• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


  • Content count

  • Joined

  • Last visited

Community Reputation

122 Neutral

About Taturana

  • Rank
  1. I tried something in code but it don't worked... Look: bool CollisionBody::SeparatedByAxisLinePolygon(const Vector2D &axis, const CollisionBody *bodyToCheck, CollisionInfo &colInf) { double LineProjMin, LineProjMax, minB, maxB; LineProjMin = LineProjMax = Vector2D(GetVerticePosition(1)).GetProjectedVectorOnto(axis); { Vector2D v0J = GetVerticePosition(2); double length = v0J.GetProjectedVectorOnto(axis); if(length > LineProjMax) LineProjMax = length; else if(length < LineProjMin) LineProjMin = length; } minB = maxB = Vector2D(bodyToCheck->GetVerticePosition(1)).GetProjectedVectorOnto(axis); for(int j = 2; j <= bodyToCheck->GetVerticesCount(); j++) { Vector2D v0J = bodyToCheck->GetVerticePosition(j); double length = v0J.GetProjectedVectorOnto(axis); if(length > maxB) maxB = length; else if(length < minB) minB = length; } //Testing the distance of the intervals float D0 = (maxB - LineProjMin); float D1 = (minB - LineProjMax); double overlapDepth; std::stringstream ss; float ProjectedVelocity = fabs(Vector2D(bodyToCheck->GetLinearVelocity() - GetLinearVelocity()).GetProjectedVectorOnto(axis)); if (ProjectedVelocity > 0.0000001f) { float t0 = D0 / ProjectedVelocity; // time of impact to d0 reaches 0 float t1 = D1 / ProjectedVelocity; // time of impact to d0 reaches 1 if (t0 > t1) { float temp = t0; t0 = t1; t1 = temp; } overlapDepth = (t0 > 0.0f)? t0 : t1; } if(D0 > 0.0f && D1 < 0.0f) { overlapDepth += (D0 < -D1)? D0 : D1; } else { if (overlapDepth < 0.0f) return true; } Vector2D currentMtd = axis.GetNormalized() * overlapDepth; double mtdLength = currentMtd.GetLength(); if(mtdLength < colInf.length || colInf.length < 0.0f) { colInf.MTD = currentMtd; colInf.length = mtdLength; } return false; } The function above is a collision test for line-polygon. If it return true means it's not colliding else it's colliding. This function is not working... what I did wrong? Thanks
  2. Ok, sorry if I don't explained clearly. * I'll see the code in .rar file, thanks for reply My problem is: When there are fast moving objects, I know if the object will collide or not in the forward time, so what I'll do with this information? If I know it'll collide forward in time, what do I need to do? Thanks *EDIT I really can't understand this function separatedByAxis_swept(). I know what's the d0, d1, axis etc are, but I can't understand what's t0 and t1, why swap the values, etc, can someone explain me?
  3. Hello guys, I'm learning about 2D collisions. And I have some issues that I can't solve. I'm trying to implement the support for fast moving objects don't just "bypass" the collision check because of it's elevated linear velocity. I'm using the algorithm of separating axis. And for detecting if it will collide forward in time because of it's velocity I'm just projecting the relative linear velocity of the two objects on the axis being tested, and if the projected velocity is > than the distance between the two intervals (projected polygons on tested axis) it will collide on next frame. So I don't know what to do in the next frame with this information. I'll post the code of my function that tests if the polygons are separated in the given axis or not. http://w17.easy-share.com/1700875375.html the function is SeparatedByAxisPolygonPolygon() Please, I really need help with this... Thanks all