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Spencer Bowers

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About Spencer Bowers

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  1. Spencer Bowers

    camera problem

    Never mind.  It was a problem with my matrix multiply function.  Nothing to see here, move along.  -_-
  2. Spencer Bowers

    camera problem

    Hi everyone, I'm working on a 3D globe on Android, and it works great except for a camera problem I haven't been able to figure out yet.  I'm rotating the camera around the globe in a timer:   double time = (System.currentTimeMillis() & 0x0000ffff) / 1000.0; camera.eye = new Vector3D(Math.sin(time), Math.cos(time), 0);   I expect the camera to orbit at a constant distance from the globe.  Instead, it seems to wobble back and forth a bit.  Also, there's some clipping that comes in and out on either side of the globe as it rotates.  Check this video: http://www.filedropper.com/globe   I'm hoping that someone has seen this kind of newbie mistake before and can give me some idea where my problem is.  Any ideas?
  3. Spencer Bowers

    Smooth Voxel Terrain Generation

    That's a good point.  Have you looked at marching cubes?  The algorithm will help you generate just the smooth parts of the actual terrain, then you'd have to add the flat sides of the cubes yourself.  It isn't too hard, but it can be slow for large terrains.
  4. Spencer Bowers

    Smooth Voxel Terrain Generation

    Changing the noise function won't do anything to solve the problem.  It may or may not make it less noticeable, but the actual problem will still be there.  What does it look like without clamping the values to [0, 1]?  I expect it would smooth out the terrain, but then some of the blocks would extend a bit past their grid spot.  But is that really a problem?   The other suggestion I can make is to look into an algorithm like marching cubes.  This lets you extract a polygonal mesh that describes the surface defined by your noise function.  A little extra work will make it generate the cubed pieces you're looking for.
  5. Spencer Bowers

    Procedurally generated frustration

    I would love to hear some examples of music you can generate.
  6. Spencer Bowers

    Shooting in 3D world where mouse clicked

    Ok, you're normalizing the direction vector, right? But when you calculate the direction, it looks like you're subtracting a normalized vector from an unnormalized vector. Have you tried it without that inner call to normalize? Unproject should return a point in world space, and your model coord should also be in world space, so I suspect that normalize call is messing you up. In simpler words, try something like this: Game1.Instance.ModelManager.addModel("Arrow", (ModelPosition + new Vector3(0, 40, 0)), Vector3.Normalize(farPoint-(ModelPosition+new Vector3(0,40,0)*2.0f)));
  7. Spencer Bowers

    Using the Correct Data Structure

    Have you considered removing all optional parameters from constructors and setting their values after object creation?
  8. Spencer Bowers

    Tile based RPG

    He didn't mention having experience with plain C, so why would you suggest it? C implies a very different design style than C++, not to mention the fact that many constructs he's used to from C++ would not be available. From my point of view, he certainly could go wrong by making that choice. (I'm not saying that C is always the wrong choice, just that it could be the wrong choice for someone with no C-specific experience.) Now, if you mean the OP should just go straight for the game code without worrying too much about writing reusable code, then I completely agree if it's his first project. But that can apply to any language, not just C++.
  9. Spencer Bowers

    Black and White - esque game

    My philosophy is: if I would enjoy the game, then someone else would too. There's a market for it.
  10. Spencer Bowers

    An Unfocused Discussion

    Using the four elements as themes in levels/areas in a game is an easy way to give them distinctive looks and feels. It allows the player to instantly recognize the type of environment they're in and understand what types of dangers they can expect. Condition not Damage Hit points have been in the industry for who knows how long. A measurable form of health is/was a great idea. With this system becoming increasingly cliche, how would a game developer combat(haha pun) this? Can a new process be implemented where speed, momentum, and trauma be simulated to check for death that isn't over complicated and CPU intensive? I know of games that don't have health bars, but I haven't known of one that has the above included. Is there a game that does this already? [/quote] Dwarf Fortress tracks damage by type and seriousness on each body part for every creature in the game. No hit points to be seen.
  11. Spencer Bowers


    The board game Diplomacy is the only game I can think of off hand that uses this type of mechanic. And yes, I think you will find it brings a different level of strategy to the game. Different good? Different bad? Time will tell. I'm also in the "XNA is dying out" boat. I plan to switch to MonoGame after it's matured a bit for a couple reasons: I don't want the burden of writing my own engine in Direct3D or OpenGL, and I like the structure of XNA. For me, it's the right mix of high-level functionality with low-level access to features. That opinion may change when I get more experience, but that's where I'm at right now. Good luck with your project. Now get back to coding! ;)
  12. Spencer Bowers

    Ooops... XNA is dead?!.

    I would switch to Linux in a heartbeat before going to Apple. Actually, even if all computers in the world except for Apples were to stop working, I would start a new career before switching to Apple. And with the train wreck that is Windows 8, I'm getting very close to switching over to Linux completely.
  13. Spencer Bowers

    How to avoid singleton

    When you come up with a solution to a problem you've asked about, please post that solution. Someone in the future may search for something related, find your post, and just see "nevermind, I figured it out", which is frustrating. You're not helping anyone by not posting it. Posting your idea may also spur more discussion that leads to even better ideas.
  14. I was recently watching a young child play with a connect-the-dots app. When the dot connecting is done, it turns into a picture of an animal or something. The picture has interactive elements with a voice saying the nae of the object and maybe some other audio or animation associated with the thing. Maybe something like that would be a little be motivator? The boy I saw playing with it was probably 2-3 years old.
  15. Spencer Bowers

    Survival/Adventure RPG Idea!

    This is the point of prototyping. It's not for us, it's for you. When I'm working on a new game design, I don't consider any of my numbers or equations as fixed until they've been prototyped and tested. You can theory-craft all you want, but at the end of the day it's how the game plays and feels that really matters. Prototyping is what gets you there. I really like your idea of playing a non-magic-user in a fantasy world. I think you've found an interesting situation that hasn't really been addressed in games before. As you said, most RPGs would make you the meat shield for your own spellcasters. But if you're on your own, what kind of tactics would you need to use? Very interesting!
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