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Vendetta8247

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About Vendetta8247

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  1. Vendetta8247

    Libgdx animation stutter

    After about 5 hours of working on the issue (and immediately after I've posted here) I've figured out what my problem was. I was incorrectly dealing with refresh time and FPS. I had 1000/60 (wut) instead of 1/60. This completely solved my issue
  2. Vendetta8247

    Libgdx animation stutter

    Hello, gamedev.net. I have started learning libGDX and have encoutered an issue with animating my sprites. I have very little experience in gamedev so you might see some stupid things in my code. Here is my code. It is all in one file but I hope it won't be very difficult to read. I've done some search in the net and tried using (and not using) delta time and vsync. But it doesn't seem to help at all. Any help would be apretiated
  3. @Nanoha Thank you very much for the reply. I found it more than complete. What I'm basically trying to do is both learn deep stuff and create the first real game. Of course I understand that creating a full project requires a lot of time and effort thus I'm trying to understand as much as I can for now.  For now I have one question left. How efficient is using matrices in comparison with the simpler method you've shown. Somewhere in the net I've read that matrix operations are way more efficient in terms of resources. But I am not sure it is that important in a relatively simple game. Once again thank you for reply as it was very informative.
  4. *This question is a duplicate from Stack Exchange site. Their rules don't allow questions like this so I will copy it to this forum*   I am trying to get into game development and I have started with a simple 2D platformer. I've also had some experience with XNA. At the moment I'm studying OpenGL ES and this is the second time when I face matrices in gamedev. I've decided to read about matrices and linear algebra in general (as I have attended a 6 month course 4 years ago). Doing so I have faced a question/issue. I'm not sure how to use it in 2D development and if it's as necessary as it is in 3D. Correct me if I'm wrong but transformation matrices are needed in 3D to show perspective. And in general (both 2D and 3D) it's needed for rotation, moving and so on. My main question is: What is the need in matrices and linear algebra if I'm making a 2D game? What do I need to know about linear algebra or advanced (I mean something besides basic arithmetics and physics) math for the correct understanding of gamedev? Are there any good books for learning algebra for gamedev specifically? Are there any specifics in OpenGL about matrices and transforming or should I write all of these by myself?
  5. Vendetta8247

    Collision detection problem

    I also had the same problem as it is shown in your second video. The problem is that it handles two different collisions at a time. A top-bottom and left-right collison. As long as I understand it right. I have managed to solve it by checking it this way:  !player.collisionRect.isOnBotOf(a.rectangle) && !player.collisionRect.isOnTopOf(a.rectangle)) It is my checking for the collision isOnRight.
  6. Hello! I'm working on a platformer game atm and the idea of it is a focus on multiplayer. It's just a simple test project to understand the basics of game-dev. I have everything done for my game except multiplayer. As long as I know multiplayer in XNA is an issue and it is not that simple to make it work as I want it to. I did a brief search on the net and on the forum and found something called lindgren. I have never worked with networking before and I have no idea what any of that means. Though I know how the networking works itself. Just can't code it yet. So I have searched about lindgren and didn't find any tutorials about connecting it with XNA or how it works at all. I would really appretiate if anyone could give me a hint on how it all works. How to handle the camera and matrixes? How to handle controles and how to send messages through the network? I am almost sure that there are some issues I need to know about programming the network connection. And I would really love to hear from someone that has already done it before with XNA. Thank you for your attention.
  7. Starnick, thank you very much for your answer. I made the conclusion that XNA is a slower toolkit because it is something that is built on Direct3D. And C# is considered to be slower. Now I'm a one-man team but some day I hope to join or create a team and that is why making serious stuff is in plans. And if I'm right serious stuff is done on DirectX. The 9th version interested me because of supporting WinXP. And for me it's not important which language to code on. I used to code on Java but then made it to C# with its XNA. So learning a bit of advanced C++ would be nice any way. Thank you very much for the book link, I will take a look on it and will consider your advices.
  8. Sparkon, thank you very much for a detailed answer. The main purpose of switching to DirectX was getting more familliar with the lower-lever programming. The reason why I've chosen the 9th version is that it is supported by the WinXP and D3D11 is not (or am I wrong?). So the problem is not the hardware compatibility but software. So now I have only one question left. Are there any accessible articles about the pure D3D for the 2D purposes or is it a type of knowledge that can wait?   And, by the way, I forgot to mention that in future I'm going to port my game to other devices and if I'm right I will need to use OpenGL (MonoGame is rumoured to be full of bugs). What about openGL? Are DirectX or XNA better than OpenGL for Windows? How easy will it be to go to other platforms?
  9. Hello, I've joined the community today and I'm really interested in making games. This topic is not just a topic by newbie that asks for all the links and because he is too lazy to find 'em by himself. I've already started developing my game using xna. I've succeeded in the game physics, collision, drawing, shooting and made it pretty fast. But it seems to me that xna is working much slower than directx. That is why I've decided to switch. So my first question is: was it a smart decision to start studying directx? I want to know how it works on a lower level than xna. And so comes my second question. What do I need to know about directs and developing in 2D before I start? I know that the main focus of directx is 3d. So I understand that I don't need to know everything. My third question is: what exactly should I focus on in learning directx? And the last thing I would like to ask is if there are any good articles for my needs. I need to know the basics of the platform and its 2d divisions more specifically. Thank you for reading all this.
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