# draconar

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GDNet+
1. ## Where is the physics of 'Where is my water'?

I think that, for the time being, everyone has played the great Where is my Water from Disney. I want to start some discussion on how they implemented the fluid in this game. Did they used Box2d particles with some kind of stickiness attached to them? What about the tension, drag and viscosity? Everything is so fluid and vivid. I bet they found a simple and yet clever solution.
2. ## A plant growth algorithm

Hi all!, For a long time I have had in my mind this vision of creating a game involving plant growth and user interaction. Today I was doing some researching on plant growth algs and I found this very cool flash animation: http://www.snepo.com/experiments/Growth.html so my question is: do you guys know the name of such algs? I'm more concerned about how fast the alg will be than its mathematical correctness. cheers!, Fabio
3. ## helping find and algorithm

There are infinitely many. Unless you decide how to handle cycles. Take a simple graph of 3 nodes, all connected to each other. Path from 1 to 3 is: 1-2-3 1-2-1-3 1-2-1-2-3 1-2-1-2-1-3 1-2-1-2-1-2-3 .... [/quote] hi! I don't want to circles. If a edge was visited within one branch, I don't want to visit it anymore. e.g.: 1-2-3 - OK 1-2-1-3 - NOK, 1 is visited already 1-2-1-2-3 - NOK, 1 & 2 visited but I do want to find: 1-2-3 1-2 1-3 1-3-2 etc...
4. ## helping find and algorithm

Hi guys!, My problemo is: I need to find ALL possible paths within a bi-directional graph from a given edge (by bi-directional I mean that every vertice of the graph is conected to the last edge in a 2 way direction). For example, my adjacency matrix is 0 | 1, 2, 3, 5 1 | 0, 2, 3, 5 2 | 0, 1, 3 and so on. I want my alg to start at point 0 and find all possible paths that I can take from zero. I've tried to use a depth-first alg, but it bails out as soon I reach the "longest" branch. But what I need is the alg to backtrack to the longest branch - 1 and find any other possible path from there. A simple backtracking alg would to the trick? if yes, which one? many thanks!
5. ## 2d matrix based camera

Hi! I'm really looking for camera effects, not the mode 7. I had in my mind the camera from super mario world, where it closed in/out from mario and effects from other games like shaking, zoom, rotation (of the camera, not necessarily of the game scene). I'm interested too in zoom in / zoom out effects like that in Samurai Shodown and aquaria. How are those accomplished? Below you list practically everything I want to accomplish. Where can I read / get more info?
6. ## 2d matrix based camera

Hi all, does anybody know of any tutorial/book chapter that teaches how to create a matrix based camera for a 2d game? Basically, I want to replicate those cool effects from SNES games, like zooming in/out on the player, stretching and shaking the camera and so on. Any help is welcomed. thanks!
7. ## Box2d - options for the mouse joint

I think it is hard to do while keeping the real physics running. Maybe you can try setting your body's mass to 0 (or near) while moving it. Also, you will probably get more help on the official box2d forum. [/quote] that is the problem. I've posted 3 or more messages on the official forum but I was ignored. Dunno what is going on... I like this approach very much. I can visualize it but I still dunno how to implement it. There will be a body (mouse joint?) which is a spring, and connected to that spring will be the body I wan't to move, correct? I'm just not seeing how I will attach the spring to the mouse, but, yes, this is the effect I want to achieve. cheers!
8. ## Game Engine Design and Implementation Book

Hi, I have this book and have read it from cover to cover. I like it have much, but there are serious downsides that one should consider. the great thing that made the book worth every cent to me: it dissected a game engine and implemented it from the main file to the sound and render engine. I was having really a hard time trying to figure out a good game engine design by myself and the book was an eye opener. It cut through a lot of research. the down side is the implementation. if you follow the code presented in the book you will find that it is buggy and much more simple than the one found at the companion's site. If you don't have a good grasp of C++ and some software architecture under your belt, the code (presented in the book) won't work and you won't be able to extend it further. Anyway, that was a good training for me, albeit a time expensive one. cheers!
9. ## Box2d - options for the mouse joint

Hi, I don't know if here is the correct place to post it, but please move it (moderators) if it is in the wrong topic. As I can see, many many people are using Box2D as the physics library of choice in their games and some problems and solutions are starting to get "padronized" in a certain way. therefore I want to ask you guys if any of you know of the options that one can have on how to move an object using the mouse while still interacting with the physical world. I've tried to mouse joint "way", but the object get such an absurd momentum that everything is blow away by it. The effect I want to achieve is that of moving a feather, where it can't move any other object on the screen, but is held by the others, etc. many thanks!
10. ## Ideas on changing object states

Hi, I'm working in a 2D game in which some elements change state. There is blocks of ice that the player interacts with and she can warm it or freeze it. Because the usual thermodynamics of sensible/latent heat, I'm struggling to get this feeling to the player and what to do to create water pounds and such. It can be scripted, but I can't think how I would do the transition from ice cube to water pound in a fun way. any ideas?

guys?
12. ## High and low level system functions

Hi all, I'm preparing a presentation on game programming for people that know how to program, but don't know jack about game programming. Then I decided to focus on the components of a game engine and how its parts work together and get things done. Now there is this catch, even tough I used the terms like for ever, I'd never give really a thought about them. I want to explain people the difference between DirectX and Ogre3D and SFML, by means of these promotional texts: "Microsoft Windows API was designed to provide software developers with direct access to low-level functions on PC peripherals" "The class library abstracts all the details of using the underlying system libraries like Direct3D and OpenGL and provides an interface based on world objects and other intuitive classes – ogre3d.org/about" "SFML is a free multimedia C++ API that provides you low and high level access to graphics, input, audio, etc.; " how would you explain low-level and high level access to graphics, input, audio, etc?
13. ## C++ in the iOS

the answers helped me a lot. The problem is: I would still need a mac to develop. Is there any emulator which I could use on the PC and then compile the final version on the Mac?
14. ## C++ in the iOS

Hi guys, I'm researching the best (only, maybe) alternative to keep on programming in C++ & windows for the iOS. Now there is this DragonfireSDK available and I want to buy it and get on with my work. I know that box2D and other C++ libraries are called from objective-c and they are cross linked and compiled, but how much of my actual code can work that way? How does this cross C++ compiling in the iOS works? Would I be able to create the whole game using my usual libraries then use dragonfireSDK to call the need iOS APIs? My dream scenario would be to create the whole logic/physics/AI using my usual libs and them replace the need native iOS API calls with dragonfireSDK. Any thoughts?
15. ## Profiling == Valgrind ?

thanks for the replies! but what you guys use on a daily basis?