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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Demo videos are here...

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Aardvajk

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Installed CamStudio and messed about getting it working, then jumped through various hoops to access YouTube. Seems I can't access my old (pre-Google-acquisition) account because the email address I used is the same as a Google account. Nice one guys. We also use gmail at work so I'm having to switch accounts. Grumble grumble.

Anyhoo, video showing everything in action.

Just implemented the whole "not walking off edges when walking" thing. Interesting problem, sort of like reverse collision detection in a way. The approach I've taken is to just detect when the floor is invalid but the previous floor was valid, then just do a closest point to segment check against each edge of the previous face you were standing on to get the corrected position to stop you falling off.

It's okay, but need to figure out some kind of margin system as this just locks the centre of the capsule to the edge, which is physically right but looks wrong as one foot dangles over the edge. Need to arrange things so you stay within a margin, and if you run beyond the margin you are shunted off the edge, so you can't ever start walking outside the margin (to avoid you snapping back in) if you see what I mean.

Ho hum, one for later anyway. Jumping is all working as it should be now.

[EDIT]

Just want to brainstorm some thoughts here. Casting a single ray down from the base of the capsule has worked okay-ish up to now but the edge-walking has exposed some problems with this.

What I'm wondering about is if the floor raycast should actually be a small bundle of rays in a circle. Can do this quite efficiently as the rays have a very small maximum length and an AABB pass is done first so 99% of the time all the rays will be casting into the same shape.

I'm thinking that if any of the rays don't hit a floor, I can examine all the rays and get a direction to shunt the player so he falls of the edge if he gets too close, and somehow use this information to keep him a margin back from the edge when edge-walking, so you don't get this whole "one foot hanging in space issue".

My collision detection is not sophisticated enough to get TOI on a cylinder shape, which would be a better way to do it, but a small bundle of, say, 8 rays arranged in a circle might allow me get a workable system for dealing with standing right on edges better. Hmm, One to ponder overnight and attempt in the morning.

Thanks for reading. This bit was more for me than my readers but your interest is appreciated anyway :)

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