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About irras88

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  1. irras88

    Gesture-based input for XNA?

    Yeah, I was planning on using the Kinect and learning that the SDK can be used with C# is a load off my mind. Still, though, getting live input in a game loop doesn't seem like a trivial problem. Perhaps I'll need to research with the SDK. As for what gestures I'm planning on using, imagine something along the line of spell runes/glyphs. Drawing a big M in the air for the camera to see would invoke a fire spell, for example.
  2. Hey folks. I'm working on a project that requires gesture-based input in order to interact with the game. Honestly, I know pretty much nothing about computer vision at the moment, but it's definitely on my to-do list. One major issue that I keep running back to in my head, though, is how to monitor and receive this input from the already-made game loop in XNA. No matter how much I think of it, I can't seem to come up with even an idea for a solution for this. Perhaps this has to do with my ignorance in computer vision topics and the fact that I'm still pretty much a fledgling developer, but I would greatly appreciate some ideas or to be pointed in the right direction.
  3. irras88


    Not quite with the game state thing. Not sure specifically what I'm wanting to do with it. The project I'm working on now is basically just a mass of code that I'm making into a game just for the sake of practice and learning, so when I think of something I've heard/read about I try to find a niche for it in this game. The idea I had though, was creating my enemies in this way instead of explicitly creating a class for each type. I'm not sure if this is exactly what this does or not, but that's why I'm asking
  4. irras88


    I've read a few things that state the use of XML files to either (dynamically?) generate classes or instances of classes. I wondering if anyone could provide an example or two of what this could be used for and how exactly it is done, or a link to somewhere that explains it well. Also, what are the advantages of using XML instead of, say, a structured .txt file?
  5. irras88

    Collision Detection

    I'm developing a generic top-down shooter in XNA 4.0 as a means to practice with OO, physics calculations, XNA and programming/game programming in general. So far I've made decent progress on my own, but I'm pretty stumped in the department of collision detection. Here is an image of what I've created. It's enough the same at the moment as it is in this picture. In the picture the purpleish squares are "enemies" and the white square in the middle is the player. The purplish squares are hard-coded to seek out the player. My goal is to make everything able to collide with everything else. The problem is, the basic collision detection methods that I have tried to implement were each flawed somehow. The big flaw that they all seem to share is the fact that they will indeed detect a collision, but something will go wrong and things start to overlap and eventually turn into a giant meteorite chasing the player around. Optimization aside (because I know that's a whole different beast when it comes to large-scale collision detection), I was wondering if anyone could provide a couple of general algorithms to look into regarding collision detection, or any ideas that I can try to implement myself. As it is now, I've completely scrapped everything I had to do with the collision detection so I can start again from scratch.
  6. irras88

    Get and Set

    Usually your class's data members are going to be set to private so nobody else can directly access the data in a way that isn't accepted by the class itself through its member functions. For a really basic class with private data members, you'll want a Get and Set so you can actually access those members. Get and Set probably aren't at all necessary if your classes have more complex member functions to manipulate the data, however.
  7. irras88

    Interested in Component/Entity Systems

    Yeah I'm currently attempting to do that now Thanks for the help.
  8. irras88

    Interested in Component/Entity Systems

    So basically, the component does the grunt work and then tells it's entity what needs to be changed OR Scratch the notion of an input "component" and turn it into an overarching system that works on all entities. ...that's pretty much what I figured. I guess I just need to keep racking my brain for the code implementation... thanks.
  9. irras88

    Interested in Component/Entity Systems

    I see. Makes sense. One huge thing I can't wrap my head around is how input is done in this kind of system. If a single entity has an input component and a separate component that holds the "physical" data of that entity, how does the input component apply those changes to the "physical" component? It seems to me that this violates part of what makes this system what it is.
  10. irras88

    Interested in Component/Entity Systems

    Thanks, that was a pretty good read. Are all Entity/Component systems run off of a database or otherwise programmed in the style of a database? Or do entity systems (in a more general sense) involve the use of aggregation instead of inheritance? I want to ask more questions but even after reading all that and reading other stuff, I feel like I'm missing something... either with my own limited programming expertise or with entity systems themselves... Maybe if I dive into creating something really simple using what I know about entity systems, I'll come to some conclusions.
  11. So I've been reading/working through this Allegro book of mine and it's very helpful and all but... it's pretty much completely written in C. No OO concepts here at all and I'm learning quickly that this is a fast route to a dead end. However, after stalking through the forums a little bit I discovered the existence of component programming and entity systems and began looking for resources on the subjects, but I am coming up a little dry. I get the basic structures of each, but I can't seem to find a good detailed explanation of them. Or perhaps I'm not looking in the right places. Could someone link me to some resources on the subjects? I'd love it if you could include some working source-code examples of small games that use these systems, so I can get a clearer idea on the implementation.
  12. irras88

    New to the Neighborhood

    Haha I didn't realize how difficult it was until I actually jumped into it. I had to take a look at some other source code to get things working at one point, but once that was done it was (mostly) smooth sailing. Thanks all for the welcomes!
  13. irras88

    New to the Neighborhood

    Hey folks, how's it goin? My name is Alex. I'm almost a senior in my CS degree and I know nothing. Well, almost nothing. I feel like for as far into my degree as I am I should have more expertise over general programming than I do, but that's partly due to the fact that my school's curriculum completely leaves out anything dealing with game design. Expertise comes through practice, and practice comes through personal projects, right? Well, not being satisfied with programming *not* games and not having ANY idea where to start, I just kind of coasted through my classes and PLAYED the games instead. About 6 months ago I decided that I was sick of not making anything. Closer and closer to graduation and none the better for it, as far as my goal of game design is concerned. I bought a book and dove into it outside of class (and many times, inside of class as well). Well then classes got busy and the book and it's progression got pushed to the side until summer came around. Now I'm back in the book and after getting about 2/3 of the way in (and hand-typing about 95% of the example programs) I finally decided to start something on my own. It's nothing all that creative or new... it's just Tetris. And a crappy excuse for a clone, at that. But that's what learning is all about, right? I'm having fun learning it, and when I finally got the base of the game up and working like Tetris should, that was probably one of the most exciting moments I've had in a long time In case anyone was wondering, the book I'm working through is Game Programming All In One (Third Edition) by Jonathan S. Harbour and its focus is Allegro. After I finish this book (and more than likely a few more projects) I'm planning on moving over to XNA or even UDK and messing around with those, depending of course on who I know, what I wanna do and what projects I may want to help with. Anyway I just wanted to say hi! I think it's awesome that this kind of community even exists. Even if I'm not posting I'll probably be lurking... so much to learn here! PS. If anyone has any interesting coding challenges or something useful to work on and learn from that they would like to share, please do! I'm kind of idea blocked lately...
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