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XwingVmanX

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  1. I was thinking that the two forces acting on each other would cause a dampening to the oscillation, since when playing with magnets in real life they eventually came to a rest above the base magnet. I wasn't thinking about air resistance. I suppose if I took the same magnets in real life and put them in a vacuum they wouldn't stop either.   As for having a range on the magnetic field, I needed to do that in order to control how many magnets were acting on the player, otherwise it would result in quite a few game breaking bugs. Though I suppose if I had the magnets properly responding to distance it wouldn't be a problem...
  2. I have an issue with a mechanic in a game I am working on. I attached a crude diagram I made in paint to help me explain my issue.   Blue Box - Dynamic Box Black Box - Static Box Red Arrow - Gravity Yellow Arrow - Force from black box Green Circle - Rang of Yellow Arrow   First diagram shows the blue box at rest being pushed down by gravity. The second diagram shows what happens when the black box turns on it's opposing force. The third diagram shows where I want the blue box to eventually come to a rest.   What currently happens is when the opposing force is kept on, the blue box goes to the highest point possible then falls all the way back down to black box and will continue doing that until the opposing force is turned off. I want the box to slowly level out and hover (like diagram three).    I am just looking for ideas on how you might handle it. Nothing I have come up with has worked.   P.S. - I am doing this in XNA using BEPUphysics engine.
  3. OOOOH, Wow all that math is coming back to me. Thanks lol
  4. I was trying to figure out how to make a sprite always look at the players current position. My problem is I am not sure how to check which way the sprite is facing in relation to the players position and adjust him accordingly. I would be grateful if I could get any suggestions as to how to start approaching this.
  5. I was wondering if anyone is or knows a creative director (game director), that wouldn't mind being interviewed for a college research paper? I just wanna ask a few questions about things like... How you got into the game industry? What lead you to becoming a creative director? What is your daily routine as a creative director? If you can help me out please personal message me or email me at kjlambert@email.neit.edu Thanks
  6. Thanks I'll take a look
  7. Can anyone point me in the right direction to learn about reading XML files using C++. I was able to find and learn how to write onto/create an xml document, but I am having trouble find information on accessing the xml document. This is currently what I have patientList.open("Patients.xml", ios::in); while(!patientList.fail() && strcmp(user, name)) { getline(patientList, str); posOpen = str.find("<name>"); newStr = str.substr(posOpen + 1); posClose = newStr.find("</name>"); newStr = str.substr(posOpen + 1, posClose); strcpy(name, newStr.c_str()); } patientList.close(); Right now I have it going through the XML file, line by line trying to find a name. Now that works fine, but what I want to do next is once the name I am looking for is found I want to grab the line after it. The XML looks like this <patient> <name>Ken</name> <mood>Happy</mood> </patient> <patient> <name>Bob</name> <mood>Sad</mood> </patient> <patient> <name>Mike</name> <mood>Scared</mood> </patient> So I want to find the name I am looking for then grab the mood associated with that name. Thanks for your help in advance.
  8. I am trying to figure out if there is a way to find out if any button on the xbox control has been pressed. Similar to how you can use GetPressedKeys() to find out if any key on the key board has been pressed. From Google searches there doesn't seem to be, but I figured I'd ask anyway. For more context, basically I want to trigger something if any button on the controller is pressed.
  9. Figured it out, turned out my prevPos was getting the textures position before the collision was called.
  10. Okay so I am setting up collision detection in a very basic XNA game. The way I am doing it is checking if there should be a collision, and if there is check to find out what side the collision occurred from. The top and bottom collision works, but right and left wont work. The logic for top and bottom is the same for left and right so I don't understand why it wont work. Can anyone see what I might be missing? //Call collision; if (platCollision()) { //From top if (prevPos.Y + frameSize.Y <= platPos.Y) texturePos.Y = platPos.Y - frameSize.Y; //From bottom if (prevPos.Y >= platPos.Y + platDim.Y) { texturePos.Y = platPos.Y + platDim.Y; grav = 0; } //From Left if (prevPos.X + frameSize.X <= platPos.X) texturePos.X = platPos.X - frameSize.X; //From Right if (prevPos.X >= platPos.X + platDim.X) texturePos.X = platPos.X + platDim.X; }
  11. Okay so basically I am working on a 2D puzzle game in C++. I know how to do collision detection, gravity, and rotation. What I want to happen is if a puzzle piece is placed with the center point over the edge of the puzzle piece it was placed on, I want it to rotate and fall over (speed of rotation depending on how far out the center point is from the puzzle piece it is placed on). Actually now after trying to explain what I want to do I have an idea, but feel free to give me extra ideas encase my idea doesn't work. lol
  12. Quote:Original post by zer0wolf Specialize your personal projects, sure, but don't short change your education. Edit: After receiving a PM from a Digipen student in response to this thread, I feel I should clarify things a bit. My point is that there is a trade-off with your education. Either option, going to a strong game development school or a more traditional school, is perfectly valid for the end result of getting a job as a game developer. Just don't expect either to give you an "advantage" in securing a job, and also realize that there will be differences in your curriculum. The important thing is focusing on getting a strong education and doing what game developers do - making games [wink] That was a beautiful speech. lol But I get what your saying, I am not asking because I want to get the advantage in securing a job, i just don't want to get screwed over at a school that doesn't really teach you what you need. Almost happened to me.
  13. I understand what you mean zero, i forgot who, but someone told me that it is usually better to specialize in one are. But you make a good point too.
  14. Never heard of Digipen, I'll have to look into it.
  15. So right now I am planning on going next fall to New England Institute of Technology for Game Development and Programming. Seems to be one of the more accredited schools for this major on the east coast, but to be safe I figured I would ask and see if anyone knew anything, from personal experience maybe, about the school. Or even if there is another school a long the east coast or maybe even west coast that you feel is a better school.