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mousetail

Member Since 30 Nov 2012
Offline Last Active Today, 01:08 AM

Posts I've Made

In Topic: Monogame wierdness

04 July 2016 - 12:49 AM

Thanks, that works. Look at those beautiful rectangles.

Attached File  008.png   20.1KB   0 downloads


In Topic: Monogame wierdness

02 July 2016 - 02:17 AM

Good catch, however, rendering two triangles now means it took the first 2 verticies from the polygon instead of only the first, and it looksallmost the same considering how close the vertices of the polygon are together.

 

At startup, the verticies of the rectangles are defined as:


        VertexPositionColor[] rectanglePositions = 
        {
            new VertexPositionColor(new Vector3(0   ,0,0), lineColor),
            new VertexPositionColor(new Vector3(1000,0,0), lineColor),
            new VertexPositionColor(new Vector3(0   ,200,0), lineColor),
            new VertexPositionColor(new Vector3(1000,200,0), lineColor),
            new VertexPositionColor(new Vector3(0   ,900,0), lineColor),
            new VertexPositionColor(new Vector3(1000,900,0), lineColor)
        };

        static int[] topRectangle = { 0, 1, 2, 3 };
        static int[] bottomRectangle = {2, 3, 4, 5 };

They seem pretty straightforward...


In Topic: The Week of Awesome IV ! - Fourth annual unofficial gamedev.net competiti...

29 May 2016 - 03:04 AM

Yes, I'll actually have a free week that time!

Count me in, as a one-man team

(I'll make a blog here on gamedev closer to the start date)


In Topic: Simulating Human with Rigid Body Joints

22 April 2016 - 08:26 PM

It would probably be a lot more easy to just bake animations for walking, punching etc. rather than calculating all the torques necessary to do these types of things. The forces involved in just standing up are pretty complex, and you don't want to waste CPU time having your character just stand.

You can use physics simulation when the person is actually at the mercy of physics, like when he is dead, or thrown back or something. That is called rag doll physics, but most games don't bother simulating physics for ordinary tasks.


In Topic: How did you learn making games?

21 April 2016 - 04:34 AM

I learned game-making about 8 years ago, so I hope my perspective is usefull to you.

What was the language you used first?

At first, I used both python and scratch (about the same time).

How much time did it take to learn?

I wouldn't say I ever finished learning. I might have gotten a little bit better, but I still allways start on projects that are too hard for me. But in your scale, a reasonable mastery to understand the features, maybe 3 years for python, 1/2 years for scratch.

Did other people like your first game?

My first game that I "Published" was a horrible horrible snake game clone. My dad was the only person who would come close enough to play it, and I don't believe he enjoyed it very much. I did upload it to google code, but I probably shouldn't have.

Are you still making games?

I am balancing them among my many hobbies.


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