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  1. Noxalus

    [Android] Xmas Hell

    Hello world! I'm here to present you a little Android game I made for christmas, exclusively on my free time, for fun (free, no ads, no in-app purchases) and using MonoGame. It's an hardcore shoot them up where you have to defeat the ten Santa's minions. There are achievements and leaderboards for every boss. If you accept challenges, you can try the game here. It's an alpha version, so please give me your feedbacks to enhance the experience until I release the final version for christmas For whom that are interested in technical details or the story about the game developement, it under this line.
  2. Noxalus

    Xmas Snowflake

    Try Xmas Hell here: https://play.google.com/store/apps/details?id=io.noxalus.XmasHell
  3. Noxalus

    Xmas Candy

    Try Xmas Hell here: https://play.google.com/store/apps/details?id=io.noxalus.XmasHell
  4. Noxalus

    Xmas Bell

    Try Xmas Hell here: https://play.google.com/store/apps/details?id=io.noxalus.XmasHell
  5. Noxalus

    Xmas Ball

    Try Xmas Hell here: https://play.google.com/store/apps/details?id=io.noxalus.XmasHell
  6. Noxalus

    Making camera follow object

    Why don't you put the object position as the second parameter of your glm::lookAt ?
  7. Thank you for your quick and complete answer!   I think your are right, the player's bullet are quick enough to have circular bounding box without visual change and it will drastically ease the CPU.   Your idea of adding a AABB around all boss's OBBs to avoid useless check is great, I will try it for sure! (with multiple subdivision)   Insertion based AABB tree seems to be actually interesting, I will take the time to read these two articles.   I want to do something like a game called "Warning Forever", it would be too sad if the boss cannot rotate. 
  8. Hello everyone    I'm currently working on a little 2D shmup and I need some of your advices for 2D collision detection.   On my game, the player have to defeat a big boss procedurally generated. The subtlety is that the player can split the boss in multiple parts to reduce its life and make it less difficult to fight. To do that, the boss contains one bounding box for each part that can break away as you can see on this screen:   [attachment=28151:boss_bb.jpg]   The boss, on this picture, contains more than 60 bounding boxes and can move or rotate.   The collision detection with the boss will be done with player's bullets that have a rectangular bouning box (we can see them on the screenshot).   So the only algorithm that I found to detect a collision between 2 OBB is the Separated Axis Theorem (SAT) one. But it's extremly slow and in my case, with only 40 bullets fired by the player, the FPS drops from 60 to 2...   I already tried to optimize the SAT algorithm. For example, when I compute each normal axis, I skip the ones that are collinear.   I didn't implement any space partitioning algorithm like a quad tree because I'm asking myself some questions.   To detect collision between 2 OBB, we need to perform some operation like dot products and it can take time, but sort each element in a specific data structure takes time too, isn't it? Particularly when these elements are dynamic! And sorting is just the first part, the collision will be check later. I don't understand how it can be faster.   Morever, in the case of quad trees, what happen when we have small and big bounding boxes? A big bounding box can overlap multiple sections?   Are quad trees really adapted to my problems? Do you know another space partitioning algorithm that I can use to optimize my 2D collision detection? Did I do something wrong?   Thank you for reading.
  9. Noxalus

    Danmaku no Kyojin

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