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MrMark

Member Since 13 Aug 2007
Offline Last Active Sep 21 2012 07:45 AM
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Posts I've Made

In Topic: Working out delta theta to obtain a particular angle.

05 June 2012 - 09:03 AM

If I understand your question, start with delta = target - current. If you want a clockwise rotation, and delta is negative add 360 degrees to delta. If you want a counterclockwise rotation and delta is positive subtract 360 degrees.


It works XD,

Thanks for your help.

In Topic: Help with rotations in 2D around a particular point, using a scene graph

20 May 2012 - 02:03 AM

Thanks for an awesomely detailed post haegarr. I was able to follow the maths (which is rare =P).

Quick question, why are scene graphs deprecated ?

In Topic: Java or C++?

15 February 2012 - 05:10 AM

Personally I'd stick with the language you know Java and learn how to program games without getting tripped up by all of C++'s gotchas. A 5 second google came up with http://jmonkeyengine.com/ which looks like a fairly full featured game engine.

Good C++ code might be faster, but great art makes a game look good; without an AAA budget for an army of artists the speed benefits of C++ become academic.


Another option is learning the scripting language built into a game engine. Like the unreal engine: http://www.udk.com/

In Topic: Resolving circular dependencies in C#

09 December 2011 - 09:02 AM

Thanks for your reply

The server needs to spinup each game instance as required. When players first connect they are given a list of games to pick from, they select one and if there isn't a game already waiting for players the server creates a new instance of that game and adds that player to it. When a second player comes along that also wants to play that game he is added the existing game instance, and the game begins.

The game instances don't know or care they are on a server, all they need to do is respond to events such piece X to position Y, ensuring the rules of the game are followed. If each game instance was its own server, each instance would need its own port and have much more overhead.

Hope that makes more sense.

In Topic: [.net] Sharing code between projects, C# 4.0

13 November 2010 - 05:22 PM

Quote:
Original post by ernow
#include in C++ is merely using the same header file in several projects
To do the same in C# you place the file in one project and add the file to the other project by clicking the down-arrow on the Add button in the Add existing item dialog and choosing Link...

That said: you might pick one of the two routes when using Silverlight and a (WCF?) service:
1. Perhaps Silverlight RIA Services might do this job for you or
2. Put the POCOs in a separate dll and refer to the dll in both projects

An other consideration: if you are sharing a lot of code across client and service your design might be wrong...


Thanks, adding as a link worked.

You're right about code reuse being a sign of things going wrong. But in this case I'm sharing things my custom network protocol class (takes in raw data off the line and generates the proper internal messages), which needs to be in both projects.

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