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Infernal-rk

Member Since 30 Aug 2011
Offline Last Active Aug 20 2012 12:45 PM

Posts I've Made

In Topic: I am lost and don't know how to continue...

16 August 2012 - 05:30 PM

You have created very generic systems. Essentially you have gone the route of the engine programmer. Your target platform from that post is a 2d platformer using 3d world.

Consider what you need specifically for that style of game

will your game be more like an extruded 2d world with the camera positioned far enough away so that you can see into world as 2d at the center, but as the objects move away from the center of the screen, they are now at angles to the camera making it feel more 3d?

how do you make it esay to represent the level? if it's a real 3d world, then octree and some method of serializing it for storage/loading.
How do you make it easy to represent the level for content creation? you need to build a level editor.. perhaps with a layer of abstraction to present a 2d tile interface for designing the main platforming plane. haveit extrude the level to 3d.

What else does your engine need to support this game?
particles
entity structure - actors, triggers, weapons, game objects
AABB collision or at the very least sphere-sphere collision. (AABB would be best though)
some method to script/code behaviours/pathing of enemies.

In Topic: chess game moving briks around problem :( pleas help

14 August 2012 - 07:30 PM

You may get more advice/help if you isolate your problem to a specific area of code and paste that in your query instead of asking someone to go through nearly 4mb of files.

In Topic: Collision Detection HELP!

14 August 2012 - 07:28 PM

you are using assignment in your if tests...line 22 and 27.

You've also neglected to test outside the top and left.

please look up axis aligned bounding box collision.

In Topic: Jumpy movement with fixed timesteps

14 August 2012 - 07:11 PM

you have a while loop on your update function and it changes the previous translation, rotation and scale each time it runs. doesn't this mean that there will be a disjoint when you have multiple updates between renders? The next trans,scale,rot ending one render frame will not equal the previous trans,scale,rot from the previous render due to the multiple update calls within the while loop.

I'm quite rusty and may be barking up the wrong tree here.

In Topic: Jumpy movement with fixed timesteps

14 August 2012 - 02:16 PM

Wha'ts the timer resolution set to? i remember reading somewhere that it can be as much as 15ms on some machines. This might acocunt for some backwards movements on some frames.

http://msdn.microsoft.com/en-us/library/ms712753

might help you manually set it.

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