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skullfire

Member Since 22 Jun 2003
Offline Last Active Jul 11 2014 04:03 PM
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#5040523 Drawing 2d humac char in 3d

Posted by skullfire on 07 March 2013 - 02:22 PM

Hi Nick,

 

What you are looking for is something called "Billboards". If the 3D camera moves, the sprites will always face the camera, always displaying the image. Games like Ragnarok Online do this. Normally what you do is just draw a quad and transform it so it's always facing the camera. 
I'd link a tutorial but it really depends on what technology you are using for the iPhone app. Is it cocos3d? Unity? OpenGL?

 ragnarok-online-6.jpg

Try looking for




#5038549 Design patterns and game development

Posted by skullfire on 02 March 2013 - 04:16 PM

Hi Puyover,

 

In my opinion, componentization has been a very good architecture design decision for games as it provides a lot of reusability as well as elegance. In games, try to prefer components over inheritance. I'll leave this references here:

 

http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

http://www.richardlord.net/blog/what-is-an-entity-framework

http://www.richardlord.net/blog/why-use-an-entity-framework

 

Hope this helps!




#5027645 Low level design of a tiled based movement game

Posted by skullfire on 31 January 2013 - 04:05 PM

Heya Cdranding,

 

I implemented a 3d tile system on Unity, creating the maps procedurally for the GGJ. What i ended up using was A* on top of the matrix that represented the map, and on unity just use the character motor to move the units within from tile to tile.

 

What I would've liked was to actually autogenerate a navmesh on the created tiled map, so that the units could move through corridors and edges in a seemingly smarter manner, as well as move in straight lines from one place to another, diagonally. I couldn't get this to work though, since apparently Unity doesn't support seting another navmesh on existing actors

 

Good luck!




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