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Member Since 20 Jun 2011
Offline Last Active Yesterday, 08:46 PM

Topics I've Started

Clarification on SAT?

08 June 2014 - 02:36 PM

Hi, I have been reading up on the Seperating Axis Theorem, and I have some questions.




The article does a great job on explaining what the SAT is, but I want to know what axes is the author referring to exactly. Would I use the X and Y axes or make my own arbitrary axes?


Also the author talks about "flipping the coordinates and negating one." in orderto get the normals for the edges. What did he mean by that?


Thanks in advance.

How collision detection relates to Quadtrees

18 May 2014 - 09:17 PM

I have been researching quadtrees for quite some time now and I have some questions concerning quadtrees and how they relate to collision detection.


Does each individual sub-node check for collision detection within its own cell? Or does each sub-node check for collision with its neighboring cell?


What are the depth levels when concerning Quadtrees?


Thanks in advance.

Textfile or 2D array

25 January 2014 - 11:16 PM

Which method is the most efficient when it comes to tile maps. Or does it depend on the situation at hand.

Best Laptop for Game Development

06 January 2014 - 03:16 PM

I am currently in the market for a laptop and I am looking for some help.


What laptop should I be looking at for game programming?   If you can't recommend a specific model, what component should I be looking at CPU, GPU, RAM, or storage.


I plan to get into 3D programming very shortly and I want to start messing around with OpenGl, DirectX, and Unity. I currently use SFML, and plan to incorporate OpenGl with it.


Should I stay away from Windows 8 laptops, I heard they are not development friendly but I want to know what you think.


I know game development is better suited on a desktop computer, but I want something on the go to increase productivity. In terms of price I  would prefer something under $500, but I understand if that can be a problem.




* Feel free to move this to the appropriate section.*

Moving in the direction of rotation?

28 November 2013 - 03:01 PM

I am working on a 2D project that requires rotation and moving in the direction of rotation. I have managed to get the image to rotate but I am not able to move the image in the direction of rotation. I have had this problem for a couple of days now. Here is a snippet of the source code:


Object Info

static float shipx =  300f;

static float shipy =  300f;

static int shipspeed = 20;

Update Method



                     // What I am using to move in the direction of rotation, but I'm not having any luck.
                     shipx +=  (float) (shipspeed * Math.toRadians(Math.cos(angle)));    

                     shipy +=  (float) (shipspeed * Math.toRadians(Math.sin(angle)));


                     System.out.println("X: " + shipx + " " + "Y: " + shipy);



            else if(input.isKeyDown(Input.KEY_DOWN))


                shipy += shipspeed;


            else if(input.isKeyDown(Input.KEY_RIGHT))


                angle += rotation;

                Ship.setCenterOfRotation(Ship.getWidth() / 2, Ship.getHeight() / 2);

                Ship.setRotation((float) angle);


            else if(input.isKeyDown(Input.KEY_LEFT))


                angle -= rotation;

                Ship.setCenterOfRotation(Ship.getWidth() / 2, Ship.getHeight() / 2);

                Ship.setRotation((float) angle);



I am not using any vector math or anything, just simple trig. Feel free to ask for more information if needed. Thanks.