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About McCoy

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  1. Hmmm.... Don't even know its name, it was a little box you plugged into the TV with two paddles and played PONG and variations thereof. Then it was onto the Atari 400.
  2. McCoy

    Which Books?

    Well here's my opinion as I have many of the books you listed. AI: "Programming Game AI by Example" - Good book with lots of examples to work through. If you want AI, I would start here and stay away from the "AI Game Programming Wisdom x" until you have more experience as they are not really introductory books, but rather collections of articles. Math: "3D Math Primer for Graphics and Game Development" - I found it more useful than "Mathematics for 3D Game Programming and Computer Graphics" as it gives code examples and is more practical where the later book is more... theory and proofs, etc. (although it does also cover a little on physics). I would go with the primer book opposed to the later if you feel you also need a 3D math book. It is more beginner based and easier to follow, but if you have a good understanding of such things already the later may be better as it covers more advanced topics, but VERY FEW code examples. Physics: D'oh! Moving soon so my physics books are boxed up. If you are already comfortable with a language, I would also suggest maybe a book on a particular API or general game programming. Again this is only my opinoin. Hope it helped.
  3. McCoy

    Physics guns and puzzles

    I think I know what you are talking about Eversberg, and if this is the case, no I do not believe that this has been done as it would require a signifigant increase in processing power for each bullet fired. Things like bullet mass, yaw, drag, momentum, bullet deformation, material it is striking (human tissue, Kevlar, steel, etc.) and so on would all have to be considered. I did a few quick searches and came up with a few sites you may want to look at (If this is the type of thing you are talking about. Kinetic Pulse of bullets. For body armor impact. Breif on wound ballistics. And penetrating trauma. For the actual explosion of the powder in the bullet to create the propultion, forget it, that is what ballistics is for, to know the outcome of the bullet leaving the muzzle, with this you can still treat is as a projectile (opposed to a ray) but do not need to concern yourself with the unneeded info of why the bullet left the gun that way. Hope they help, but know what you are getting into. You would need extensive documents about ballistics, forensics, and the like to create a truely realistic model for bullets and their impact with different mediums.
  4. McCoy

    Gravity - planetary style

    This site, for all your physics needs.
  5. McCoy

    Would you recommend this book?

    Though I have not read the book that you are referring to, I have 'Game Physics' by Eberly and though I have not read all of it, it does go into alot of detail in alot of different aspects of physics that relate to games. A note though, although it does have appendices about some mathmatical concepts and reviews them, I would only reccomend this book if you are interested in a very serious physics system and that you have a pretty good understanding of calculus and linear algebra as it can be quite intense. I have not checked out the CD (as after reading through some of the text I realized that I really needed to brush up on some of my math skills... which are a bit rusty. But read the review of the book on GameDev, go to a Borders or such and check through any of the physics books they have to see which may best suite you. As I said this book seems to get a bit advanced but with that comes the added realism.
  6. McCoy

    modelling a Dodekaeder ?

    As you are from Germany I am hoping that you speak German, this site or this one. They have some formulas that may help. But if you are attempting to modle somthing like your left image it will not work as the quads must all be the same size, but the smaller your quads (i.e. each polygon having a smaller surface area) the more spherical it will be. If using some API that will only use triangles this is the only (closest) way I know of. (English site) [Edited by - McCoy on November 26, 2005 9:50:59 PM]
  7. One game I thought of that was pretty good with this is Arcanum. THe overworld was a map with locations noted on it and coordinates of where the pointer was. You would set waypoints on this may and travel there and sometimes uncovcer hidden areas (and random encounters) but the travel was very fast and still gave the impression of covering alot of distance as the sun/moon dial dipicting game time would spin in the upper corner. However, you could also play the overworld in the normal view by just heading off in any direction from a town (though it would take forever and I don't think there was any benifit from it). Over all this system did not make the overworld map boring.
  8. 1) Doesn't sound to exciting. 2) Carpal Tunnel Syndrome. 3) More on the track I think. Perhaps make use of what other genre's use, waypoints (as opposed to just moving in one direction while interfacing with other menus). And as with what Kelly G said. Have things along the way to make it interesting. Hidden areas that do not normally appear on the map. Also many games include items, spells, etc. that will take the player back to previously visited locations. But I think if you want the main world to be an enviornment to be explored and something other than just a more realistic view on distances and random encounters, that you have to make it worth their time and exhausting effort. Offer special items or foes and such in the out of the way areas not shown on the map. Even maybe special NPC interactions or side missions/quests that can only be obtaind in certain areas of the overworld.
  9. McCoy

    They really are everywhere...

    When Howard had his vision, the idea of the chain was to provide coffee to the masses without having them deviate from their normal schedules, which even includes crossing the street on your way to work to get a cup of coffee. Which is why there are ones directly across from another, and on every corner and even in the bathrooms of Starbuck's.
  10. McCoy

    Name the physical constant

    Huh? Maxwell's Demon has to do with Entropy and the second law of thermodynamics. What's this about 'one bit of information is destroyed.' and such?
  11. McCoy

    Morrowind what made it good or bad?

    Well what I would say has mostly been said. Good: Non-Linear. Nicest graphics for an RPG when it came out, (that I played). Large world. The skills (Crafting, Alchemy, etc..) and hwo you progressed in them. Different than most to experience something new. Bad: Combat. _ Large (mostly empty) world. | Not enough variety in monsters. |-Needed More Variety Got repetitive. _| To easy to find exploits and become Godlike. Though the larger towns (don't remember their names) were probably set up more realisticly, it was a pain having to travel forever to get to where you wanted). Also keep in mind it has been awhile since I played it. Overall I liked it, though I never finished it (probably 90+% complete and still have my saved games if I decide to pick it up agan) because it got to be to boring/repetitive).
  12. McCoy

    Name of an old racegame

    Pole Position? Hang-on? (Sega)
  13. McCoy


    This is just my advice: The transitional grey area from the green to where the mountains are snow capped is not that smooth (particularly on the closer range on the left side). There is to much green higher up the mountains. How about some foilage and maybe some low hanging clouds about the peaks. But overall looks good. (hell of a lot better than I could do).
  14. I'm off to bed soon, but it would be a great idea if done correctly. Some features to follow could be: -Evolving nanites. -Custom nanites to a task (i.e.) to construct larger objucts, work as a neural network, spies, etc.) -Bio-technological nanites to act on others a a virus. Or to stimulate unused areas of the brain to give the player additional abilities and have them as a computer themselves with the nanites directly linked to their cortex. Or ones to enhance the natural abilities of teh character and repair their physical makeup on a molecular level. --On the same note having nanites taken from a foe you have defeated injected into you to gain their experiences. -EMP thchnology to defeat bad ones. -EMP shielding to prtect good ones. -As far as storyline - evil corporation trying to advance in their technology to infest the masses with their new MC16 mind control nanites and give them complete control-your mission as an operative (moral) character in a competing nanotechnological company must put and end to their plans, using the tech. your company has developed, funding new developments in what technology to persue (i.e. the nanites (well types) would have thier own advancement level dependant on how much funding you choose to divirte to each type) as well as capturing technologies from the evil company to reeingeneer to suite your needs. -Anything else you can pull from a few epidodes of Stargate. -Viral nanites to reprogram CPU's and other nanites. -Espionage -Character would require special instruments to diagnose and even detect such devices. I think it could work out rather well and would love to play it. So do you think you can have a demo out in a few weeks? <joking> Would involve some pretty intense AI. The game could have aspects of FPS/Puzzle/Strategy/Adventure/RPG all in one. Well goodnight.
  15. McCoy

    Point in Line Segment, 2D how to?

    See here, if I am understanding you correctly you want to find what the site is calling ua and ub. If not I don't know what you are looking for.
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