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    • By addictCoderCS
      Hi,
      As the post states, I need art work for the game title/logo/whatever you want to call it.
      Possibly need some ui art as well. Buttons, borders, ui background, etc.
      Think medieval, fantasy, mmo. (Technically, its an mom but it doesny play like an MMO) 
      This is paid, lets workout a reasonable rate.
      Pay will be through PayPal. No I will not pay you up front. We can draft a contract for work if you feel more comfortable with that. 
      Also, if you, or an artist you know, are great at illustrations and concept art, we can work out another deal/rate of pay for that art work. If you want to do the art.
      If you are interest please email me at addictcodercs@gmail.com
      Send samples/portfolio please.
    • By Seer
      I have programmed an implementation of the Separating Axis Theorem to handle collisions between 2D convex polygons. It is written in Processing and can be viewed on Github here. There are a couple of issues with it that I would like some help in resolving.
      In the construction of Polygon objects, you specify the width and height of the polygon and the initial rotation offset by which the vertices will be placed around the polygon. If the rotation offset is 0, the first vertex is placed directly to the right of the object. If higher or lower, the first vertex is placed clockwise or counter-clockwise, respectively, around the circumference of the object by the rotation amount. The rest of the vertices follow by a consistent offset of TWO_PI / number of vertices. While this places the vertices at the correct angle around the polygon, the problem is that if the rotation is anything other than 0, the width and height of the polygon are no longer the values specified. They are reduced because the vertices are placed around the polygon using the sin and cos functions, which often return values other than 1 or -1. Of course, when the half width and half height are multiplied by a sin or cos value other than 1 or -1, they are reduced. This is my issue. How can I place an arbitrary number of vertices at an arbitrary rotation around the polygon, while maintaining both the intended shape specified by the number of vertices (triangle, hexagon, octagon), and the intended width and height of the polygon as specified by the parameter values in the constructor?
      The Polygon code:
      class Polygon { PVector position; PShape shape; int w, h, halfW, halfH; color c; ArrayList<PVector> vertexOffsets; Polygon(PVector position, int numVertices, int w, int h, float rotation) { this.position = position; this.w = w; this.h = h; this.halfW = w / 2; this.halfH = h / 2; this.c = color(255); vertexOffsets = new ArrayList<PVector>(); if(numVertices < 3) numVertices = 3; shape = createShape(); shape.beginShape(); shape.fill(255); shape.stroke(255); for(int i = 0; i < numVertices; ++i) { PVector vertex = new PVector(position.x + cos(rotation) * halfW, position.y + sin(rotation) * halfH); shape.vertex(vertex.x, vertex.y); rotation += TWO_PI / numVertices; PVector vertexOffset = vertex.sub(position); vertexOffsets.add(vertexOffset); } shape.endShape(CLOSE); } void move(float x, float y) { position.set(x, y); for(int i = 0; i < shape.getVertexCount(); ++i) { PVector vertexOffset = vertexOffsets.get(i); shape.setVertex(i, position.x + vertexOffset.x, position.y + vertexOffset.y); } } void rotate(float angle) { for(int i = 0; i < shape.getVertexCount(); ++i) { PVector vertexOffset = vertexOffsets.get(i); vertexOffset.rotate(angle); shape.setVertex(i, position.x + vertexOffset.x, position.y + vertexOffset.y); } } void setColour(color c) { this.c = c; } void render() { shape.setFill(c); shape(shape); } }  
      My other issue is that when two polygons with three vertices each collide, they are not always moved out of collision smoothly by the Minimum Translation Vector returned by the SAT algorithm. The polygon moved out of collision by the MTV does not rest against the other polygon as it should, it instead jumps back a small distance. I find this very strange as I have been unable to replicate this behaviour when resolving collisions between polygons of other vertex quantities and I cannot find the flaw in the implementation, though it must be there. What could be causing this incorrect collision resolution, which from my testing appears to only occur between polygons of three vertices?
      Any help you can provide on these issues would be greatly appreciated. Thank you.
    • By Rio Lloyd
      Hey all!
      we are a team of 3 looking for more members, 
      we are making an isometrical Survival RPG.
      we are looking For Members who can make low poly 3D artists who can do character models, environments, tools and more.
       
      if interested and want to know more email me at rioishere14@gmail.com
    • By nxrighthere
      BenchmarkNet is a console application for testing the reliable UDP networking solutions.
      Features:
      Asynchronous simulation of a large number of clients Stable under high loads Simple and flexible simulation setup Detailed session information Multi-process instances Supported networking libraries:
      ENet UNet LiteNetLib Lidgren MiniUDP Hazel Photon Neutrino DarkRift More information and source code on GitHub.
      You can find the latest benchmark results on the wiki page.
       
    • By ggenije
      Important: I am trying to realize in scrtach which is performance very low due to it's "virutal level" scrtach->flashplayer->java...
      Also i'm new to this forum so i'm sorry if I missed group (like last time)
      Like a title is saying:
      I have project ,and I get negative feedback on it because some people need 30 min to complete it (what is the planned time)
      but problem is that some people need EVEN 5 hours…(game is incremental/idle/upgrade type so it's important to keep same time ...)
      ———————————————————————————————————————-
      Of course people with slower computer will have less fps so game will be slower for them,
      so I have created TimeDelta system for each frame to calculate something to do per second
      for example
        Update(){move(TimeDelta*speed)}  so that mean it will be moving speed number of pixels(or units) per second so it will be same for almost each user.

      But problem is next:
      I have to change ySpeed by jumpPower (#PlayerJump in my project)
      when any jump button is pressed
      then in each frame decrease ySpeed by gravity it is(-10 * TimeDelta)
      but when someone have lower fps it will have higher TimeDelta and will fall faster but with same jump it turns out to jump significantly lower that changes core of game
      BUT even worse if fps suddenly in moment of jump then timeDelta would be 1 so player will jump much much MUCH higher , then fall much slower because timeDelta changed in meanwhile…(and the point of my game is about upgrading jump not complete game in first fps drop)


      —————————————————————————————————————————————————————

      Then I got an idea to fix TimeDelta (like in unity for rigibody) so it will be rounded like
      if calculated TimeDelta is 0.01834 it will be 0.02 fixed
      if weaker computer is using it the TImeDelta will be 0.143 so runded to 0.14 and so on…

      I did not manage to realize it… i tried to calculate it before main initialization of game objects
      but I'm afraid to fps will drop in moment that is calculating so it will be much diffirent…
      I was trying with empty loop(400)(in scrtach even this is taking time) to calculate it but i'm not sure is it right

      So is there good way to realize this fixed TimeDelta
      I only have timer function to use and time difference between frames
       
      This_is_the_link_for_the_game
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