# TheAsterite

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1. ## Modeling some flight physics.

I was imagining something along the lines of Star Fox or Panzer Dragoon, where even though it was on rails you could still move a little bit within the level. The Fluzzard levels from Mario Galaxy 2 is probably closer to what I'm looking for though.       Left analog stick will control pitch and horizontal movement. Whether to make it control yaw directly, I'll have to play around with it to see. And yes, I was thinking the triggers roll you directly as well as making you lose a little lift in the process.   Unity3D's engine already has variables built into it's physics system for drag and constant forward force, so that part is easy. I'm was using them to keep a constant forward velocity when I was playing around with the system.
2. ## Modeling some flight physics.

So I'm just about getting started making a small, on rails flight game in Unity3D, and I have to model some physics that fit well with the control scheme I have. What I want to do is map the different analog triggers of a controller to each wing of a dragon, so the more you push the analog trigger down, the less lift you have on that wing so you lean and fall toward that side. It's been a while since I've taken physics, so I'll try to do my best to lay out how I've been thinking on how to solve this problem.   Since the game is going to be on rails for now, I'm just going to apply a constant force forwards to move the character.   So for stable flight, I obviously need all the vertical forces to sum up to zero. I'm guessing gravity will be my only force pushing downward. I'll have 2 forces pushing upward for each wing.   I'm having trouble figuring out how to map the horizontal and rotational forces of the character though. I want to eventually be able to make it easier or harder to maneuver based on wing extension. I also want to model how the angle of attack effects the forward speed of the character also. What would be the best way to do it? Are there any sources on flight I should read first before I tackle this?
3. ## Nuts and bolts of frame buffer effects?

How do games like Rayman Legends or Mario Galaxy 2 do effects like checking your character position to see if it is in a particular light source that is dynamically blocked or unblocked? I'm trying to wrap my head around how to connect the gameplay side vs the graphics side of it. I know at least in Mario Galaxy 2 they use the frame buffer, but I'm not sure what that entails. If anyone can point me to articles or links? I would greatly appreciate it.

So as of now, I have a somewhat decent grasp about how to break up jobs into smaller parts for parallel processing. I wanted to move to designing an engine framework that revolved around handling different systems such as physics or rendering as different threads when I came across this article by intel: http://software.intel.com/en-us/articles/designing-the-framework-of-a-parallel-game-engine.   It seemed really interesting, so I downloaded the source code to their demonstration and was looking at it.    My question is, how relevant is this paper today? Is this scheduling technique used widely in the games industry?
5. ## Unity Best way to handle a hex grid world with multiple levels

So here's what I'm trying to do. I'm building a turn base strategy game in Unity3D, and I recently got a flat 2D hex grid working. Now I want to expand the functionality of the world by adding multiple floors or levels on top of the lowest ground level. As for now, the other floors will just be to represent objects like bridges over hilly terrain. Nothing horrendously complicated. The way I was starting to implement this is just by adding some more values such as a boolean hasMultipleLevels and a list of tiles onto the particular x,y position on the grid. Another way I was thinking of was by just making a 3D array and having a null value for the spaces that won't have a hex tile. Which would be easier to work with in terms of ease of use and tools for easier grid building in the long run? Is there another way of doing this? Edit: One reason why I'm leaning toward the first method is that the bottom floor is going to act like terrain with varying height. If I just do a 3D array, won't it be difficult to establish where the top layer of the floor will be? Edit2: I also want the game to feel like a board game. So I'm not doing a logical board that is overlayed onto custom art (like final fantasy tactics). Each hex tile will have it's own art to represent different objects (think heroscape.)
6. ## Unity Wrapping my head around a hex tile grid

So in a basic strategy rpg, the tiles need height, be impassable at times, and figure out range for the characters. Height will just be variables compared with the characters jump value. The 2 heights will be subtracted, and if it's withing +- the character's jump, the character can move there. For now that's what I'm going to start off with. JTippetts' approach seems to work best for what I need the grid to do. I'm not sure what you mean by a multi-level hex voxel with area of effects though. It seems that JTippetts' approach solves that issue too. The path-finding and range algorithms tied to the grid should be able to take care of attack ranges and area of effects.
7. ## Unity Wrapping my head around a hex tile grid

Code wise, does this mean characters will need to have a module in them that has a reference to the grid? So they can check to see movements and distances.
8. ## Unity Wrapping my head around a hex tile grid

Hello, Recently I've been implementing a hex tile grid system in the Unity3D engine to get some practice in both the engine and the concept, but I'm having some issues with how the structure of the grid should be. The grid will be used in a turn based strategy game, so I think in the logic of the code, the tile will hold onto the character (have a reference to the character object in the tile). Also when I think about how I would normally move a variable in a normal 2 dimensional array, I would go to the section of code that houses the array itself and move or change the variable from the grid "manager". I'm assuming this would work the same way in a hex grid. Then there's the issue of how a character is going to attack another character. What I was thinking was that the grid manager will move the character, and when it comes time to do some action to another character, the grid manager will check to see if an enemy or something is in that tile, and if it is, move to the code inside the character class, and provide, for example in an attack method, the reference to the target so the characters will interact with each other directly. In my mind this is the best way to separate the responsibilities of the grid and the characters on that grid. Is this idea sound or is there a better way of doing things?
9. ## cuda test algorithm

I believe this mini project is a little more complicated then you think. I'd suggest for your first project in cuda, start simple, then move on from there. There's a ton you need to learn like blocks, threads, indexes, shared local memory, and a ton of other stuff. First thing I'd suggest trying is take a large array of numbers and first increment all the elements by 1 and print them out. Second thing is add all the elements together and come up with a sum. There's many different techniques of doing this. Edit: Also if you want it to be efficient, you'll need to use techniques such as loop unrolling, because it looks like in serial code, it would be a nested loop. So you should also look at loop unrolling.
10. ## How to cleanly load different styles of assets?

Thanks for all your help. Architecture is somewhat hard for me to understand. I really wish my university had some software design classes, I'm just learning this stuff as I go along.