Hello fellow devs!
Once again I started working on an 2D adventure game and right now I'm doing the character-movement/animation. I'm not a big math guy and I was happy about my solution, but soon I realized that it's flawed.
My player has 5 walking-animations, mirrored for the left side: up, upright, right, downright, down. With the atan2 function I get the angle between player and destination. To get an index from 0 to 4, I divide PI by 5 and see how many times it goes into the player-destination angle.
angle = atan2(destination.x - player.x, destination.y - player.y) //swapped y and x to get mirrored angle around the y axis
index = (int) (angle / (PI / 5));
PlayAnimation(index); //0 = up, 1 = up_right, 2 = right, 3 = down_right, 4 = down
Besides the fact that when angle is equal to PI it produces an index of 5, this works like a charm. Or at least I thought so at first. When I tested it, I realized that the up and down animation is playing more often than the others, which is pretty logical, since they have double the angle.
What I'm trying to achieve is something like this, but with equal angles, so that up and down has the same range as all other directions.
I can't get my head around it. Any suggestions? Is the whole approach doomed?
Hello. I'm newby in Unity and just start learning basics of this engine. I want to create a game like StackJump (links are below). And now I wondering what features do I have to use to create such my game. Should I use Physics engine or I can move objects changing transform manually in Update().
If I should use Physics can you in several words direct me how can I implement and what I have to use. Just general info, no need for detailed description of developing process.
Game in PlayMarket
Video of the game
Can anyone point me into good direction how to resolve this?
I have flat mesh made from many quads (size 1x1 each) each split into 2 triangles. (made procedural)
What i want to achieve is : "merge" small quads into bigger ones (show on picture 01), English is not my mother language and my search got no result... maybe i just form question wrong.
i have array where i store "map" information, for now i'm looking for blobs of same value in it -> and then for each position i create 1 quad. and on end create mesh from all.
is there any good algorithm for creating mesh between random points on same plane? less triangles better. Or "de-tesselate" this to bigger/less triangles/quads?
Also i would like to find "edges" and create "faces" between edge points (picture 02 shows what i want to achieve).
No need for whole code, just if someone can point me in good direction would be nice.
I am working on a project where I'm trying to use Forward Plus Rendering on point lights. I have a simple reflective scene with many point lights moving around it. I am using effects file (.fx) to keep my shaders in one place. I am having a problem with Compute Shader code. I cannot get it to work properly and calculate the tiles and lighting properly.
Is there anyone that is wishing to help me set up my compute shader?
Thank you in advance for any replies and interest!
Hi all. My project is coming along wonderfully, and am starting to consider alpha deployment, and would like your advice.
My project need access to 10,000 small PNG image files at runtime, each is only a few kilobytes each, which during development I used to load in directly from a fixed path on my HDD whenever one was needed (obviously not a solution for go-live), using something like this:
img = new WriteableBitmap(new BitmapImage(new Uri(@screenshotsPath + filename)));
The image would then be blitted onto a buffer screen, etc. etc. At a time, a few dozen would be being used.
Now I'm thinking about deployment, and also when I produce an update to my app, there could be more images to add to the folders. So I'm considering the best way of a) deploying the images to the user as part of the project, and b) how to most easily handle updates to the app, whereby more images will be added.
I have just experimented with adding them all as a Resource (!). This inflated the exe from 10mb to 100mb (not a major problem), increased the compile time from 3 secs to 30 secs (annoying), increased RAM usage from 500mb to 1.5gb (not a major problem either), but means that it solves my fixed directory issue, distribution issue, and update issue, simply by having the files all stuck into the executable. Here's the new code I'm using:
img = BitmapFactory.FromResource("Shots/" + filename);
The next thing I was going to try was to mark them as Content > Copy if Newer. This would resolve the executable size and RAM usage (and also the directory issue as well), however it seems that I'd need to highlight them all, and move them from Resource to Content. As an up-front job this isn't too bad, but as I add new images to the project, I'll need to go in and do this every time, which gets annoying, as the VS2015 default is Resource. Also, I'm not sure how this would work in terms of updates. Would something like ClickOnce deployment recognise new PNGs and install them to the users?
I also have 3,000 ZIP files (~500kb each) which also need deploying and updating in the same way. These are currently read directly from my HDD until I can find a permanent solution for adding these to the project as well.
Can anyone thing of a better way of doing what I'm trying to achieve?
Thanks for any help folks.