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By akshayMore
Hello,
I am trying to make a GeometryUtil class that has methods to draw point,line ,polygon etc. I am trying to make a method to draw circle.
There are many ways to draw a circle. I have found two ways,
The one way:
public static void drawBresenhamCircle(PolygonSpriteBatch batch, int centerX, int centerY, int radius, ColorRGBA color) { int x = 0, y = radius; int d = 3  2 * radius; while (y >= x) { drawCirclePoints(batch, centerX, centerY, x, y, color); if (d <= 0) { d = d + 4 * x + 6; } else { y; d = d + 4 * (x  y) + 10; } x++; //drawCirclePoints(batch,centerX,centerY,x,y,color); } } private static void drawCirclePoints(PolygonSpriteBatch batch, int centerX, int centerY, int x, int y, ColorRGBA color) { drawPoint(batch, centerX + x, centerY + y, color); drawPoint(batch, centerX  x, centerY + y, color); drawPoint(batch, centerX + x, centerY  y, color); drawPoint(batch, centerX  x, centerY  y, color); drawPoint(batch, centerX + y, centerY + x, color); drawPoint(batch, centerX  y, centerY + x, color); drawPoint(batch, centerX + y, centerY  x, color); drawPoint(batch, centerX  y, centerY  x, color); } The other way:
public static void drawCircle(PolygonSpriteBatch target, Vector2 center, float radius, int lineWidth, int segments, int tintColorR, int tintColorG, int tintColorB, int tintColorA) { Vector2[] vertices = new Vector2[segments]; double increment = Math.PI * 2.0 / segments; double theta = 0.0; for (int i = 0; i < segments; i++) { vertices[i] = new Vector2((float) Math.cos(theta) * radius + center.x, (float) Math.sin(theta) * radius + center.y); theta += increment; } drawPolygon(target, vertices, lineWidth, segments, tintColorR, tintColorG, tintColorB, tintColorA); } In the render loop:
polygonSpriteBatch.begin(); Bitmap.drawBresenhamCircle(polygonSpriteBatch,500,300,200,ColorRGBA.Blue); Bitmap.drawCircle(polygonSpriteBatch,new Vector2(500,300),200,5,50,255,0,0,255); polygonSpriteBatch.end(); I am trying to choose one of them. So I thought that I should go with the one that does not involve heavy calculations and is efficient and faster. It is said that the use of floating point numbers , trigonometric operations etc. slows down things a bit. What do you think would be the best method to use? When I compared the code by observing the time taken by the flow from start of the method to the end, it shows that the second one is faster. (I think I am doing something wrong here ).
Please help!
Thank you.

By ethancodes
I'm working on an endless wavebased arkanoid/space invaders style hybrid. Bricks spawn above the screen and move down line by line. You must destroy all bricks before they hit the bottom of the screen. There will be multiple types of bricks and random powerup spawns. Currently I am just using a simple Log function that takes in the current wave as a parameter. This works to increase the number of bricks spawned each wave, but I want to find a way to make this much more complicated. Here is a list of everything that should be effected by the increase in difficulty:
1. Number of bricks
2. Types of bricks (1 hit bricks, 2 hit bricks, 3 hit bricks, etc.)
3. Speed that the bricks move down the screen
4. How often powerups spawn
The biggest problem here is that I can't just increase all of these with each new wave. If I did that, it would quickly become far to difficult. What I would like is an algorithm that gives some amount of variance in the increase between all 4 of these. Say one wave we put 60% of the increase to number of bricks, 20% increase to powerup spawns, 10% to types of bricks and 10% to speed of bricks. But on the next wave those percentages are all moved around and we now have say 105% to work with so the overall difficulty has increased as well. The different types of bricks need to also change to the point where if someone has made it to a certain wave, such as wave 50 for example, there are no longer any 1 hit bricks. We now would have just 24 hit bricks, and if they are crazy good and make it all the way to round 100, Now it's just 35 hit bricks, etc.
If anybody has any good ideas or suggestions on this, I'd appreciate anything you've got! Thanks!

By Alex Daughters
Hi, I am currently a college student studying to become a Game Developer. I need to interview current game developers for a class I'm taking. if anyone seeing this could answer just the 5 questions that I have provided below as well as your name, current position, and how many years you've been in the game industry. I'd really appreciate any responses.
Name:
Position:
Year in the industry:
What was the starting salary?
How many hours do you work?
What did you learn outside of school that was useful?
How did you get your job and how hard was it to find it?
how was this job different than you expected it to be?
Thank you for your time.
Alex Daughters

By fazook
Hi, guys!
I have a rather abstract question, because I don't know which side to approach to its solution. So, I would appreciate any information.
I have a task to create a simple game that generates floor plans and I following by this perfect algorithm (https://www.hindawi.com/journals/ijcgt/2010/624817/). At the moment I use squarified treemaps (http://www.win.tue.nl/~vanwijk/stm.pdf) and here no problems. I create nested array in which elements are rooms with size. Problems starts when I trying to represent generated "rooms" as edges and vertexes (a, b, c, d steps in attached picture) That representation can give me access to this elements as special "entities" in future game versions.
I don't have skills in graphs (and do I need graphs?) and at the moment totally stucked at this step. How can I represent room walls as trees (or graphs?) at this step? Calculate size of squares (rooms) and convert sides to a vectors? Then in loop find shared vectors (same position by "x" or "y") and determine them as shared walls? The instinct tells me that there exist more elegant and efficient ways.
Anyway, thanks for any information about this.

By CrazyApplesStudio
Hello , i would like to showcase my first game project, a simple endless casual arcade game called Apples Mania : Apple Catcher. The game has simple goal , scoring as high as possible by collecting falling apples while the difficulty gradually increases. Different apples are worth different amount of points and there are also 2 powerups to help you in your challenge.
The game took me about 2 months to complete and polish and i made everything except for the music tracks and some of the sound files. Made in unity and blender3d.
Would appreciate any kind of feedback.
Google Play Link
A trailer showing basic gameplay:


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