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About robobrain

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  1. robobrain

    NeHe Legacy tutorial lesson 6

    But how can I create my own image loader? I'm just starting, wanted to follow tutorials, but they are not working! Maybe you have some script to share with for texture mapping? [/quote] You're in luck, NEHE updated the tutorial so it doesn't use glaux.h anymore. Check this out: http://nehe.gamedev.net/tutorial/lesson_06_texturing_update/47002/
  2. robobrain

    NeHe Legacy tutorial lesson 6

    You need to add the glaux.lib library, which is deprecated and doesn't ship with Windows anymore. You will have to write your own bitmap loading function or just use a new library, like SDL or SFML.
  3. Dear friend, your words are really inspiring . Could you please tell me, which is the best resource for android applications development for indie developers [/quote] Here are a couple more resources I've found useful: http://mobile.tutsplus.com/category/tutorials/android/ http://www.javacodegeeks.com/2011/06/android-game-development-tutorials.html
  4. Lately the media has been panning Android as second fiddle to iOS, but don't listen to them for a second. I think Android will be king for making money in a couple of years. Every day better apps are being deployed to it, so make something now before the gold rush starts. It will only get harder to have your app noticed.
  5. robobrain

    Android tutorials?

    There's not a whole lot out there yet, but you can try here: http://www.javacodegeeks.com/2011/06/android-game-development-tutorials.html
  6. dp and sp really only work with text sizes, buttons, etc. Things that can have a discreet size assigned to them. keep in mind that dp and sp will mean that the interface elements look the same size on any screen. It does not mean they will be scaled proportionally. in other words, 160 dp on a 160dpi screen will equal 160pixels, but on a 72dpi screen it will equal 72pixels. Android only makes sure that they both measure out to about an inch in the real world. The only way to make sure it looks good, in vanilla Android, is to design different layouts for different screen densities.
  7. robobrain

    Game dev mockup tools

    There are a ton of prototyping tools for mobile apps. Not much in the way of game specific though: http://iphoneized.com/2009/11/21-prototyping-mockup-wireframing-tools-iphone-app-development/
  8. What kind of hell was breaking loose when you used Eclipse to refactor it?
  9. robobrain

    Android 3d engines

    There's also Unity.
  10. robobrain

    Collision handling

    It can work for angled blocks as well, you are just using the grid to determine which objects to test, the actual collision test can be any algorithm you like. Also, I'm not sure how you have your scene organized, but I think that if you handle collisions with moving objects first, and then add in the forces from colliding with static world objects, it should work itself out. For example, let's say you have the player standing on flat ground, and he gets hit by a giant rock from the right. First you would check against the rock, which would push the player to the left. Then you would check against the ground vs gravity, which would keep the player from falling through. The end result would be the player sliding to the left.
  11. robobrain

    Collision handling

    Dont see how that works, since the presense of another object may effect the result? [/quote] That may indeed be the case. I was suggesting a simplification that has worked for me in the past. It sounds like you may want to look into grid based collision detection and response. Basically, just check for which objects are in the grid cell your object is in, then hit test against those objects. From there you can easily determine if it is hitting a corner or a flat surface by checking if the adjacent cells are filled also with solid objects. Like this: if (hitTest(cell) == true) { if (checkCellToLeft(object) == true) && (checkCellToRight(object) == true) { // It's solid, do bounce } else { // check for corner case // etc } } You would also have sweep each axis as BeerNutts explained. If you really need to handle angled walls, then you should start reading up on your trigonometry, because you will need to handle coordinate rotation and probably basic Newtonian physics.
  12. robobrain

    Collision handling

    Actually, try just limiting the collisions to one per object, per frame. e.g. if your ball collides with a block, mark it as collided and ignore any other collision tests with it.
  13. robobrain

    Collision handling

    What kind of collision response do you need? And how accurate does it need to be? The simplest thing would be to reverse each object's velocity if all you need is a bounce effect. If they need to be stopped dead, then you have to track which direction they are moving and adjust their position and velocity accordingly.
  14. An Engine is usually defined as the software your game runs on. An SDK, Software Development Kit, would consist of the software, documentation, tools, etc. It's the software plus the extras you need to use it.
  15. robobrain

    2D collision

    Just use rectangle intersections to start. Don't worry about phases and trees and all of that stuff. It's just going to complicate things.
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