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moeen k

Member Since 12 Jul 2011
Offline Last Active Today, 06:59 AM

#5303657 How To Write A Torque For Vehicles Like Bikes And Cars.

Posted by on 02 August 2016 - 09:14 AM


I need a realistic behavior for my vehicles in game. realistic change of speed velocity and accellerarion turning and rotation of wheels and... 


and some options like not to be able to move to high slopes and ....


as I searched for a while you have to write a torque and simulates behavior of movement of a car but I couldn't find so much. please give me information to how to make such code that simulates these things.


thank you for helping

#5301668 Techniques Used In Navigation Of Games

Posted by on 20 July 2016 - 09:28 PM




im researching on game navigation and path finding. I need some questions to be answered.



really navigation mesh is simply a A* behind it? just that? so navigation mesh is only places agent can go and only graph of empty objects that agent can move from one to another?


are grid A* so big that covers all the place or they are less?


is a matrix really good data structure to save info ofconnections and distance into them? for example calculating in every frame distance of every element of graph in matrix from player cat be very efficient.


im searching to use ACO algorithm in some part of my implementations for less predictablity and more realism. don't know it can be a good approach.

please give me some information you know about optimized implementation of navigation in games.

thank you for helping.


#5299391 how rsa works on texts and signals?

Posted by on 06 July 2016 - 04:07 PM


i was wondering which place is best for my question and i found this. if its wrong move it.


i know basics of rsa cryptography but it works on numbers and not not on texts. does it use ascii code to encrypte words letter by letter? can you give me a good explanation and example? so the changing place of words and letters will not happen? i want to know is it possible to encrypte signals like voices and pictures by RSA? thank you for helping

#5288144 how much can i depend on ram od current handled deviced specially andrid devices

Posted by on 22 April 2016 - 09:21 AM


Memory available varies based on hardware.  Various groups track "real world" levels of memory. Unity's current telemetry on Android says:


Top on 2016-03:
  • more than 2GB: 2.3%
  • ~2GB: 29.9%
  • ~1GB: 37.3%
  • ~768MB: 13.3%
  • ~512MB: 15.3%
  • ~256MB: 1.9%


wow such exact info

#5288096 how much can i depend on ram od current handled deviced specially andrid devices

Posted by on 22 April 2016 - 01:47 AM

hi. im working o n a android project and i think i t has lots of sprite load for mobile device. im going to do some level streamg on that. (im working on unity) i want to know before i run my game on reall device most of basic android devices how ram they have or how much ram developer can depend on to develop.

#5280514 some question about A*

Posted by on 10 March 2016 - 06:41 AM

Can you clarrify this question? I'm a little uncertain what you mean by neck. If you have a hole in your map (rather than a wall) which you don't want the AI to go into you treat it exactly the same way

i mean a closed place that it is nearer than gol but goalin behind it and agent can simply move beside it.

#5277986 best way to write clean code

Posted by on 24 February 2016 - 07:05 PM


maybe you say its a question about general programming but i think it mostly happens for gameplay programing.

sometimes i want to implement a gameplay. after a while i find out that there is better way to do that. sometimes i save a part of code and write new ones. some times i want to keep old code and add my new codings and....

after a while i find a code that works well but its dirty. i dont know really my gameplay working with which part of code and there is no way to manage it.


i want to know what is best way to work in this kind of programming and keep things clean.


thank you forhelping

#5277497 need guidance about minimax

Posted by on 22 February 2016 - 03:24 PM

i want to know minimax algorithm how really gets implemented.

for example as we know min is a player and max is other player. both of them try maximize their own performance and minimizer other ones. so the main question is:

does both of them have a complete information of every state? and it has to be generated? in most of examples i search it searchs in a tree. i think there should be other ways to search for that. for example in a game like tic tack toe you can simply find all possible states. you can save every state in a 2d array and program that best choice for this state is this one.

one other question can be:

for a game like chess states can be so big. for example for a computer like deep blue did they really found all those states?

many would say minimax is basic of video game ai. we know we have many different techniques for different styles of games but i want to know can it be used for continous open games? for example in a strategic of shooter game computer ai shoulf find the best strategy that makes it hardest for player or like that.


thank you for helping

#5267185 knowing about military strategies and tactics and

Posted by on 20 December 2015 - 01:14 PM

What are you searching for? I appear to be getting some interesting stuff just by searching for "strategy game AI".

i searched for "modern military strategies and tactics  for units and individuals"

#5267154 knowing about military strategies and tactics and

Posted by on 20 December 2015 - 09:32 AM


maybe it was better to put my question in game design section but maybe AI developers can give better answers.

im searching for military logics for strategy and tactics.

for example what are tactics and intelegent positioning in offences and deffences and how forces and teames move and best choices in different situations of conflict and ... . im working on a military MultiPlayer game that AI,s take part too. i need to players choose different tactics and NPCs follow as their tactics or AI commander choose right commands based on  players tactics and moves. for example what is best choice when you are on defence and enemy is stronger or more than you or how you should do when enemies come from different ways or different tactics in closed places or in wide open places or these kind of questions. i searched a bit on internet but i couldnt find so much.


thank you for helping

#5266099 shooter game flanking algorithm or way of implementation

Posted by on 13 December 2015 - 02:16 AM


im searching for some algorithm or way of implementation of automatic falnking that is made for NPC. for example npc instead of searching for nearest path, it igonres it and finds a way to backdoor.


can you give me some good refrence to make that?

#5255460 AI for NPC

Posted by on 03 October 2015 - 09:51 PM

i think its wrong that no game used learning ai. black and white had the best ai in gaming hisory and that was because of the learning npc. but that was a big project. you should really think does your game need learning ai? the worst thing about learning ai is: you have to keep them in controll. in a shooter game in maximum you just need to make them alert when one of them see you and a video game its much safer to keep npc move in a certain path and maybe you have no animation or... for learned behavior of npc. but it can be great if you work on such idea

#5217614 how to comunicate with diffrent exe files?

Posted by on 19 March 2015 - 06:02 AM

I didn't mean you should make a separate EXE


well. thank you my friend. and i understood your answer. this is for compeletly different part

#5216761 Dynamic Difficulty Adjustment

Posted by on 15 March 2015 - 08:41 PM

well. ireally like this question. its a very new approach in artificial intelegence in games.i try explain as much as i can and you can find more in internet.


as we all know immersion is most important touchstone to measure that a game is good or weak. if you make the player to play the game more hours so you immersed him much more. if the game is very hard and he loses every times so its a hard game for him or if its very easy it will not satisfy the veteran player. most of games ask you which level of difficality you want to play but most of the time player cant understand the word hard means how much hard and...  modern games let you change level of difficality in middle of the game or call of duty in modern warfare series had a training mode in first level of game that measures you ability and suggested suitable level of difficulity or in maxpayne 3 the game gave you one more health pill.but most of the time players choose false level of difficulity.


but you can do much more. its all about your creativity and your own algorithms but you have to know one important thing. you have to make player feel that he/she is doing a very hard and important work and avoid to make him feel that you are giving him chances. for example in a shooter game you can just write a code that if health of player is very low, just add health kits on the way he is dynamicly or make less shots end to him or in a strategic game when player is losing, the enemy uses cheaper tactic. these like you fool the player but its you art to not make the player fell that way.

#5215561 why some turn based games are so popular?

Posted by on 09 March 2015 - 08:31 PM

well. you said very well my friends but there are something that i disagree. first you said a shooter and a turn based game are mostly the same but the time factor is deleted in turn based. i think most of turn based game give you time limitations just to prevent the game to be very slow. and you said in a shooter still you have to choice factor and im agree with it but a very important thing that makes it a shooter much better is skill factor. you should be able to aim faster, move faster and...


you said in most of turn based games, gameplay is not the main factor. its very important to tell the story. well i think in shooter games like call of duty, max payne, red dead, bioshock and half life you get much much better story rather than these turn based games.


im not completely against turn based but there is one game that gives you highest level of choce and tactics in turn based and that is rome:total war. in every turn you can send an spy to any country, you can choose to fight to each of them, you can rethreat, you can higher or lower taxes, you can upgrade your culture and so much more. but most of simple turn based games just looking for best choice for most damage i believe its not so much gameplay and even not so much story. sometimes i see critics admire these group games that i think i cant understand these games and they say call of duty is just a dull repetitive game.