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Member Since 13 Sep 2012
Offline Last Active Oct 04 2016 06:28 PM

Posts I've Made

In Topic: Reducing Collision Checks

11 September 2016 - 11:58 AM

Since a triangle can be represented as a composition of smaller triangles you could use an approach similar to a quad tree. 


Create a tree data structure where each parent represents a triangle and its children represent the four smaller triangles that make up their parent. To traverse the tree you'd use a point_in_triangle function and traverse down it similar to how you'd traverse a quad tree. 


I am making some assumptions here based on your screenshot. Namely that your triangles are the same size. If your scene was contained within some arbitrary polygon your data structure would be a bit more complex but still similar. 

In Topic: Are computer skills necessary for becoming a game designer?

23 January 2016 - 11:57 AM

It is also common to have technical designers on a team. These are designers who may implement some design in whatever scripting language the game engine supports. Therefore, if you are familiar with programming you'd open a larger set of jobs you are qualified for. 


Otherwise, It is good to be comfortable with technology. It is often the case that tools will be built in house that you will need to use. Some examples include achievement editors, item editors, etc. These tools might spit out to an intermediate file format, be it json, xml or even insert into a database. It is not unusual to have to merge these files with other designers changes or even edit them manually. You will also need to be comfortable using version control which can be intimidating at first.

In Topic: [SFML] My vector array is only drawing one sprite

17 January 2016 - 08:34 AM

Turn this part:

troll = new Troll;

troll->setPosition(std::rand() % 600 + 1, std::rand() % 600 + 1);

Into this:

for (int i = 0; i < 10; ++i)
    troll = new Troll;
    troll->setPosition(std::rand() % 600 + 1, std::rand() % 600 + 1);

In Topic: What is z-plane?

13 January 2016 - 09:25 AM

It is safe to imagine the Complex plane as a Cartesian one, yes. The quote you referenced is explaining how you can extract the x and y components of a Cartesian plane from an equation with complex numbers. For example, if you had the equations:


z1 = 1 + 2i

z2 = 3 + 6i

z3 = 7 + 8i


Where i represents imaginary numbers.


You'd be able to extract the points (1, 2), (3, 6) and (7, 8) and plot them on an x-y plane. 

In Topic: Camera movement too fast

06 October 2015 - 09:21 AM

Could you make time length a function of the distance?

I'm not sure what you are doing for units on both variables. But if you calculate the distance to a point multiply it by how long you'd like to take per unit distance.