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Paradigm Shifter

Member Since 09 Aug 2002
Offline Last Active Yesterday, 11:00 AM
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Posts I've Made

In Topic: tictac toe marks

08 May 2013 - 07:08 PM

Games are apps.

 

Three steps to heaven:

 

1) Make a plan

2) Write code

3) Debug code

 

I think you are doing too much (2) and not enough (1) and (3). Moving to a different language isn't going to be a magic bullet. Most apps are MUCH more complicated than tic-tac-toe.


In Topic: tictac toe marks

08 May 2013 - 04:35 PM

Coding is a small part of programming. You're going to spend most of your time debugging things. Learning to use the debugger is going to be faster than posting threads asking what is wrong with your code in the long run.


In Topic: tictac toe marks

08 May 2013 - 04:27 PM

I suggest you practice using your debugger to step through your code and examine your variables then. It's going to be a lot more productive.


In Topic: Stealth system

08 May 2013 - 04:15 PM

You need to use the normal of the cube face you are stealthing upon, you can probably extract that from the collision data you get back from your raycast.

 

I wouldn't use Euler angles for this though, use vectors. You want to slerp your rotation to align with the normal of the cube face. If you must use Eulers, you need to convert the returned normal into an Euler angle representation.


In Topic: Stealth system

08 May 2013 - 02:16 PM

Not sure I understand the question... do you mean rotating the character swings the camera round so it is looking through the wrong side of the wall? Do you want the player to be seen face on with his back against the wall?

 

What you should probably do in that case is not turn the character in code at all (except to align it to the wall as a lead in to the animation), put the rotation of the character into the animation instead, and keep the character facing to be towards the wall in the code. That would be more natural for controlling the character as well (i.e. you don't want the controls to flip left/right when you are leaning against a wall either).


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