) and instead pick the more productive language. If you don't actually know either language then between the two I'd pick C++ because I think most people will be more productive in C++ because of its standard library. If you include other languages then I'd suggest C# or Python to start with.

#5208902 3D video game in C++ with OpenGL and DirectX 10

Posted by nobodynews on 05 February 2015 - 10:45 AM

Uh, I'd suggest Community Edition over the Express editions.

#5207213 Encapsulation through anonymous namespaces

Posted by nobodynews on 28 January 2015 - 11:57 AM

Weird. I think this stackoverflow question discusses this. The response says that when ~Instance() is defined inline it 'might cause problems'. Try moving the destructor definition outside of class Instance.