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About vipar

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  1. vipar

    The Code Jar!

    So I opened up this blog which I will use for Coding and hopefully mostly Code :)   Design, Coding, Theory. Stuff like that! My most recent article was on how to use the Unreal Engine 4 Blueprint system to create a simple flashlight.   It's a very powerful system that I consider the spiritual successor of UnrealScript.   https://thecodejar.wordpress.com/   Give it a look!
  2. I did some 4K texture tests to see what it would look like (Placeholder) as well as to see what kind of performance I'd be looking at.   The results were pretty good I'd say for a texture that took 2 minutes to make and apply.  
  3. So as the title suggest I have been testing some Emissive Materials on Crystal Meshes.  
  4. vipar

    It's Official!

    Last night I received a letter saying that my Company is now registered!   Looking at the CEO of Dynamic Realities :D
  5. vipar

    The Stanley Parable

    Let me know what you think of this video and also buy this game if you like mind-fuckery ^^  
  6. vipar

    A Look at Audiosurf 2

    Made a 2nd video showing off Audiosprinting which a mod for the game found in the steam workshop  
  7. So I just bought early-access to this game and it is actually quite fun.   When you start the game you are introduced to one of the new modes called Waveboard where you essentially surf on your music and then when you see a chance to jump, you do so to get big air time and do air combos for points.   If you play the Waveboard Grid mode you get to pick up bricks for points like the old game. Except they work as a multiplier for your jumps instead.   I made a little video to show it off. The song in this video is from the game itself as I didn't have any songs on my computer (damn you Spotify). You can also link your account to Soundcloud and stream music from those you follow directly to the game. Let me know what you think of the video.  
  8.   Thanks for the KhanAcademy site. No idea that existed ^^
  9. vipar

    Where Do I Start? So Many Possibilities

      Why are you even here? :/
  10.   Given that a Vectors Rotation is calculated in Degrees (which is how they are defined in SFML [0, 360]) I have to calculate in degrees   It's not a choice.
  11.   I guess I'll see if it comes back and bite me in the ass later Lol
  12. Did a bit of adjusting and stuff so that I move according to WASD.     Here is the result of your help :3   [media]http:[/media]
  13.   I moved the Sqrt() call out of the distance call and squarred epsilon instead. The behaviour is the same except for the lag which is gone now. Thanks. This thread have been helpful.
  14.   It ended up like this:           private static void MoveSprite(Vector2i mousepos)         {             double distance = Math.Sqrt(((sp.Position.X - mousepos.X) * (sp.Position.X - mousepos.X)) + ((sp.Position.Y - mousepos.Y) * (sp.Position.Y - mousepos.Y)));             if (Math.Abs(distance) > Math.E)             {                 Vector2f targetV = new Vector2f(mousepos.X, mousepos.Y);                 Vector2f directionV = Normalize(targetV - sp.Position);                 sp.Rotation = (float)Math.Atan2(directionV.Y, directionV.X) * 180 / (float)Math.PI + 90;                 sp.Position += directionV * speed;             }           }   It now stops moving when it gets close to the mouse. But it started lagging now. Which I think is somehow related to the Math.Sqrt() call.
  15.   I don't think you read the post or the code :/ I am already doing that.   No, you are tracking the rotation. Track the mouse position. if fabs(old_pos - mouse_pos) > epsilon then old_pos = mouse_pos directionV = Normalize(mouse_pos- sp.Position); else directionV = Normalize(old_pos- sp.Position); endif newRot = (float)Math.Atan2(directionV.Y, directionV.X) * 180 / (float)Math.PI + 90;   Can't really see how I should translate this into C# given a mouse position is given by a Vector2i and a position is given by a Vector2f and by subtracting them you can't get a single number you can compare to Epsilon. Epsilon would have to be either  vector itself to test for "is greater than" or the subtractions of the vectors have to be made into a number.
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