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About relsoft

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  1. While I'm using Eclipse for my Java projects, I generally use CodeLite + mingw to code in C++.  Codelite is the closest thing to professional MSVS that I've found and it's lightweight.
  2. Tilebased RPGs in general are easy to code but would take a very long time to finish.  
  3. Been absent here for a very long time (my 2g wireless connection can't handle the site when it changed looks).     1. Pyromax Dax (PC game) Project Page and DL/source:       2. Convex Wars (PC game)     Project Page and DL/source:       3. Fuzed DS (Nintendo DS)   Project Page and DL/source:           4. Space Impakto DS (Nintendo DS)   Project Page and DL/source:     [youtube][/youtube]     Enjoy!  
  4. Quote:Original post by alvaro I would stick to cubic splines for everything. Any smooth motion can be approximated well by cubic splines, and editing the paths is actually pretty easy (you can even make a graphical editor). Start by implementing Catmull-Rom splines and you'll see that you can have very natural=looking movements without much effort. I second this. Unlike Beziers Catmull-Roms go through it's control points. You could just even randomize your control points, give values to the last 2 and the first 2 as your destination and start coords and your galaga insects would move naturally.
  5. allegro game library

    Quote:Original post by fender0613 ok iam now using code blocks, and there are no errors anymore except for one which im unclear about install_allegro_version_check this is the build error what can I do to see if there are more than one version of allegro on my computer? how i can I delete one without affecting my settings. Good Choice! Another alternative is CodeLite. Anyways, Code::Blocks also supports Devpacks so you can install your allegro devpack in it and see if you still get errors.
  6. Intersection of two OBB

    SAT And since it's a bounding box, it's gonna be very fast as you can optimize your check to just 2 axes (parallel line trick). If you want to find an intersection, a line to line method should do the trick.
  7. Not really, It was an advise. I've been making these types of games for years and I haven't really encountered a situation where I needed quadtrees. Even for some of my bullet hell games, brute-force aabb and sat should be more than enough.
  8. Quote:Original post by dotminic I'll try out the SAT and aabb and see if I need a broad phase or not. But if however I was using a quad tree, and my spaceship is in a tree quad, how would I recurse my tree to get a list of objects I might have collisions with ? Plus in that case, I'd probably need to either, as you suggest, add larger objects to more quads, or leave them in the smallest node that contains them. I'm just unsure about how I can get my list of objects from the tree. It seems a little different from using a quad tree for culling. Actually it is much similar. You recurse from parent to child, when you are in the node the current object resides in, you could test all the objects contained in that particular node for collisions. You however should also check the objects contained in the adjacent nodes. But really, you're over thinking this problem. I mean R-type is not known to be collision heavy.
  9. I would advise to use Octrees for big static meshes. I've used them in my engines and they certainly have a big impact on the speed of rendering. For dynamic objects, try to do narrow-phase collisions first and if you still have a slow engine, then that's the time to find other ways to optimize rendering.
  10. Can't you just define your points in the origin and translate/rotate?
  11. If an object overlaps a node, you should put it in that particular node. Which means an object may belong to multiple nodes. You can do broad-phase collisions using quadtrees and do an aabb or sat for narrow phase one. However, quadtrees or even any broadphase collision is kind of an overkill for a shmup. A brute force aabb or sat should do the job well even for shmups with thousands of bullets. My game here is made on the Nintendo DS and guess what I use? Brute force AABBs and SAT. If you really want good optimization in these types of games then use SAT or "sweep and prune" your AABBs. [Edited by - relsoft on December 14, 2010 6:01:48 AM]
  12. OpenGL Change view

    Change your projection matrix to orthographic mode. glOrtho() or gluOrtho()
  13. Smooth Cubic Pathing?

    Sorry, it was kind of late last night s I wasn't able to give you a good description. t = t0 + ((a - a0) / (a1 - a0)) * (t1 - t0) ) a = supposed linear distance of your camera t = time value in a spline a0 = actual distance array value less than "a" in your table a1 = actual distance array value greater than "a" in your table t0 = actual time array value less than "t" in your table t1 = actual time array value greater than "t" in your table So assuming you have a spline() function... t = t0 + ((a - a0) / (a1 - a0)) * (t1 - t0) ) vector2d p= spline(t); Should do the trick.
  14. Smooth Cubic Pathing?

    It's standard linear interpolation equation. It "lerps" between 2 values. Try the one I made using freebasic. It does not use lerping since it's just a straight array look-up.
  15. Smooth Cubic Pathing?

    "Reparametize" your spline. ie. base it on distance instead of time. The easiest way to do that is to sample your spline with really small "t" intervals and calculate if the distance is above your needed speed. If not go on else store the point in an array. Do this to all your points and you'll soon get a uniformly distanced spline.,1638.0.html A different way to do this is here (I made it in Freebasic but it would still be readable)