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Rorakin

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  1.   Books tend to teach extremely generalized theory, proofs, then provide less-than-minimal examples and don't explain how/why/when it is used. My belief is they're useless. Have you tried playing with code or reading documentation? It's easy to figure what Translation/Rotation/Scaling matrices do; how they do it doesn't matter at all. View/Projection matrices are a bit harder to figure, but you have documentation, forums, Google. As long as you won't care how it works, but rather what it does you'll soon learn to use it.     This. Books should mainly be used as a reference for something your actually doing. In college, I was forced to buy all of these programming books, that I rarely, if ever actually used. Learning was mainly in the form of homework that involved actually creating stuff. If I ever got really stuck, that was the time to start delving into the books. So my advice to you is to drop all books, and start up a project, one that is not an MMORPG :)
  2. I doubt many of us here have actually run a successful kick starter campaign. Might help to do research on the "successful" game project kick starter projects that have already happened, maybe even email them with questions.
  3. I think WebGL might be what you are looking for, though I don't have experience in this area, sorry if this doesn't help / give you any ideas
  4. I would suggest C# in Unity even if you feel like you will never do 3d, there are just too many other good features of Unity.
  5. Hi, I don't think you need the Smooth Follow.js. Have you tried moving the camera object to be a child of the cube object and removing the smooth follow script? If you do that the camera should just follow the cube movement exactly if that is what you want.
  6. Radius check first, then atan(y/x) = angle. If angle between min and max angle of player portion, then it is in the player's area.
  7. Why not just randomly generate an angle between 0 - 360. The maximum x and y using the random angle: x = radius * cos(angle) y = radius * sin(angle)   To randomize this, you simply also need to randomize the radius:   Rand(x) = Rand(radius) * cos(angle) Rand(y) = Rand(radius) * sin(angle)   Since x and y are a computation of radius and angle, randomizing both angle and radius makes it a random point in the circle And to simply constrict to a player's portion you just change the min and max of the random angle generation.
  8. Generally, as with most things programming, it is just try stuff and see what looks the best or what plays the best. Gotta start somewhere though. When it comes to movement and gameplay, you should first have a decent idea of what it should look like in your head and then write pseudocode that you think will achieve the effect. Then you can look at your pseudocode, but the actual implementation will vary greatly depending on what language / engine / libraries you are using. If what you write is not giving the desired effect, then the next step is to answer WHY it is not giving the desired effect.   Remember that for smooth movement changes you need to be changing velocity using acceleration. If your movement is rigid, maybe you are incrementing velocity instead acceleration based on player input. Every frame should have: position(new) = position(old) + velocity*dt + 1/2 * acceleration * dt^2 velocity(new) = velocity(old) + acceleration * dt
  9. Check this thread for many C++ suggestions