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GameNinja11

Member Since 04 Dec 2007
Offline Last Active May 13 2013 12:39 PM

Puzzle Game Logic

29 October 2012 - 10:26 AM

I'm making a puzzle game similar to: http://www.addictinggames.com/puzzle-games/jewelanche.jsp

However i was curious, if there is an way to make sure i always have a connect-3 or more availabile

Ellipsoid Intersection

08 July 2011 - 08:36 AM

I'm trying to do some ellipsoid vs box/ellipsoid intersection in C#.

For the box intersection, is it safe to assume i can just:
• Translate the ellipsoid and box, so the ellipsoid is at the origin
• Scale the ellipsoid and box ( size and position ) by the ellipsoids radii so the ellipsoid has a radius of one
• Handle it like sphere to box intersection
NOTE: nothings rotated, its all axis-aligned

As far as ellipsoid v. ellipsoid goes, i'm kinda stumped. Anybody have any links to any articles or code.

Closest Point on a Ellipsoid

29 May 2011 - 10:08 AM

I need to know how to get the closest point on the surface of an ellipsoid to another point.

I had an idea, but apparently i was wrong, and oversimplfying.

What i did was squash the ellipsoid and point into local space, so the ellispoid is a unit circle centered at the origin

vector3 pointLocalCoord = ( pointOriginal - ellipsoid.origin ) / ellipsoid.radiiThen from there, the closest point should be 1 , in the direction of the transformed point from the origin

vector3 closestPointOnEllipsoidLocal = norm ( pointLocalCoord )Then get back into standard space

vector3 closestPointOnEllipsoidWorld = closestPointOnEllipsoidLocal * ellipsoid.radius + ellipsoid.originBut of course, all of this seems not to work.

I'm trying to find the closest point to the center of a box. In this case, the box is stretched out alot along the x-axis. It works if the ellipsoid is directly over the center of the box, but not if the ellipsoid is moved . I measured the distance from the point i got using the method above to the center of the box, and it was actually larger than the distance i measured from the bottom point on the box.

I was curious if any body could point me in the direction of some pre-existing code or such; as some of the articles i've tried reading kinda seem a bit troublesome

Calculating Reflection Normal

23 March 2011 - 01:27 PM

I'm making a pong game where you can rotate the paddles.

I'm working on the computer AI atm, and i want the computer to know how to rotate to make the ball go in the desired direction.

The question is, how do you calculate the normal vector that the paddle will have to reflect the ball off of, in order to make the ball go from traveling in directionA to traveling in directionB

XNA : Whack-A-Mole

24 February 2011 - 04:37 PM

I recently made a Whack-A-Mole game in XNA for one of my classes.

Graphics by me. Their is sound in the game but i couldnt record it on my computer.

Heres some gameplay footage.

I might still put int some work on it before i release it for other people to play.

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