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Mussi

Member Since 12 Oct 2004
Online Last Active Today, 02:41 AM

Posts I've Made

In Topic: Entities interaction

01 September 2015 - 04:25 PM

For movement in my game, I allow for some rewind by the server, but actions only happen when they arrive at the server and when the server says it's okay. This prevents the scenario you described in your OP. It gets a little bit tricky with actions that affect movement, but that's manageable.


Wouldn't this create collision detection issues potentially? The player will shoot at the place where he sees the monster (up to 100ms back in time) and then will get the action executed when the monster is probably at a different location.

Yes, but you have to give in somewhere, everything is a trade-off. You need to design your game around these trade-offs. Is shooting in your ARPG really that precise? How often will that scenario present itself / do monsters move about erratically?


In Topic: Find tile coordinates within a given radius

01 September 2015 - 06:07 AM

Instead of doing a distance check that requires a square root, you can check against the squared distance:

if((j - x)*(j - x) + (k - y)*(k - y) <= r * r)

Should be faster.


In Topic: NetDragon ReleasesInitial UI Design Drafts of Mobile FPS Dead Union

01 September 2015 - 04:40 AM

Looking really good. Personally I like the buttons of the 4th image best, together with the mission globe and the white currency color of the fifth. Easier on the eyes or something.


In Topic: Translate Planet around a circle path on X, Z axes?

30 August 2015 - 03:19 PM

If you just want a circular motion you can set your X and Z to:

X = sunPosition.X + orbitDistance * cos(t)
Z = sunPosition.Z + orbitDistance * sin(t)

where t should increase with time, the faster t increases, the faster your planet will move about. An increase of 2*Pi in t represents one full orbit.


In Topic: How would I be able to do this in C++?

29 August 2015 - 04:20 AM

If you need a fixed size array you can do:

int array[] = {1, 2, 3};

If you need a dynamic array, one that can change in size, use std::vector:

std::vector<int> vector = {1, 2, 3};

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