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Faelenor

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  1. I'm pretty sure you're taking the wrong direction here. I don't think you realize the amount of work needed to implement collision detection. I'm also convinced that the built-in collision detection in Unity should satisfy your needs. A couple of questions:   - Are you using a mesh collider for your dynamic objects? If so, do you really need that? Character's colliders are usually capsules or sphere for performance reasons. - Did you try to set this option CollisionDetectionMode.ContinuousDynamic to your fast moving objects?   If you really think you should rewrite the collision detection code, then good luck. The book you want to buy is a great reference. You can also find useful information and code samples there: http://www.geometrictools.com/.
  2. Usually, the game engine is in C++ and all the game specific stuff is scripted (especially the AI).
  3. Can you give an example of code generating this error?
  4. You should start by learning how to do basic transformations using translation, rotation and scaling.  This is basic stuff that every programmer should understand in the gaming world.  Then, you'll be able to make simple animations like what I think you are referring to as "fake" (but I don't agree, an animation is just an animated object, whatever method is used to do it).   Later, if you want to do skeletal animations like those in console games, you should be able to do it.  These animations are using the same kind of transforms (translation, rotation, scaling) but applied on bones instead of directly on the meshes.  Then, the vertex positions of the meshes are computed in function of the bone transforms.  So, if you want to do this kind of animations, you have to first learn how to do basic animations anyway.
  5. I wasn't aware of the plugin limitation with the free version.  Are you sure about that?  All the plugins are available to download for free on their website.  There's also this open source plugin:  http://code.google.com/p/niftyplugins/   Edit: Oh...  you meant the paid version of VS, not perforce!  Sorry...
  6. As far as I know, Perforce is free for up to 20 users (http://www.perforce.com/downloads/try).   We are using it at work and I like it pretty much.  It works well with VS 2010.  I don't know about 2012, but I guess it should be fine.  It's being used by the major game development companies (http://www.perforce.com/customers/solutions/game-development), mainly because it can easily handle large binary files.   I can't really help you about setting up a server ('m just a user), but I guess you can find good tutorial on their website.
  7. What's transform.position? If it's not the camera position or ray origin, then the direction won't point to where you clicked. And by the way, I think it would be better to give an impulse to your bullet by setting its velocity directly instead of using AddForce.
  8. ScreenPointToRay does exactly that: compute a ray for any pixel position on screen. Of course this works for any position on screen and not only for a centered crosshair, otherwise the function wouldn't take any parameter! If it doesn't work, it means you're not using it correctly and that's why I asked you to post some code.
  9. The look at direction of the camera is the ray direction for the center of the screen only, for the other pixels, you need to call ScreenPointToRay. I'm really not sure I understand what you mean, so please try to explain what you're trying to do with more details or post some code. By the way, your initial example is wrong, the ScreenPointToRay method returns a Ray, not a vector. Did you really use this code?
  10. Well, a ray is defined by two things: its start position and a direction. The start position is the camera position and the direction is what is returned by ScreenPointToRay. The z component of the mouse position is useless, because the direction will be the same for any point in space that appears to be at that pixel position. I don't know if I'm clear enough. Think of it as a wire starting from the camera and going away to infinity. Any point on this wire has the same pixel position but different z values. That means that we can ignore the z value to get the ray direction.
  11. From the documentation, ScreenPointToRay takes a screen position in pixels. Are-you sure that your mousePos is in pixels? It's not clear from your post what the 2D to 3D converstion your talking about exactly is. As far as I know, you shouldn't have any 2D to 3D conversion to do.
  12. I suppose it's just a pre-made animation and the current frame is set in function of the position of the finger. I really don't think there's any physics modeling behind this, but I may be wrong.
  13. I think you shouldn't, but can you give me an example of what you would like to do?
  14. You should only use shared_ptr for dynamically allocated objects (allocated with new)! You are passing the address of objects created on the stack, that's why it crashes.
  15. Yes, you have to reset the matrix to identity before applying a new transformation, otherwise, you're applying the same operation over and over.