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Silgen

Member Since 10 Sep 2012
Offline Last Active Dec 01 2012 07:22 PM

Topics I've Started

A* - Keeping track of nodes

01 December 2012 - 04:20 PM

Working on my A* implementation - Mostly working fine, but I'm having difficulties in updating the g values of nodes.

When I look at the neighbours of a given node - in order to check whether or not the g value is an improvement on the current node's g value, I have to search both lists, comparing the x/y coordinates of the current node, with each node in the lists. This seems over complicated. What is a good way of keeping track of the neighbours of a given node?

A* Implementation Question

24 November 2012 - 12:36 PM

I have been reading about the A* algorithm recently, and I want to implement it myself to make sure that I fully understand it. What is the best way of representing the map that will be searched? Array? A tree of some kind?

Game States

22 November 2012 - 11:36 AM

Going back to basics and writing really simple games (tic-tac-toe, currently) but trying to use a good, clean OO structure. All states are derived from a base class cState:

[source lang="cpp"]class cState {public: virtual void enter() = 0; virtual void update() = 0; virtual void leave() = 0;};[/source]
The code below is for the state manager
[source lang="cpp"]void cGame::changeState(cState* targetState) { currentState->leave(); currentState = targetState; currentState->enter();}[/source]

I was thinking of putting each state in its own file, but this means I will need to pass a pointer to the state manager (so that the state manager knows when to switch states) and also an inclusion for all of the header files for the states that it can transition to. This sounds messy. Is there a better way of doing it?

Uphill Struggle

21 November 2012 - 04:03 PM

I don't have anywhere near as much experience with game development as I would like to, and I have an ever increasing amount of school work to be completing, leaving me less time to work on my projects. Apart from feeling that the platformer I was working on is far more complicated than it should be, I'm just not getting anywhere with it. Due to my entity management system, I'm struggling to fix bugs with the collision detection and movement without breaking something else. I feel like I've either bitten off more than I can chew at this point, or am simply over complicating things.

I feel that I've hit a dead end with this current project, and my motivation has plummeted, ushering in a lot of self doubt about my own ability, which may or may not be accurate. This won't be the first time I've bailed on something like this, and honestly it just feels like complete failure.

I'm not really sure what to do - should I just go back and work on something simpler, or what?

More Collision Problems

21 November 2012 - 03:22 PM

I have recently returned to my platformer, and am having more collision woes.

I am moving the player by its velocity, iterating through intersected solid objects looking for the minimum penetration axis, and reversing the movement.

However when in mid air, and pushing against a wall - it gets stuck and vibrates.

Has anyone had similar problems?

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