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ms75214

Member Since 11 Nov 2010
Offline Last Active Sep 15 2013 03:40 PM

Posts I've Made

In Topic: physics loop

30 August 2013 - 12:44 AM

To gain from multithreading, you need to be a) doing enough work, and b) need to update the result infrequently.

For a physics system, a is probably satisfied, but unless your fps is very low, b is not. You need to synchronism every frame, and the cost of that is more than the benefit of parallelization.

 

Do you really need to 'synchronism every frame'?

I think 99.9% of the time things will look fine if you don't synchronize every frame.
 


In Topic: Controllers

28 August 2013 - 03:25 AM

I personally like the idea of having a controller interface and having multiple concrete implementations. I think it creates a flexible system that lets you add any number of different input types.

I think BeerNutts' solution is good for a simple game, because it is easier to lay down that implementation quickly, but I personally would go with a controller interface pattern as you have described above.

 

 

How does this look for a controller interface?

public interface Controller
{

    float getX();
    float getY();

    // returns whether the x and y positions are delta or absolute positions
    boolean isDelta();


}

Thanks.
 


In Topic: blinking bar

18 August 2012 - 05:11 PM

Impossible to say without any context. Can you give us a screenshot of your slot machine and maybe show us where this would fit?


http://postimage.org/image/e6zddrb39/

In Topic: slot machine themes

11 August 2012 - 06:09 PM

With the thousands of generic temples out there, how about going with something unique.

Hexadecimal Slots.

Is that too nerdy ?


Yes.

In Topic: loop de loop

25 July 2012 - 05:06 PM

It depends on how you model the movement of the plane.

Could be anything from simulating the forces on the wings and rudders of the plane, to simply rotate it around the x axis.

Slightly more helpful addition:

A simple way is to have a direction vector. each frame you add this vector (scaled by velocity) to your position.
To turn, you rotate and renormalize the direction vector.

This way, you can turn in any direction, and to make a loop, just keep turning until you have completed it Posted Image


How about a few hand-crafted Bezier curves?

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