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CryoGenesis

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About CryoGenesis

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  1. CryoGenesis

    Record your development!

    Started making a game a few weeks ago and decided I was going to take a fraps clip every time I added something. It seems kind of pointless at the beginning because you'd only be recording really basic stuff but actually it's really cool looking back at how the game has progressed. It's a bit like speed-art but for game development, and it looks really cool.   So, everyone just starting a new project, I urge you to take screen-grabs of the game every time you change something. Then you should totally upload it and share it with everyone because it's really interesting.    Here's my video of the first two weeks of development   If anyone has any examples can you post them (especially for proper mainstream indie games)?    Other examples, off the top of my head, would be: Wolfire's Overgrowth update vlogs, Adventures in Game Development, and there's probably a Minecraft one out there as well.   Anyway, just thought it'd be interesting to some of you.
  2. CryoGenesis

    Killer game programming in java

    Killer Game Programming in Java has a bit of useful beginner information in it but I would just avoid it now because of its age. I bought it two years ago and it was out-dated then. The entire 3D section is a bit useless now, unless you want to use Java3D.    Having trouble remembering good beginner books.. A good way to learn game development would be through a Youtube video series. It's almost like having a teacher. TheCherno has a big Java game development series which goes over the same kind of stuff Killer Game Programming does (game loops, graphics, input, etc). It's a 112 episodes so I imagine it goes over all the very basics of game development.    On another note, touching up on your maths would be a good idea if you're just starting out. There's a whole lot of mathematics when it comes to game development (especially with the graphics programming).   Have fun learning gamedev
  3. CryoGenesis

    Rigidbody Attraction Orbit

    Using the same way I described could be used to create a really stiff connection but it would need to be changed. It wouldn't be a solid connection, per say, but to the player it would look pretty solid, in my opinion.    First of all, the multiplier would have to changed using an equation based on distance, instead of 3 set values so that the bodies are held at a certain distance, which would be the minimum distance. The nice thing about this method is that the minimum force required to separate the objects would be just be anything bigger than the force holding them together.    So something like this: if(distance < minDistance){ force = -connectionStrength / (minDistance-distance); } else if(distance > minDistance && distance < maxDistance){ force = connectionStrength / (minDistance-distance); } else if (distance > maxDistance) { force = 1/distance; } This may not work properly because you're dealing with acceleration. I think the rigid body might bounce around. I'll have to test this myself and get back to you. 
  4. CryoGenesis

    Rigidbody Attraction Orbit

    Off the top of my head, the solution I would try would be to have a constant gravitational-type force between the two objects then multiply the accelaration amount by a variable multiplier, which can be changed based on the distance from the object.   So an algorithm like this could work: double multiplier = 1; if(distance < minimum){ multiplier = -1; //Repulsion force }else if (distance > minimum && distance < speedUpDistance){ multiplier = 1; //Strong attraction } else if (distance > speedUpDistance){ multiplier = 0.1; //Weak attraction } velocity += (multiplier/distance) * genericGravityConstant position += velocity It would basically get pulled towards the rigid body, then repulse, then pull again. If you take some of the momentum away each update of the simulation then it may reach a fixed resting point until as well.   Not sure if this would work, it's pretty late where I am.
  5. Hey there, it's my first time posting after being away for a while.   Basically, I'm writing a software 3D renderer for experience ('ll rarely use it) and I need help with texture mapping onto triangles which are being renderer using the scan-line algorithm. Currently, the 3D renderer I've written already has texture mapping but it maps onto a quad which is rendered using an algorithm I made up which is super slow at high resolutions (plus, it doesn't render triangles, only quads).    I've implemented the scan-line algorithm pretty easily to render solid colour triangles and it's a lot faster than the algorithm I originally used. The only problem is texture mapping. I've literally been trying to get texture mapping to work for weeks. The resources online are pretty slim apart from a nice article here:   http://archive.gamedev.net/archive/reference/articles/article852.html   The problem I have with this is that to take a texture triangle and map it over another triangle, which has been split through a vertex, requires the texture to be split as well. It also has to split according to which vertex of the triangle to be rendered has been split with, and a whole load of other stuff.   I'm basically having a real bad time with this and I think I'm over complicating the way texture mapping is supposed to work. I'm getting pretty depressed over the whole thing because I feel like I'm giving up if I move onto another project without finishing one. I just want to finish this 3D renderer and get back to making games.   Can someone please explain how to implement (or how you implemented) texture mapping? At the moment, I'm just not getting it.   Thanks in advance.
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