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Rorakin

Member Since 27 Oct 2012
Offline Last Active Jun 01 2014 10:04 PM

#5115327Completely overwhelmed - should I just give up?

Posted by on 08 December 2013 - 05:39 AM

Now I'm reading an 800 pages book that teaches math 3D thoroughly until I'm grabbing my hair and tearing it out lolol...

Books tend to teach extremely generalized theory, proofs, then provide less-than-minimal examples and don't explain how/why/when it is used. My belief is they're useless.

Have you tried playing with code or reading documentation? It's easy to figure what Translation/Rotation/Scaling matrices do; how they do it doesn't matter at all. View/Projection matrices are a bit harder to figure, but you have documentation, forums, Google. As long as you won't care how it works, but rather what it does you'll soon learn to use it.

This. Books should mainly be used as a reference for something your actually doing. In college, I was forced to buy all of these programming books, that I rarely, if ever actually used. Learning was mainly in the form of homework that involved actually creating stuff. If I ever got really stuck, that was the time to start delving into the books. So my advice to you is to drop all books, and start up a project, one that is not an MMORPG

#5111487Noob Question : What game engine is better to begin to program in C# for Desk...

Posted by on 23 November 2013 - 02:31 PM

Unity

#5091922How can I move an object with keyboard and the camera follows it

Posted by on 05 September 2013 - 04:51 PM

Hi, I don't think you need the Smooth Follow.js. Have you tried moving the camera object to be a child of the cube object and removing the smooth follow script? If you do that the camera should just follow the cube movement exactly if that is what you want.

Posted by on 02 September 2013 - 12:24 AM

Radius check first, then atan(y/x) = angle. If angle between min and max angle of player portion, then it is in the player's area.

Posted by on 01 September 2013 - 09:38 AM

Why not just randomly generate an angle between 0 - 360. The maximum x and y using the random angle:

To randomize this, you simply also need to randomize the radius:

Since x and y are a computation of radius and angle, randomizing both angle and radius makes it a random point in the circle

And to simply constrict to a player's portion you just change the min and max of the random angle generation.

#5089943Programming a game play Essentials

Posted by on 28 August 2013 - 06:14 PM

Generally, as with most things programming, it is just try stuff and see what looks the best or what plays the best. Gotta start somewhere though. When it comes to movement and gameplay, you should first have a decent idea of what it should look like in your head and then write pseudocode that you think will achieve the effect. Then you can look at your pseudocode, but the actual implementation will vary greatly depending on what language / engine / libraries you are using. If what you write is not giving the desired effect, then the next step is to answer WHY it is not giving the desired effect.

Remember that for smooth movement changes you need to be changing velocity using acceleration. If your movement is rigid, maybe you are incrementing velocity instead acceleration based on player input. Every frame should have:

position(new) = position(old) + velocity*dt + 1/2 * acceleration * dt^2

velocity(new) = velocity(old) + acceleration * dt

#5060140Custom window GUI system

Posted by on 07 May 2013 - 04:53 PM

Check this thread for many C++ suggestions

#5049752Where are all the good GUI libraries?

Posted by on 03 April 2013 - 05:18 PM

Yes, I've noticed this too. For Unity basically you have to buy a GUI package from the asset store, and your options are NGUI, EZ GUI, or iGUI. NGUI and EZ GUI are powerful and flexible, but expense, difficult to use for most, and require lots of custom programming. iGUI is the only one that is a WYSIWYG GUI editor and is pretty good, but it is pretty simple and still expensive.

I found I was spending way too much time working on the GUI than my actual game, so I decided to create my own GUI editor system. It's basically a WYSIWYG editor, where you can create your entire game GUI and save it as a prefab. It supports an arbitrary number of hierarchies, 3d animations through the use of a free Tween library, Photoshop like gameobject manipulations like holding shift / control to do different things based on which objects you have selected. Pretty much everything can be changed in the editor scene. I'm hoping to create my entire Game's GUI from the editor alone saved as a prefab, once I get that done I can possibly add content to it and sell it on the asset store.

#5024934Unity 3D Gotchas?

Posted by on 23 January 2013 - 06:11 PM

You'll probably need to write your own GUI system or buy one of the GUI asset packages that people sell.

The good news is that it is not too difficult to create your own 3D GUI system from scratch. A 3D GUI is more flexible, since the entire GUI for your game can just be created at start and then disabled / enabled when needed in script (you'll need a good parenting / hierarchy setup for complex GUIs). The 3D GUI can also be rendered as 2D at anytime by simply switching the GUI camera from perspective to orthographic.

The GUI system I created for my own game in this video took me only a couple weeks, but I did use someone's free Unity Tween library for all the GUI animations:

#4995622How to match a 2d pattern in a 2d array?

Posted by on 30 October 2012 - 05:31 PM

The brute force method above by Olof is the fastest you can achieve for matching any random pattern to any random 2d grid during run-time.

However, assuming you have a finite set of defined dimensions for your pattern (3x3, 2x2, 4x4 for example), then you could create separate data structures for the large 2d grid at the beginning of your program. So, for example, you create a 4x4 grid of unique IDs from your 6x6 2d array for 3x3 pattern matching. The IDs calculated can be created from a hashmap function that you define to return a unique ID for a given 3x3 input, and then at runtime you simply pass in your 3x3 pattern to the function and then look to see if the ID returned is in your 4x4 grid. You would have to create separate data structures in the beginning of your program for the different dimensions of patterns you planned to support.

#4994647Do's and Dont's of Recruiting a Volunteer Team?

Posted by on 28 October 2012 - 12:54 AM

Hello, I was a volunteer programmer for a few months for a fairly ambitious fantasy mmorpg using Heroengine. If it is a serious project, you will probably need a business license and have the volunteers sign all the necessary agreements (NDA, proprietary rights, non-compete, and Software agreement).

Unfortunately it's hard to keep motivated for these large scale projects that will take a year+ to complete. I liked slayemin's motivation equations It's even more difficult to gather programmers because if the project will take a year+ and the project fails, the developer has very little show for it. Ideally the team leader will also be the lead programmer, and already have a very good idea on how to implement all the core systems and features for the game.

Realistic goals and expectations is the most important. You can't expect to complete all the core features of normal full fledged triple AAA mmo with only a few volunteer programmers in any sort of reasonable time.

Of course the experience of these larger projects is valuable. Looking back on it however, it would have probably been more valuable to take Anri's advice and go with a 2-man reasonable project that will be completed and implemented well. Good luck!

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