bglanzer

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About bglanzer

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  1. New Tanuk Gameplay featured

    Here is a new screenshot and some concept art for another playable character in the game.    
  2. Tanuk

    Tanuk is a mobile game where you control a Tanuki firing barrel to barrel navigating various timing puzzles and physics hazards.
  3. Lady Tanuki Robe Color Concepts

    From the album Tanuk

    Concept art for another playable character.
  4. Big Spikeball

    From the album Tanuk

    Screenshot of a chase level
  5. Checkout the latest gameplay video and let me know what you think.   [media]http://www.youtube.com/watch?v=PoxmFja5cUM[/media]
  6. Tanuk

    TANUK     Tanuk is a game in development for mobile platforms in which you control a tanuki (Japanese racoon dog) by firing barrel to barrel while avoiding various obstacles. The game will feature 3 different environments with 10 levels each. Feature physics controlled objects to either avoid or aid in your journey through the level.     Scheduled release is Spring 2014!   [media]http://youtu.be/BM8_NIoY9dA[/media]
  7. Tanuk screenshot 06

    From the album Tanuk

  8. Tanuk screenshot 05

    From the album Tanuk

  9. Tanuk screenshot 04

    From the album Tanuk

  10. Tanuk screenshot 03

    From the album Tanuk

  11. Tanuk screenshot 02

    From the album Tanuk

  12. Tanuk screenshot 01

    From the album Tanuk

  13. why value is different?

    I think your not stepping the debugger through that line. Make sure your break point is set on the next instruction after float vc =dd[0].x; The debugger can reflect random values in variables that are not initialized. You can verify with float vc = 0.0f; vc = dd[0].x;; vc should be zero instead of a different number if you place the breakpoint at vc = dd[0].x;
  14. Infectedbrain to break down what ApochPiQ stated simply create a class called node that contains a pointer to a node, contains a defined space either 2d or 3d, and contains a container of collidable game objects. Set a max number of game objects allowed per node. Define a node in which its defined space covers the entire scene then begin checking the number of Objects within it. If the number exceeds the max then evenly split the space with two new nodes each with thier parent set as the original node it spawned from. Then repeat that process untill the number of collidable objects is less than the max allowed with the node and add those game objects to that nodes game object list. Then test which node your bullet is in and only check the collidable objects within that node. That is the basis of a quad tree. For an Oct tree split the nodes by 4 instead of 2. Here is a link utilizing quad trees for terrain rendering. Its pretty much the same concept just replace vertices with enemies. [url="http://www.rastertek.com/tertut05.html"]http://www.rastertek.com/tertut05.html[/url] The code is in c++ but you shouldn't have difficulties making the change to c#.
  15. Storing mesh data

    There are many different formats. Its best to look at different file formats and see how thier data is stored. If you look at milkshape (to me its one of the easier model formats to load from), if I remember right, first the vertex information for the entire model is stored. Then the index, or triangle data is stored for each mesh subset which includes normals. After which the material information is stored, and then finally bone and weight information. The link below offers the order of the data and I believe there is a link that breaks down milkshape structures. [url="http://content.gpwiki.org/index.php/MS3D"]http://content.gpwiki.org/index.php/MS3D[/url]