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    2. Rutin

      collision sprite

      You can read up on it: https://en.wikipedia.org/wiki/Pseudocode If you google the topic you'll find a lot of information on what it is and how you can utilize it. On the topic of Logic and Problem Solving, I have no idea how to give advice on how to improve. Maybe someone else here can assist with that.
    3. CottonCandyRandy

      Algorithm Analysis Document Review Requested

      Thank you VERY much for your in-depth reply. This all makes sense and I'll be working on the suggestions you recommend!
    4. phil67rpg

      collision sprite

      check for collision execute collision function set screen variable draw collision sprite animate collision sprite well I am not very good at pseudocode so here is my best shot. let me know if I can improve on it. do you of any tutorials on pseudocode
    5. Today
    6. Septopus

      Unsettled World

      Album for Unsettled World
    7. Hi, A friend of mine is an animator in Japan and I would like to experiment making a small video game using his animations. His tool of choice is Live2D, which seems to be very popular over there. I looked around trying to find documentation of their formats, but didn't get very far. There's an API with nearly no documentation. They claim to have Unity integration, so perhaps that would be a way to do it (although I am not terribly keen to learn Unity just for this). Does anyone here have experience importing from this animation tool? Of course he could always provide me with a sequence of .PNG files, but I would like to see what alternatives we have. Thanks! Álvaro.
    8. ajmiles

      Buffers and SubAllocation

      Yeah, it's all driver managed on D3D11 and done for you transparently. The ethos of D3D12 is to move expensive logic out of the driver and into your title where you know what your title's particular patterns are.
    9. Rutin

      collision sprite

      I might be wrong but the main trend and problem I'm seeing just by observing your various posts is that you struggle to break down problems and build solutions logically. I've also noticed that when you're given input it appears you almost completely disregard that advice and continue to approach your problem the same way prior to getting advice. In order to be a good programmer you need to be good at problem solving and you must have a logical mind. If you cannot break things down and come up with solutions logically, then you're going to have a very hard time progressing in this field. In order to not repeat myself in the same detail, you can see the prior posts I made about how to approach this problem. Summary: Bullet hits your plane. (assuming you're doing it at the object level and not using an animation manager for everything) For plane a explosion animation: Upon collision your plane toggles a variable that indicates it needs to start the animation. Once you hit your logic step again you would check to see if the plane is able to animate or not. If true, then it would take the current time as the start time and when checking you can do: elapsed time - start time to get actual time passed if you cannot setup a custom timer. Then you can set frames based on what frame is supposed to be active in relation to where you are in time. When the animation is started you would need to set a variable to indicate the animation is running so you're not resetting the initial setup variables above. In your draw step you would simply pick the appropriate part of the texture based on what frame is active. Once your animation hits the max amount of time you would then toggle the animation related variables and reset or kill the object if that is what you want to do. The above can apply to bullet animation on impact and the actual plane blowing up when hit with a bullet and the plane's health is equal to 0. Your job is to take a concept like what I wrote above for example and use your knowledge in C++ and openGL to make something happen. There is nothing more I can add to this without giving you the code to solve the problem, but that won't help you grow as a programmer and is of no benefit to you. Best of luck.
    10. Just to follow up on this in case anyone is interested...I did a test of the implementation described above and it "seems" to work fine. After applying uniform scale value to all mesh vertices, and translates of the joint transforms and offset mats, as well as any translate key frames in any animations, things turned out as expected in terms of size changes without (so far) any unexpected problems. Having said that I've only tested a few models and every time I think I understand all the elements at play with skinned animation I have something new smack me in the face...
    11. Thanks for the reply. Is this the 64KB page true in d3d11 too? Is the driver just doing the suballocation for us?
    12. Yesterday
    13. That sounds about correct. Even with warmstarting the stack will sway a bit before it becomes stable. Also make sure you use a linear slop. This is important for contacts to persist between frames.
    14. phil67rpg

      collision sprite

      ok I will pseudo code this problem, also how do I solve a problem like this one, how do I work through this problem logically I want to be a better programmer.
    15. Rutin

      collision sprite

      I already answered that question prior on what you need to do in order to get it working. Based on your code you haven't tried any of the steps I outlined. If you want to solve this problem using your own method and not something that actually works then you're going to continue to have issues because you don't understand the logic behind what needs to be done. Simply put, if you unable to solve this problem on paper with pseudocode, you're not going to solve the same problem using C++.
    16. phil67rpg

      collision sprite

      well I put screen = 0.0f into my drawcollsion_one function and it draws a static collision sprite but for some reason I cant get it to animate the collision sprite. I think my glutTimerFunc function is not working properly.
    17. Rutin

      collision sprite

      I already told you how to do it. What did you try, and what isn't working since the last time?
    18. Ok, based on the images you posted and some other images I saw online, it seems like there might be some nontrivial aspects to it. But, I'll speculate a bit. The first step is just to be able to deal with non-axis-aligned grids in general. For this you'd need a transform (typically a position and two orthogonal unit-length basis vectors, possibly in matrix form), the grid size in cells, the cell size, and any other needed data (for example, I see that some cells appear to be disabled in some of the grids, so you might need a per-cell flag for this). Once you have this information, you can perform operations like finding the cell that contains a point and so on. A typical approach for at least some of these operations would be to transform the point (or whatever) into the local space of the grid, and then perform the operation in local space. The next thing I notice is that parts of grids are disabled in order to keep grid cells from overlapping. Intersection between oriented rectangles in 2-d can be tested for robustly using separating axis tests, so it seems like it'd be relatively straightforward to determine where grid cells would overlap. You could then apply some criteria to determine which cells to disable (based on the images, it seems that part might be a little more involved). As for placing grids along curves, you can build a local transform for a point on a curve by computing the tangent to the curve at that point to get one basis vector, with the other basis vector being the (possibly negated) perp of that vector. The details of computing the tangent depend on the type of curve (e.g. circular, Bezier, simple sequence of line segments, etc.). How to select sizes for grids and how to place them along the curve is a little less obvious. Considerations include the curvature of the curve, keeping grids from overlapping, and so on. In the first image you posted, for example, you can see these considerations in play with the size, number, and placement of the grids, and in how the last straight section has single large grids associated with it. It seems to me this is where most of the difficulty would lie - in choosing grid sizes and placement and dealing with grids (both from the same curve and from different curves) overlapping. I don't know how helpful that is, but maybe it'll at least give you some ideas to work with.
    19. I'm trying to write a simple server application using Winsock2. I have a socket listening on port 80 (for http traffic). When I run the program and use my browser to connect to 127.0.0.1, the server receives the connection and displays it as expected. New Connection Recieved message: GET / HTTP/1.1 Host: 127.0.0.1 Connection: keep-alive Upgrade-Insecure-Requests: 1 User-Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/70.0.3538.102 Safari/537.36 DNT: 1 Accept: text/html,application/xhtml+xml,application/xml;q=0.9,image/webp,image/apng,*/*;q=0.8 Accept-Encoding: gzip, deflate, br Accept-Language: en-US,en;q=0.9 The problem comes when I try to close the socket. I'm using the following two commands: closesocket(currentSocket); FD_CLR(currentSocket, &socketList); When I do this, the program keeps repeating the output as if it was getting the same request over and over. If I remove either of these commands it only displays the output once, as it should. The complete source code is as follows. This is a simplified version of the code that will duplicate the behavior, so I've omitted certain checks for clarity. #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif // !WIN32_LEAN_AND_MEAN #pragma comment(lib, "ws2_32.lib") #include <WinSock2.h> #include <iostream> void runTest() { ////// SETUP /////// const int LISTENING_PORT = 80; const int BUFFER_SIZE = 4098; WSADATA wsa; sockaddr_in listeningAddress; listeningAddress.sin_family = AF_INET; listeningAddress.sin_port = htons(LISTENING_PORT); listeningAddress.sin_addr.S_un.S_addr = INADDR_ANY; WSAStartup(MAKEWORD(2, 2), &wsa); SOCKET listeningSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); bind(listeningSocket, (sockaddr*)&listeningAddress, sizeof(listeningAddress)); listen(listeningSocket, SOMAXCONN); fd_set socketList; FD_ZERO(&socketList); FD_SET(listeningSocket, &socketList); ////// MAIN LOOP /////////// bool isRunning = true; while(isRunning) // endless loop, normally has interupt mechanism { fd_set socketListCopy = socketList; int socketCount = select(0, &socketListCopy, nullptr, nullptr, nullptr); for (int i = 0; i < socketCount; i++) { SOCKET currentSocket = socketListCopy.fd_array[i]; if (currentSocket == listeningSocket) { std::cout << "New Connection\n"; SOCKET client = accept(listeningSocket, nullptr, nullptr); FD_SET(client, &socketList); } else { char buffer[BUFFER_SIZE]; memset(buffer, 0, BUFFER_SIZE); int bytesIn = recv(currentSocket, buffer, BUFFER_SIZE, 0); std::cout << "\nRecieved message:\n" << buffer << '\n'; // Using the following two lines causes the output to loop closesocket(currentSocket); FD_CLR(currentSocket, &socketList); } } } WSACleanup(); }
    20. I recently made a seven-day written guide for game development and the intent was to help absolute beginners to realize how to get started in all basic aspects of game development and that they're maybe not as difficult or bad as one might think. http://juhakeranen.com/seven-day-guide/
    21. Placed Resources allow you to alias multiple resources over the top of another if saving memory is your goal. They also facilitate the approach of allocating a much larger amount of memory in a single go (a Heap) and then 'placing' multiple resources inside the same memory allocation. If a shadow map and a post-processing render target are not needed simultaneously in the frame then there's no need for them each to have their own memory. As another example, you might choose to place an entire model's resources into a single heap. That might mean vertex buffers, index buffers and the model's textures have their sizes summed and a single heap is allocated of that size. Each individual resource is that 'placed' at the relevant offsets in that heap.
    22. ajmiles

      Buffers and SubAllocation

      The GPU doesn't care particularly whether a series of buffers form one allocation or not. The main reason is that memory is allocated at the granularity of a 64KB page. That is also true of the granularity at which heaps are Evicted and made Resident - pages, not individual allocations. Of course, generally you want buffers much smaller than 64KB, in which case you'll be wasting a lot of memory per allocation unless you use it for multiple things. Also, since allocating memory is expensive, it's better to do this as infrequently as possible and therefore grabbing larger amounts of memory and sub-allocating it yourself is going to be faster than asking Windows and IHV's driver to do this thousands of times for very small amounts.
    23. Why does this script error? What's the correct way to write a boilerplate opAssign? (You can probably tell I'm not too experienced with C++.) class MyClass { int x; MyClass(int x) { this.x = x; } MyClass opAssign(const MyClass &c) { x = c.x; return this; } } I tried adding an empty default constructor (MyClass() {}) and that made it compile but enter an infinite loop when opAssign is called. I don't want to have a default constructor (that means constructor with no arguments?), it doesn't make sense to have a default value for x in my domain.
    24. phil67rpg

      collision sprite

      I have made some progress, I am able to draw a collision sprite when my planes collide. all I want to do is animate the sprite sheet. here is my updated code. I just need a little hint, I have almost solved my problem. void timer(int val) { screen += 0.1667f; if (screen >= 1.0f) { screen = 1.0f; } glutPostRedisplay(); glutTimerFunc(500, timer, 0); } void drawcollision_one() { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture[3]); screen = 0.0f; glBegin(GL_POLYGON); glTexCoord3f(0.0f + screen, 0.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.0f); glTexCoord3f(0.167f + screen, 0.0f, 0.0f); glVertex3f(0.5f, 0.5f, 0.0f); glTexCoord3f(0.167f + screen, 1.0f, 0.0f); glVertex3f(-0.5f, 0.5f, 0.0f); glTexCoord3f(0.0f + screen, 1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.0f); glEnd(); glDisable(GL_TEXTURE_2D); } void coll_plane_one() { //draw bullet float x = -5.0f + horizontal; float y = 0.0f + vertical; float oWidth = 1.0f; float oHeight = 1.0f; //draw plane float xTwo = 5.0f + horizontal_one; float yTwo = 0.0f + vertical_one; float oTwoWidth = 1.0f; float oTwoHeight = 1.0f; if (checkCollide(x, y, oWidth, oHeight, xTwo, yTwo, oTwoWidth, oTwoHeight) == 1) { drawcollision_one(); } } my screen variable works when I set it to 0.0f, my problem is in getting the timer function to execute.
    25. Hi Max, Thanks for your reply. I decided to redo my collision engine by essentially following/porting the Box2d Lite code (after I understood it properly). General behaviour is a lot better than before and I haven't even implemented warmstarting yet. Box stacking is still quite weak. There's almost no jitter but I find that even a stack of 10 boxes will fall over within a few seconds @ 10 iterations. I know warmstarting would improve the results but is this standard behaviour? I just want to make sure what I have so far is working properly.
    26. Just a general theory of how to approach it not so much how the game specifically done it, since it's unlikely that knowledge is out there, but i accept either one.
    27. If you have a small, known set of allowed characters, you can use an array indexed by character as an unordered map: // The following assumes that ALL chars are >= 'a' and <= 'z'. int countPerChar[26] = {0}; for (char c : answer) { countPerChar[c-'a']++; } int count = 0; for (char c : guess) { if (countPerChar[c-'a'] > 0) { countPerChar[c-'a']--; count++; } }
    28. New Update This week was a busy week for me. Unfortunately, this meant I had less time to work on my indie game. However, I have managed to implement a basic UI and spawning system. However, this will be overhauled during the next week. The biggest update is the performance update. I would like to thank you for the views on the last video and I hope you enjoy my latest video on youtube.
    29. I'm closer to 60 than to 50 and I've been seen stuff over the decades. I can vouch that despite claims of being age blind, hiring managers like to hire people who are similar to themselves, in age, in sex, and in socio-cultural background. Yes, it's not legal and it's not necessarily to the company's advantage, but it's human nature and you;re going to run into it. Expect to get fewer opportunities than someone who is younger together with excuses like "someone your age will expect to be paid more than we can afford" or "we're a young and agile team that needs to be able to pick up new technologies on the fly." Ageism in the industry is alive and well and rumours of its demise are greatly exaggerated.
    30. I am a beginning game developer, using Linux and C/C++. I am interested in organizing my game engine around a state machine, that let's me jump from a start screen, into the game and then back out during gameplay. Where the player would be able to set options such as sound or video settings. I have never created a state machine, but found out that it is what I should be looking for. Does anyone have any suggestions on how to develop an SFML or SDL2 project around that concept. Some basic example code would help. Or some project where the source code is available and it's not too difficult to go through.
    31. Without knowing the language and what a String is, I would venture that it's probably safe to compare the last character to '/'. If you're using a C-family language and String is some sort of aggregation of chars, then it's safe because single-byte UTF-8 character always have their most significant bit clear and are equivalent to 7-bit ASCII. All multibyte UTF-8 characters have their high-order bit(s) set. If you're using a C-family language and String is some sort of aggregation of wider characters, the integral promotion rules will come into play and '/' will be promoted to the larger type before comparison. If the promotion involves sign extension, it's still safe because sign extension of a value with a clear MSB is safe. If you're not using a C-family language, I don't know because various languages have different rules.
    32. As I said. It is kinda supposed to be hard. But if more people say it is too hard I maybe should think about making it a little bit easier. But once you get used to it and take your time it really should be doable. My highscore from my last testing was a little bit over 10.000.
    33. Zenith_Felwood

      New guy here (Please move post if in wrong place)

      I'm sure over my time studying coding it will be a lot more then very other minute. LOL!
    34. Changed. Texture is created inside QuadDrawable.cpp and opencl code inside OpenCLWorker.cpp Also copy kernel.cl to the folder with app.
    35. Yes, you can use glut instead of glfw, please create simple test project, i will change code and test of result.
    36. The programming gods were testing your dedication and patience. They do this test about every other minute.
    37. Is glut instead of glfw? Replaced.
    38. Greetings, I'm sure there is a place for this; however I fail to see one. Really just want to introduce my self more then anything.Failure to do so should be a crime since I have no coding experience what sop ever. Ok well a bit of HTML but does that even count anymore??? Now its all QSS this and Java That. Okay ill stop pretending to know what I'm talking about. Instead I will explain why I am here. I want to make all the x box one games playable on google play store with same graphics. I joke! The real reason I'm here is because I have an ambitious idea like all of you; Wanta-be porn stars. I want to become a writer. Though I'm sure you can all criticize my writing. Before you criticize realize i said nothing about being an editor. So question remains what is a writer doing on a game Dev site. Well with a question of course. My dream doesn't end as a "Wanta-be" writer. I my good friend want to make a text based game. Yes, it is true pen and paper works wonders. Yes, it is true lots of text based games suck. Yes, it is true mine may be no different. Never the less my ambitious mind needs this to work. So I pray to Jebous! I pray so very hard to this dark skinned Jebous that you all will help me. In return you will get yet another shit based text game. I may or may not promise you that. Now my epic speech is done... here is my first Java question that has nothing to do with my game. When I downloaded Android Studio I got this java error while downloading. java.io.IOException: Cannot download 'https://dl.google.com/android/repository/android_m2repository_r47.zip': Connection closed at byte 24641360. Expected 355529608 bytes. , response: 200 OK Warning: An error occurred while preparing SDK package Android Support Repository: Cannot download 'https://dl.google.com/android/repository/android_m2repository_r47.zip': Connection closed at byte 24641360. Expected 355529608 bytes. , response: 200 OK. Please note my connection is fine. When I clicked retry worked perfect. Just because I'm annoying as hell; I must ask. Why the #*@! did it not work the first time. Thank you.
    39. @_Flame_, can you create a simple project without any dependencies ? I haven't PkgConfig, GLFW.
    40. Hello, I am working on a FPS in UE4 where the main character has the ability to grow and shrink and am trying to identify the best way to make this transition look as realistic as possible. I have found that simply resizing the player model only serves to adjust the elevation, but does not give the appearance of changing size. Any advice on how to do this, especially within UE4, would be greatly appreciated! Also, although it isn't critical, eventually I would like to incorporate this into VR (Oculus/HTC Vive), so if you're aware of any finesses that would only apply to VR, that would also be very helpful. Thank you, -Evan
    41. All i'm doing is writing this as a note down somewhere so one day I'll know this stuff too
    42. Hi ! I need to check if the UTF8 string ends with the path seperator '/'. So do : if( String[ Length - 1 ] != '/' ) String += '/'; The question is: Is it safe ? Thanks !
    43. Septopus

      AIMBOT prevention

      I think the real problem with what you are proposing here is that the operation to find the cheater has a lot more outputs than 1 or 0. In some game systems it can be difficult to determine if a player is a cheater or just very very good.
    44. thanks all, slightly different to fallout, I just wanted to get the number of letters that exist in the answer, irrespective of where they are. I came up with this, which seems to work, but is probably over complicated : void computer::terminal::get_chars_correct(std::string guess) { int count{ 0 }; std::vector<char> pass; for (char c : answer) { pass.push_back(c); } auto check_match = [](const char pc, const char c) {return pc == c; }; std::vector<char> counted{}; std::vector<char>::iterator it; for (char c : guess) { it = pass.begin(); while (it != pass.end()) { bool b = check_match(*it, c); if (b) { if (std::find(counted.begin(), counted.end(), c) == counted.end()) //check that this letter hasn't already been accounted for { ++count; counted.push_back(c); } } ++it; } } chars_correct = count; }
    45. CyberFlash

      More random RPG Stuff last night!

      I don't always get crazy distracted. I did rpg stuff 2 days in a row! lol. Last night I was messing around making a pause menu -- I did a raid on Destiny 2 with the clan first of course! But for the longest time I just couldn't get it to unpause and sometimes it wouldn't even pause.. Something to do with the order of my commandy stuff and something about using Booleans it just didn't like what I was trying to do (I most probably did something wrong - rather than blame the game engine) I would use if !global.paused then global.paused = true else global.paused = false ... i just assumed that it would alternate between the two when you click the space bar... But I'm thinking that maybe something to do with how it checks the key pressed and the speed at which it checks (30 times a second?) that you would be slow to not press the spacebar anymore so it'd activate both one after the other? I dunno... Ultimately this would work: if keyboard_check_pressed(vk_space) //spacebar pauses the game { global.paused = true; } if global.paused { instance_deactivate_all(true); //Deactivate everything BUT this object } if global.paused && keyboard_check_pressed(vk_escape) //resume the game with escape key (later change to a button/mouse position type stuff) { global.paused = false; instance_activate_all(); } I used escape key instead of spacebar to unpause just to not risk double pressing spacebar but I'm confident it'd work with spacebar now too (I'm changed it since to do a check on the mouse position as this later will showup a highlighted icon to exit pause instead of hitting escape -- that all works fine now also) It was fun to mess around with even though it feels so simple. I mean I did end up trying to read online and there would people on a distant forum talking about saving a screenshot and going to another room (i don't know about the screenshot thing, its something about displaying the same screen as the background to that room.. I dunno) and the whole going to another room is what I'd usually do in other games like a space shooter, idle game, tower defense etc, I'd just make a 'shop room' and then have the game resume when you go back to the room like nothing happened but technically no pause feature... So finally I've managed to make one. I'm using Game Maker Studio just because a couple of years ago Humble Bundle did a bundle with a bunch of licenses and source codes (I really should look at the source codes again, its been a while) and so I have the pro license for this software and not others... Maybe one day I'll move to another software. I'm kinda hoping Humble does a Game Maker Studio 2 software bundle because I think that has 3D stuff in it... Or you know make a super dope game that makes some money so you're rich and you can just buy all the softwares and be cool. I joke of course. The end result of my menu. I'm currently making a 'test' project. In the background is my test house that I spent hours messing with the walls. Maybe tonight I'm going to add in an Enemy and try to make it do stuff.. (Not sure what yet though... I don't know if I want to have it fight 'now' or go to a battle screen...) I'm just using it to figure out all the things I'll need to do and then I can put them together properly. I'm coming up with a list of questions to ask/google as I'm progressing to try and figure out 'the best practices' for certain things. Like these icons have got set coordinates but I used a variable and then I update that variable to add the set coordinates (both X and Y as 2 variables each) to values such as view_xview and view_yview ... So when drawing them I just give info like iconOneX iconTwoY -- I realize that I've named these kinda wrong though because the OneX bunch will be the first column, TwoY would be the second row instead of the first and second icon.. But I understand it and I'm working solo so its alright for now... BUT my query is about the highlight box... You're supposed to give it x & y of the top left corner AND x & y of the bottom right corner for it to make a square... I know what these coordinates will be but I'm not so sure if I'm supposed to put together like 12 more variables 6 x and 6 y positions because these would cover all the points in mixed combinations OR just use the original variables of iconOneX and then + or - the remaining value.. which for each would be 100 since all images are 200x200... I've done it where I use the original center point values and just + and - the 100 for each draw command. Otherwise I'd need to be adding view_xview and view_yview to all the 12 extra variables so it updates the position each time.. The original center point variables do this already... Now 'it works' which is obviously the desired result.. Now I just need to learn what's the best practice for keeping it clean... I wasn't really intending on writing it out in a blog post cuz I was going to spam the forums asking for help from brainiacs but I got carried away!! I've got other issues like a big list of em but I don't wanna do one huge post with 20 questions so I've gotta thoroughly google things first.. like when's it a good time to use a script instead of just adding the info into the draw event.. You can click on the quest icon (2nd icon - nothing is labeled yet) and it'll draw new stuff on top of the existing stuff, (Maybe it deletes the old drawings? Not sure) and then on top of that I've added elements that would be placeholders.. This drawing stuff is done via a script, using the step event to check mouse position within the walls of the quest icon 200x200 then if clicked it'll set 'quest' to true.. In the draw event if quest is true it runs the questMenu script... I figured it would be a good idea to use a script merely for keeping it clean so I don't have 8 long chunks of code waiting in the draw event based on things like quest = true, bag = true etc etc... Maybe that's wrong and I should just add all the info into the draw event... This is the whole point of learning it.. Now, I'm not at art guy so I'm fully taking advantage of that Humble Bundle 2D Art Sale they currently have, And this is just a test project so my pause is just black n white... Either I'll find art, make a new friend or figure out a design myself for an actual project... I'm just getting the ability to put it together right now. 😅
    46. Fallout 3 and 4's hacking comparison is EXTREMELY simple. Comparisons are done on the same character position in both words, and all words in one 'screen' are the same length. Word length is increased when the terminal is more difficult, and decreased if the player's hacking skill is high. int same = 0; for (int i=0; i<wordLength; ++i) { if (wordA[i] == wordB[i]) { same++; } }
    47. Nypyren

      AIMBOT prevention

      What if the player doesn't install a nand program?
    48. "longest substring match" gave me https://en.wikipedia.org/wiki/Longest_common_substring_problem as first hit. This could however be overkill for your application, There are also algorithms for fuzzy string matching, ie matching strings, but there may be 'problems' in it, like changed or missing characters, Eghttps://en.wikipedia.org/wiki/Levenshtein_distance is one example.
    49. So I am currently on the Game Design aspect of an ambitious MMOFPS project. I need to know if having either full body awareness or floating arms be best to achieve better performance? or if it doesn't matter. I see some FPS's feature full body awareness but I would like to know why most of them don't have them?
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