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Spencer Bowers

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  1. Never mind.  It was a problem with my matrix multiply function.  Nothing to see here, move along.  -_-
  2. 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. 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. 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. I would love to hear some examples of music you can generate.
  6. 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: [CODE] Game1.Instance.ModelManager.addModel("Arrow", (ModelPosition + new Vector3(0, 40, 0)), Vector3.Normalize(farPoint-(ModelPosition+new Vector3(0,40,0)*2.0f))); [/CODE]
  7. Have you considered removing all optional parameters from constructors and setting their values after object creation?
  8. [quote name='darkhaven3' timestamp='1355822599' post='5011968'] Just use plain C. Can't go wrong. You can draw on the experience you already have with C++ without having to worry about writing generic code, code generation, templates or classes and private and public stuff. More often than not, libraries that are out for C++ probably have vanilla C bindings (I know for sure SFML has this -- CSFML -- and SFML seems to be very good for writing games with). In other words, try out plain C before trying to write a full game in C++. I feel like there's less obfuscation involved in C, and you can just get down to the meat of the code more easily than in C++. While C++ is by no means unreadable or unusable in my eyes, it feels... less so than C for projects that take advantage of the features C++ has to offer. [/quote] 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. My philosophy is: if I would enjoy the game, then someone else would too. There's a market for it.
  10. [quote name='jdturner11' timestamp='1355317973' post='5009807'] [b]"Elements" within gaming[/b] This is prevalent. I don't think I need to tell ANYONE about the utilization of Fire,Earth,Air, and Water within video games. But why? Is it because someone adapted this idea successfully ( I know this definition of elements has been around for hundreds of ages, but I'm talking about it's use in video games) and from here on it has created unlimited nostalgia? Think about it - it is very strange we have held this idea for so long. what is so appealing about this? I am, too, drawn to it and can't explain why. I'd love to hear insight on this. [/quote] 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. [quote] [b]Condition not Damage[/b] 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. 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. [quote name='mholmes' timestamp='1354306603' post='5005822'] Microsoft needs to stop pissing off there devs or everyone will switch to IOS eww. [/quote] 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. [quote name='lride' timestamp='1352049360' post='4997226'] The reason I decided to use singletons is that there's going to be only one instance of Fireball at all times and rather than calling new and delete, I thought it would be better to just make it singleton wait.. I just got an idea that forced me not to use singleton. thanks, anyways. [/quote] 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. [quote name='jbadams' timestamp='1351923265' post='4996783'] you can then really test out all those numbers and equations for your documentation, and will be able to show a potential programmer exactly how it should work rather than describing it. [/quote] 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!