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Member Since 17 Jul 2002
Offline Last Active Today, 05:21 PM

Posts I've Made

In Topic: Spaceship steering based on mouse offset

Yesterday, 03:08 PM

The simple solution is to not use torque to steer your ship, because torque and angular inertia do weird things as you have discovered.

Most physics engines have a mode or special body type where you can apply "controls" in addition to real physics forces. I haven't touched Bullet in years and have no idea about BulletSharp, but I'd lay odds there's a way to directly set the rotation of your ship. Do the steering computation and any damping/acceleration/etc. you want in the game code, and don't bother trying to replicate that behavior in physics terms.

In Topic: good websites for game ai?

30 April 2016 - 11:55 PM

http://www.gameaipro.com/ if you haven't already come across it.

In Topic: Question about Open World Survival Game Engines

29 April 2016 - 03:44 PM

Recruiting on vision is a dangerous gamble, to put it lightly. I might go so far as to say it's a guaranteed disaster, although that's a tiny bit more absolutist than the situation really deserves.

There are many things that motivate different people. Money, fame, completion of a project, good social interactions with peers, etc. etc. - read up on the literature on psychology of motivation. You'll want to find ways to attract people who don't share your vision.


Because nobody else has your exact vision. And chances are damn near 100% that you will never get another person to have an identical vision, ever. There will always be "creative differences" to reconcile. If your plan for resolving those differences is "my way or the highway" then you are already failing.

You flat out aren't gonna attract good people with money, because you don't have any, and because any decent engineer knows better than to work for free in today's economy.

Fame might be a good draw, if you can convince people that their execution of your vision will be as successful as you're expecting it to be.

Completion is another good draw, if you can prove that you have the ability to deliver - both you personally, and, as your team grows, the rest of your crew.

Socialization is probably your best bet frankly, of the motivators I named, because you can play to people's common interests in the genre as well as the bonding experience of building a product together.

I'd strongly suggest looking for business structures that help you motivate your team with tools that are not purely financial. If you strike it big later on, good for you - and certainly you should have a contingency plan for doling out the wealth - but don't make it your #1 reason to join up.

In Topic: OMG I love this game!

27 April 2016 - 06:24 PM

Yeah, no.

In Topic: 3d shortest path algorithm

26 April 2016 - 12:33 PM

Note that depending on your needs there are almost certainly more efficient ways to represent a 3D navigable volume than using a grid of voxels.