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25 June 2014 - 12:47 PM
Well, what exactly do you need help with? What area are you having problems in?
It looks fantastic, btw.
edit: Prematurely submitted.
25 March 2014 - 12:45 PM
The problem is that we DON'T understand what you wrote. Is this something you made? Is this just something you found and thought was cool and wanted to share?
What's the purpose? Is it supposed to be a SNES emulator running on the GPU? Etc?
30 January 2014 - 03:00 PM
If it's a moving sphere, you can just do ray->triangle intersections, and all you have to do is for each triangle, move the origin of the ray along the normal of the triangle by -radius.
Sphere s(center, radius)
foreach(T in Triangles)
// Already touching the triangle...do whatever.
Ray ray(s.center - (T.normal * s.radius), sphereDirection);
CollisionPosition = ray.intersection;
SpherePositionAtCollision = CollisionPosition + (T.normal * s.radius);
edit: I thought about this some more and I am wrong. This *does* do some of the work, but you still need to test the sphere against the triangle edges.
09 January 2014 - 05:25 PM
Well, you could have the collision shape actually just be half the width of the sprite, but "slide" based on the direction the sprite is moving.
ie: For ground collisions, the collision shape is width/2, but one side is always at the center of the sprite, and the other side is opposite the direction of motion.
If no ground collision is detected, expand the shape to full width and test again, this way you can still handle edge cases when jumping/falling properly.
Does that sound like it should work?
17 December 2013 - 06:53 PM
b_2 = 2*b_1 + b_3?
as for 'specific values', just pick anything that doesn't work....
b_2 = 0 or any negative number ( <= 0)...
b_1 = any positive (> 0) number....
b_3 = any positive (> 0) number....
Maybe I don't understand the question?
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