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About samoan62

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  1. How to make destructible asteroids?

    You could also simply render an asteroid as a collection of pieces of an asteroid clumped together and simply separate one or more from the pack when appropriate. Most games with destructible environments do a similar thing. They have predetermined shapes that larger objects are reduced to when destroyed, although usually they are made up of only one mesh beforehand. If you want to get into dynamic mesh fracturing, that gets a little more complicated. You'd need some method for dynamically separating the mesh, and joining vertices of the resulting meshes together to form multiple complete shapes.
  2. Gameplay Attack Speed and Delay

    Yea, you effectively want to negate all the time that accumulates when paused. I always use this psuedocode in my scripts when dealing with a pause invariant absolute time. It's useful to write as an abstract class so inheriting classes can easily access time. float timePaused; float totalTimePaused = 0f; boolean paused; GetTime(){ if (paused){ return timePaused - totalTimePaused; } else { return Time.fixedTime - totalTimePaused; } } PauseGame(){ timePaused = Time.fixedTime; } UnPauseGame(){ totalTimePaused += Time.fixedTime - timePaused; }
  3. Short Intro and Game Summary

    Ok got it uploaded here. Sorry about the weird .mov download. Not trying to give anyone viruses.
  4. VR naked development

    I'm kind of in your same boat since I'm wanting to get into VR as well. Unity is pretty much the best option you have in terms of game engine technology since it has the most support. It supports occulus and Google cardboard. I'd probably invest in the latter since it only costs $20 or so to buy a headset to hold your phone to your face. Meanwhile an occulus rift is $400. I don't think VR has a large dev community behind it yet but these are definitely the way to go for now at least. As far as learning efficiently though, I don't think there really is a best way to do it. I don't really think you need a lot of structure as well. Here is a good tutorial for getting started with hooking up VR and Unity. If you follow a Unity or VR course though you may get a nice overview but neglect to explore important features useful to you or superfluous features you don't care about so much. I would just get up and start playing around in Unity. Create a new project to kind of use as a learning sandbox and just mess around and see what you can do. Maybe even look at some videos of VR games in action and use those as a basis for what you could try developing.
  5. VR in Unity

    I guess I should say that I'm not so interested in people actually playing anything I make or even making money. I've kind of accepted that that's just kind of how game development is. I kind of just want to explore a VR technology, but don't want to invest time in anything that will be obsolete in a few years and have no community of support. I'm a little bit motivated professionally too since I may soon be working for an ad agency that occasionally makes promotional vr apps. I guess I'm just wanting to know the best way to get my feet wet with vr.
  6. VR in Unity

    I was wondering if anyone here has experience with VR development for Unity. Having previous Unity experience, I'd prefer to stick with Unity but am open to other engines. It's something I've been interested in, and I'm wondering which community/technology is the easiest to use. An Oculus Rift costs around $400, so I'd rather not invest money in that if it doesn't have a big community and support behind it. Another option I was looking at was Google Cardboard for Unity. The guy here has a pretty good starter tutorial on VR dev for Android and the headset is only ~$20 and the Moga controller is only another 20 or so. This is definitely the most economical option, but I'd rather not go down that path if no one uses this technology or if VR on Android is crappy or something. The VR community doesn't seem like it's that big, so I'm having a hard time getting a feel for what's popular and what direction the technology is going.
  7. Short Intro and Game Summary

    I actually did get in contact with a guy on this site and he was generous enough to make a few songs for the game. Here's one I have with music. I probably should put these on YouTube too shouldn't I Death Race Light Cup Preview.mov
  8. Short Intro and Game Summary

    Hello all! I'm here to introduce a game I've been working part time on for some time now. The game is tentatively titled "Death Race" although it's not the most creative name I know. My goal was to make a very paced, futuristic, gravity defying racer VERY similar to F-Zero and F-Zero GX. In this blog I'll post occasional progress and even some tips on implementation for those who like linear algebra. So far I've managed to get the gravity and physics working very much like they do in the originals. Rather than staring off by boring you with the list of features and details, here is a demo of my latest track which has all of the latest features which should speak for itself (some of my older videos, are from before some key features were added). I've loosely modeled this track after Big Blue in F-Zero GX. I've also been making all of the assets for this track in blender myself which I'm not the best at, but I don't think they look half bad for what I need so far. You'll notice the health bar in the upper left corner which decreases any time I use boost power, hit a wall or get attacked by another player (demo here. The player's ship lunges at the AI if close enough). I neglected to place a healing area in this track however, but the mechanics of the healing areas in other tracks are almost identical to F-Zero and can be seen here. When the health reaches 0 the player dies in a big loud explosion. Some of the other features worth pointing out are that walls prevent the racer from falling off (although falling off and returning to the track is possible in other tracks), the yellow boost circles that propel the player forward, and the dynamic enemy AI that works miraculously. There are even tracks that demonstrate racing off the edge and landing on another part of the track (although the driving looks bumpy on this demo track. It has improved since). Below is a demo of a complete 3 track circuit. This video is almost a year old however so some of the bells and whistles aren't there yet. I actually have a hard time with beating the AI in the second track! The general flow of the gameplay is pretty much like it is in any racing game. Circuits have many tracks which have many laps. You complete the tracks consecutively and whoever finishes the best overall is the winner of the circuit. However the game doesn't yet do anything like save records or give you a satisfying congratulations screen. As you'll also see in the video below, my racers don't exactly have very creative names either, and my menus are sill pretty bland and boring. These are all things I'm working on, but the core functionality of the game is there, and I'm willing to take creative advice/criticism from anyone who has suggestions!
  9. I suppose you'd first want to ask, what should the AI be moving like? For instance enemies patrolling in FPSs usually follow a rigid path and may have some randomness in where they turn when they meet an intersection. In a swarming algorithm there is weight assigned to certain areas, so in this case there would be some notion of certain areas being preferable to others. There's good psuedo code for implementation here. I'm not sure whether you'd want that though or just want the AI to wander, in which case the Drunkards Walk algorithm is preferred. This is a simple example to get you started. Although it just randomly chooses up, down, left or right. You could do all sorts of things to go off of this though. Instead of those 4 directional options you could randomly decide the angle the AI turns at and how long they should continue travelling straight. Another thing you could do that would generate a smoother path would be to continually append cubic bezier curves to eachother with randomly chosen control points (i.e. if on a bezier curve defined by 4 points (A,B,C,D), generate another bezier curve (D,E,F,G) with the first point equaling D from the previous curve and E colinear with CD but on the opposite side of D so D is between C and E. (F and G are random) This way the curve is smooth and avoids cusps) Anyway, there are a lot of ways to do this, but I hope these ideas at least give you somewhere to start!
  10. Depending on your game and what exactly you expect to build, you might not want to go with a completely stateful approach. This is a definitely a big decision you want to make early on though, because it will ultimately determine how you view your game from a structural perspective and how you continue to modify it. You'd first want to consider what a state MEANS in the first place. Like what behaviors should it have, should it have an transitionIn() function? or an update() function? With Unity in particular, it could be useful to pass the game state in an object between scenes using DontDestroyOnLoad(). One good approach for managing gamestate is to do something similar to what Honneamise posted but store the states on a stack. This is particularly useful for in-game menus, since when navigating through submenus backwards navigating is trivially easy.
  11. C-Lesh - My Video Game Programming Language

    Really cool! Are you making this free to contribute to on github or anything or are you keeping this private? Either way it looks like it would be fun to play around with.
  12. It looks like there's a pretty good description of .sm files here https://github.com/stepmania/stepmania/wiki/sm. Maybe in the actual stepmania repo you could find some code related to parsing them and go from there.
  13. Critique my portfolio

    This is really the only critique I have as well. Your profile looks great, and you are obviously a very talented artist! I would definitely focus more on creating animations like your tiger jump. While static images/backgrounds make up a lot of game assets dynamic sprites are also very important. I worked with an artist who was a local freelancer and had previously never done animations before, and it took her some adjusting before she was able to make nice smooth animated sprites. The tiger looks good, so you're definitely on the right track. I would just try experimenting with more of that and general static game sprites as well.
  14. Resources to get good at math?

    I always have had the same problem when learning something new like this. The lessons tend to drag on and when you skip them you almost always skip important stuff. Alternatively you could always try and fill in gaps of understanding using Google/wikipedia. I majored in math for my undergrad and even did research and I highly reccommend Wikipedia, http://mathworld.wolfram.com/ and math stack exchange. Wolfram has an article on nearly every topic and is really well categorized. In terms of what to focus on the most important subject is definitely linear algebra. Calculus and especially Vector calculus kind of help too but I would really focus hard on linear algebra. In particular try to really understand the following topics. These have definitely gone the longest way for me. What a normal vector to surface is Dot product Cross product Transformation matricies (mostly rotation matricies) Really understand how to use linear transformations hierarchically. (i.e. local position/rotation/scale as opposed to global position/rotation/scale) Bezier curves. Frenet-Serret formulas (useful if you're making wonky paths like roller coasters).
  15. 2.5D Engine?

    Mode7 is a specific case of a perspective projection from 3D to 2D. If you want anything more general you might as well just use a 3D engine. Another useful 2.5D strategy is to create sprite animations in 3D but store their 2D renderings and use the resulting 2D animation in the game. This works well in games like sidescrollers because the animation is independent of the camera's perspective. New Super Mario Bros is one game famous for doing this https://en.wikipedia.org/wiki/New_Super_Mario_Bros.#Development. The game is 2D and uses prerendered animations on sprites to make the game look and feel 3D.
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