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Felipe M

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  1. The numbers are correct now. Thanks. Actually, I was thinking that I was already normalizing my axis vector, but then I looked again at this part, and I realized I was calling a method to normalize the vector, but the method was returning another vector, and not normalizing the vector that was calling. Just a simple mistake.   Thank you for your answers. I think I fully understand the concept and the code now.
  2. So these values represent like a magnitude of the axis vector? As if the the axis vector would be transformed in a vector that would go to the first pink dot, and than in another vector that would go to the second one, and the two numbers are the magnitude of both vectors?   I have already Implemented my SAT in my code and it's working, but I made It looking to the tutorial codes and not fully understanding. So in my code the values of min and max come as for instance "-338578" and "49700". Really high numbers, and I don't understand why. My shapes are no more than 700 pixels in size.
  3. Hi. I'm trying to implement polygon intersection using SAT (Separating Axis Algorithm). There is plenty of nice material on the internet, but there is one particular part of the algorithm that I couldn't understand.   Here are three of the articles I've been reading, just If you wanna take a glance to be sure what I'm talking about: http://www.phailed.me/2011/02/polygonal-collision-detection/ http://www.codezealot.org/archives/55 http://www.sevenson.com.au/actionscript/sat/   The part I don't understand, is the projection part. You have a normal vector pointing outwards, perpendicular to each edge, and based on that normal, you have to project the shadow of the polygon. But when I read these articles, this shadow seems to be represented by only two values, a min and a max value. This is the part I don't understand.   To clarify. This is an Image of a projection from the third article:       This magenta line is the line I understand is the projection, or the shadow. But how can It be represented by two values? the min an the max? This is a line, and a line as far as I know can only be represented by two points, that is, four values: x1, y1, x2, y2.   So my question is, how is this projection represented by two values and not two points?
  4. Does libGDX run on browsers without plugins? I saw on their "features" page that it runs on browsers via Google Chrome Frame. Then I went to know what is this Google Chrome Frame and I found out that it has been discontinued. So it won't run anymore on browsers?   Other than that looks very interesting. There is also the option of making java Applets. But then the user will need JVM. This plugin does not come along with most browsers right?
  5.     Shit! networking is the end of the world! Run for your lives!!! Sorry... I couldn't hold myself. Anyway, that's sad, bud good to know, thanks.       Wow, that's really bad about the fps. If this is true there is no way making and HTML5 game at all...You mean the realy old mobile devices? Or that includes the medium value ones released in the past 3 years? I need to search for more info about that...     Yeah, I've seen some comments about game maker mobile sound issue. But I'll take a look in GMStudio little more in depth.       Maybe I misunderstand the concept of an MMO. For me It was an online game that support players playing in the same ambient simultaneously. Didn't know it had so much to do with the "massive" part. (but makes sense to have something to do... right? ._.) How many players playing at the same time there has to be to be considered an MMO?
  6. Thanks frob.   From your answer I could understand that the networking part is something apart form the technologies that I'll be using to build the actual game mechanics. Whichever the engine I choose to develop my game is, It won't have a high influence in the network part. Am I wrong?   I'm saying this because I care more about the game mechanics part. I won't have to deal with networking.   I was taking a look at html5 engines in this website: http://html5gameengine.com/   Taking a look at the most popular and best rated engines, I was thinking about going with EaslJS. Some other engines have bad comments about mobile support. ImpactJS they say it's not good for non-tile based games.   Our game will not be tile based, and will be 2d. Any suggestions on engines?   Thanks for your answer too emcconnell. But the topic is focusing a lot on whether we are able or not to develop the game. That was not my intention. I just want to take some tips and suggestions about tools to use. So I can take this to a discussion with my team.   EDIT: Oh, another question I forgot: There a lot of WebGL based engines. Does WebGL run natively on any device?
  7.     Right. We have little experience for now. Personally I am still on game developement college, and I will be like an intern in the company. We are still hiring, and we consider hiring people fitting any area we think we will need.       That means that making a game that runs on all platforms is difficult BECAUSE it's an MMO (or is the opposite)? Why exactly is that? What does an MMO have that makes it difficult to run in all platforms?     Another question. If we were to use html5, how would we code the networking part? Would we use pure javaScript? Would we try to find a game engine that offers network management? Or would we use a specific API/Framework/Library for that?   Are all of these options possible?
  8. Hey good people, I need your help.   Me and a bunch of people are starting a project, which is an MMO game, consisting of little mini-games inside of the game itself, and it HAS to run in any computer, android phones, ios tablets, and so on.    Problem is, we are very confused about what technologies to use, and I expect a little bit of help here. We are very inclined to use html5, because its very cross-platform and not player-based, like Unity. We think Unity is a bad idea because we know many users stop in the install player step.   Right, so to create an MMO cross-platform game, what would you recommend about Engines, IDEs, Networking Tools, and all sort of technologies. I appreciate any direct help or links to useful information about this stuff.
  9. Wow that's exactly what I wanted. Thank you guys.   I have tried wolfram alpha before posting here, this website is very handy and I use from time to time. It's just difficult if you're not into the terms...
  10. Pretty good. But it seems to make a mean of some of the points or something. It doesn't intersects all of the points if I make some more.   How would I draw a graph like this? http://draw.to/D2QbLEi
  11. Does anyone know a good software or web service where you can draw a graph an get the formula?     Like: I input three points: (0,0), (6,9), (10,10). Then I see a curve that perfectly intersects those three points and get the formula for it.   There are a lot of situations in game developement when that would be useful. Like if you want the speed of something slowly start rising, and then rise faster and faster until it stabilizes and then start rising slower and slower until its not rising anymore. Things like that. If you could just visualize this variation of speed on a graph and get the formula to implement in your game would be awesome.
  12. Hey, I have started to learn flashpunk, but as I could see, there is a big lack of information about It.   I have learned some basics, but there are some things that I want to learn now that there is nowhere I can find info about.   To be more specific, I want to learn how to use the class called Pixelmask. I want to implement perfect pixel collision, and flashpunk does that, and It uses this class to do, but I couldn't find how to use it anywhere. I also want to know how to use animated sprites, and flashpunk has a way to do it, but couldn't find exactly how to use it.   Maybe there is a website that teaches that stuff, but gone unnoticed to me. So my question is, does someone know a place where I can find this info? What are the best flashpunk content located?
  13. Hmm, that made things more clear to me. Thank you all. I have tested HxD, but couldn't do much. I could change a string of my own test program that I made. In other programs I just couldn't find the strings that I saw on them in the hex editor. Actually I don't have many programs to test here in this PC. Also, paradigm shifter, I couldn't implement that function in the link you've passed. I've included the windows.h library and all but the code didn't compile. Guess I'll take a better look at it some time. Anyway, three more questions that came to my mind: 1- The memory address allocated to things don't always change every time you run your programs? How text editors change memory values and when you execute the program these values are the right ones? 2- Isn't it possible to change memory and get the desired effects at run-time? Hex editors don't do that. 3- Isn't it possible to do the things you do on hex editor on your code? so you can automate stuff?
  14. Thank you. So these primitive types are also made with assembly right? The assembly code for them just allocate some memory for them and tells how the high-level language should interpret the 0s and 1s that are allocated.   About the other questions about memory addresses, I was thinking like this: If you could scan all the memory adresses and see what type of variables they were, you could do something with them. Like I have a game where there is a tutorial where there is a text that says "Jump over the spikes".   I would make something like this:   for(>>from 0x000000 to the last adress<<){ if(>>current adress is a String<<){ if(>>current adress is equal to "Jump over the spikes"<<){ String myString = "ahah I changed something in the game"; >>make the current adress equal to myString<< } } }
  15. Some thoughts that I had. Not specific to any language. But if the answers depends on the language, I know c++, java and actionscript.   1- When you declare an integer: "int i = 0", what is int? Is it a class? How does it work inside? Is there a source code for how the int works? 2- The same doubt about structures: if, else, for, etc (I think we call them structures). What are they? How do they work? Is there a source code? 3- Is it possible to make a pointer point to a specific memory address? int * p; p = 0x00FF32   Is it possible somehow? 4- Is it possible to know what type of variable the memory address 0x00FF32 is containing? What other info I can get about this address?