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Member Since 11 Sep 2011
Offline Last Active Jan 21 2014 10:09 AM

Posts I've Made

In Topic: How to keep my game engine compatible with physics engines (HTML5

25 June 2012 - 10:23 AM

Try out box2dweb, its the as3 version of box2d converted into JS.

The way they work is that you put bodies into the physics world, and then step the physics simulation - it will resolve collisions and things to give you the new position of your rigid bodies.

Let your logic entities put rigid bodies into the physics scene when they are added to the world, and remove them when they are removed from the world. When you update, update the physics system first, and then let your logic entities get their new positions from their rigid body or bodies.

This will all make sense once you have done it for real.

So basically the physics engines don't and shouldn't work with real game entities, but abstractions? I'll look into the API, because that would be great!

In Topic: Virtual Console gaming

11 June 2012 - 07:21 AM

And what stops them from doing just that on a "real" computer? Actually, what is your motivation for that? Because outside the Notch's game spectrum, it doesn't really make sense, you can do all those things in C, but with much more memory and a higher speed!

Also, you might want to check out this indie gaming console, the nD.

In Topic: Where can I find free 3D models and other game assets?

26 May 2012 - 08:00 AM

They all seem to be quite pricey.

In Topic: Where to start to program a game

26 May 2012 - 07:24 AM

I don't know if this has already been suggested, but...

You can always go with WebGL + Javascript, using the Three.js engine. This is a great choice, because it is platform independent, and has a great deal of abstractions, which you can use, but you don't have to (in this context, you can think of abstractions as pieces of code that do the hard math, shading and so on for you, so you can concentrate on what you're doing). WebGL has direct access to the GPU, so these games wont have any problems running, and the best part: most browsers (Chrome, Firefox, Safari, Opera, etc) have native support for WebGL! This means no plugins, it's already in there!

WebGL is pretty similar to OpenGL, and it uses the same shader language (GLSL). If you were to only use WebGL, you would have to write shaders yourself, but Three.js does a lot of the work for you. This is not to say that you can't write them on your own, you can. (Shaders are basically pieces of code which are compiled on the fly and sent to the GPU to tell it how something should look.)

Here are some resources for you:

Intro to WebGL and Three.js (presentation)
Three.js GitHub page (GitHub is a page where coding projects are hosted, just download the Three.js, I think it's in the build/ directory)
HTML5 Rocks (a great page for learning HTML5)
Learning Three.js (a great Three.js blog, many cool examples)

In case you don't really want to jump straight to the 3D stuff, check out the <canvas> element.