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About Methodic

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  1. Methodic

    Voxel Data Structure

    Interesting, and it makes a lot of sense. I'll do some reading up on sparse octrees. Thank you, zacaj!
  2. Methodic

    Voxel Data Structure

    Isn't it very inefficient with a 3D array if I'd have, for instance, a sphere represented in voxels? The reason I'm asking is that the 3D array would be a cube, and the actual voxels of importance would be a sphere. So wouldn't there be a waste of space storing tons of empty voxels, or am I wrong?
  3. Hello, I've been searching for an efficient way of storing voxels, and how to represent each voxel. Would a 3D array of bytes be a good way to do it?
  4. I'm not sure how your game is built up, but another way to go would be to turn all blocks that have stopped into one single hitbox. So instead of having separate blocks to check collisions with you instead have one combination of blocks that you check collision against. Again it all depends on how you do collision checks as it is a lot more difficult to do collision testing against something with all kinds of crevices and stuff in it. This would however greatly reduce the lag as all falling blocks would merge together into one once they land.
  5. Methodic

    C++ AI Coordinate movement

    Do you mean the enemy should be aware of the player's position when its moving so that it keeps being inside a specific proximity of the player?
  6. Methodic

    2D Platform edge collisions

    The problem here is that the program checks where to move the player depending on the players direction rather than which side it actually hits. What I mean is that if even if you move UP, and RIGHT onto the LEFT side of the square, the program thinks the player is moving into the corner since you do two checks. If the player X speed is positive and it intersects - it's on the left side. If the player Y speed is negative and it intersects - it's on the bottom. So if both the player X speed is positive and Y speed is negative - it's on the left bottom corner. You need to make sure it doesn't reposition the player's Y if the player's X is outside the square X (plus and minus the square's half width.) Same goes for the other side as you need to make sure it doesn't reposition the player's X if the player's Y is outside the square Y (plus and minus the square's half height.)
  7. Hi There, I read somewhere else regarding a similar topic to this, that the answer could like in quadtrees or a similar data structure - where you can recursively page back through local nodes in order to retrieve 'nearby' objects without having to traverse too far. A similarly intelligent data structure would be your answer, though. [/quote] It really does sound like the way to go. So basically the player position (possibly the center of the screen) would tell which node the player is currently at, and then it would page back from there loading entities till it reaches a node that covers the entire screen? I should probably do a lot of reading up on quadtrees first before asking to many questions as I believe there there are lots of information on this to read, but any more input on this is still appreciated of course. Thanks PixelPrime11 for the response!
  8. Hello, I'm thinking of making an space exploration game and I'm wondering what would be the most effective way of storing and retrieving information about entities existing in the universe. Say, for instance, the player is moving in a direction in space - how would I load the incoming planets and stars from a storage without having to go through all existing entities and check their relative position to the player?
  9. Hello there, I'm going to make a game using the Lightweight Java Game Library. The issue however is that I'm not sure how to implement it. When the player starts the game I just want a basic Main Menu to show up with buttons leading to video/sound settings and other. I then want to initialize OpenGL with LWJGL when the player presses a button related to the engine (Singleplayer, Load Game, Multiplayer, etc.) Would it be inefficient to make the OpenGL engine's parent a JPanel or the like, so that I can use JFrame? I hope you understand the issue I'm having. I basically don't want to make unnecessary programming in OpenGL when there's a whole bunch of components I can make use of. Any other tips are welcome as well of course! Thank you.
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