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## Popular Content

Showing content with the highest reputation on 07/21/19 in all areas

1. 2 points

## How math is used in game development?

2004 - 04 - Beginning Math and Physics for Game Programmers - Wendy Stahler 2011 - 06 - Mathematics for 3D Game Programming and Computer Graphics - 3rd edition - Eric Lengyel 2011 - 11 - 3D Math Primer for Graphics and Game Development - F. Dunn, I. Parberry 2013 - 04 - Physics for Game Developers - 2nd Edition - David M. Bourg, Bryan Bywalec 2014 - 05 - Physics for JavaScript Games, Animation, and Simulations - Adrian Dobre, Dev Ramtal
2. 1 point

## How to make a simple software sprite renderer?

As you don't want to use SDL or so for some strange reason (that is, why do you use OpenGL then?), you'll basically have to rebuild something like SDL from scratch. I would say there is nothing wrong with having a look at it, to see what it all contains and how they do things. Eventually, you just write pixel data in video memory (that part of memory which is sent to the video card and displayed at the screen), literally an RGB triplet for a single pixel, where not always you had 24 bits of space for a pixel. If you're really lucky, you have only 256 indexed colours, which means there is one array of 256 entries with RGB values, and video memory uses 1 byte (the index in that array) for a pixel. For more details: https://en.wikipedia.org/wiki/Framebuffer If your source image is equally large as the number of pixels in video memory where it should be put (and the order of bytes match as well), painting an image on the screen are just plain copy calls (usually with a stride to skip the parts of the screen that you don't want to colour). Otherwise, you have to resize the image, and/or write the data in non-sequential order.
3. 1 point

## How math is used in game development?

Thank you guys for answering ☺️, for those who want an example in a specific branch of mathematics, I just want to know anything that relates to game developing. I mean all of it is much appreciated.
4. 1 point

Thanks man!
5. 1 point

## Spicing up the AI (game mechanics)

Above the usual tropes of having good design, character, specialty and synergy, thought I'd add some [basic] special cases to the mix: Angle of attack: Enemies would be able to come from all 360 degrees, and would not be limited to the ground plane. Player's cone of vision: It would inform the AI where the player is facing, allowing them to have more choices to attack. [This could also lead to changes in player awareness.] Sense of surroundings: Primarily to reduce kiting, but would be useful elsewhere. It would be concentric in design (Close > Mid > Range). Would double as a sensory limit, to call/hear sound cues. [In order to call for reinforcements for example.] Cover/fallback system: Keep ranged units out of harm's way, or get enemies to hide in tall grass to avoid detection. [Or joining up allies in order to survive.] Multiple attack modes: Might have a dagger and a knife, Why not use them? [Maybe both, at the same time? ] Reactive environment: Place traps, loot chests/resources, and take them with them, or to a camp. Player tracking: Either using environmental cues (footsteps in snow), or by player "crumbs" on the floor (if higher level AI). However, these would decay eventually. [Might add aerial tracking/wind direction.] [These also could be used by the player, if ability is available, or would refer to the lesser visual cues.] Different attack tactics: Encirclement, ambush, flank or corner. [Or grab you and try to drag you somewhere else.] Zone/Time awareness: Example: If weak, then would not venture close to an enemy, or would stay more in the shadows. [And come out more during the night; and be more shifty.] [Or would be more active or passive.] Own stamina: YES. Separate from the base aggro-timer. Auto pickup (for player as well): Maybe grab a weapon from the floor or two? [But mostly for the player, to customize their experience; like having auto gold pickup.] More synergy: Mobs would actively seek out tactics, when near each other. [Example: one throws oil on you, the other lights you on fire.] Extra scripted states of behavior: To fill in time between those "cumbersome" moments of having to fight! [Adding more randomness to enemies, by giving them "jobs" to do, like eating, resting, smelling of yellow flowers, etc.] Power sensitivity/Scaling: If player is too low, or too high level, they would either run or be more courageous. [Much like having an XP penalty for doing so.] Reduced predictability: By giving them extra mobility: dash or [trying to] avoid certain attacks, before happening (if smart enough). Whiskers path-finding: To give them more realistic movements. Chance of unpredictability: Enemies might go overdrive, or panic, or grab a random behavior from the pool. [From other monsters, within limits of course.] Intended weaknesses: Afraid of light, or to specific events, etc. Against the elements: Based on their ability to move, and their environment (snow, mud, rain, etc.), their movements would also vary [greatly].
6. 1 point

## Question regarding variable FPS for sprite sheet animations and the game itself

It is totally ok to have a sprite animated at a different rate than the game's framerate. There is no restriction here. For a 12 FPS sprite you will see a new sprite frame every 83.3ms .. If the game is animating other stuff at 60 FPS (e.g. scrolling background) then those elements will change look on the screen every 16.6ms. The result of combining such differences is not new. Many modern 2D games do it, so you can see how it looks and feels. Now, 12 FPS sprites won't look smooth against 30/60 FPS animations of course.. but this doesn't mean it's a mistake that must be fixed. Disney has been animating characters at lower frame rates than the background since dawn of cartoons 🙂 It is just a question of style and feel and whether that fits with the theme of the game and the art/animation direction you decide to take. That being said, 12 FPS sprites will show better on a 60 FPS game than a 30 FPS game. This is because 60/12=5 .. an integer number. So every 5 frames @60 FPS you increment your sprite frame index by 1. Whereas on 30FPS you can't do that. Meaning some sprite frames will stay longer on screen than others, hence a feeling of jittering animation as an end result.. so probably find a sprite anim frame rate that fits with both 30 and 60 FPS if you plan to have the game support both rates. For example, you can either go 10 FPS sprite anims or 15 FPS. The former being less work for you, and the latter more work 🙂 Good luck!
7. 1 point

## Postmortem: SolSeraph

Many times after the development of a game, at ACE we produce short videos to show early implementations of the titles we launch. For those interested in game development, here is a brief video showing some early concepts for SolSeraph. --- Follow ACE Team: ACE Team website Steam group Discord Reddit Twitter Facebook "ACE Team fans" Facebook page YouTube Twitch Player me Tumblr Instagram Minds Gab ВКонтакте
8. 1 point

## An Artist Trying to Program

Initially, it wasn't pretty, and I have been told about 300 times to go watch tutorials when asking for help in discord... while trying to do something I was following in a tutorial. Trying to program starting out is like trying to walk down a hallway where you can't see the doors or windows on either side of you. Everyone else around you is screaming dude just turn the knob, you sit all puzzled, "What knob?" All that aside I feel things are going much smoother now about three months into this. I still struggle from time to time with super simple stuff like GetComponent while on the other hand being able to write a functioning weather system based on coroutines (timers). Actually being from an art background is one of the reasons I wanted to start this blog. I don't feel like an artist going into programming is a story I hear as much as maybe a programmer spiffing up his art skill or just plain out hiring a starving desperate artist to do the work for him. I wanted to share with you a few of my achievements in the past week. Progress often feels like you are surrounded by obstacles eager to kill you while you struggle to get moving. And just when you feel like you are finally moving you seem to hit a red light every 3 seconds. At the end of the day though you know you have to just get back up tomorrow and keep on swimming. Obviously, that is the only way you will ever open doors to opportunity!
9. 1 point

## How math is used in game development?

Really? All of them. On different levels. UI/2D/Particles - linear math, calculus geometry, 2D physics rigid body, 2D vectors, 2D matrix, cos-sin law, trigonometry AI - UP + probabilities theory and randomized algorithms 3D - UP + all in 3D Drivers/Hardcore 3D - integrals, derivatives Google for "3D Math Primer for Graphics and Game Development"
10. 1 point

## How math is used in game development?

All programming is math. A computer program is an algorithm. An algorithm is a mathematical concept. Compiled programs are just huge integers, all input is a set of integers, and all output is a set of integers and the computer is just a piece of hardware that performs a basic mathematical 𝑓:{ℤ , ℤn}→{ℤm} mapping the program/input space into the output space. A digital electronic computer is a manifestation of a single mathematical function in the integer domain. Did you have a more specific branch of mathematics in mind so we can discuss a limited subset?

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