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About eedok

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  1. Haven't gotten to go through the answers yet, but to be clear there's only ever 1 gravity source per scene. I like the idea of using iterators and will probably try that approach over the weekend and see how it performs
  2. I have an old school space game during a game jam and want to turn it into a full game, only issue I'm having is making an AI that can A) Hit things accurately and B) realize when projectiles are coming towards them and avoid them. What makes it difficult is the projectiles have wonky paths because they're affected by a crude approximation of gravity:   Now how the projectiles move is the star in this picture has a component called Gravity Source on it, and it supplies the force calculations: using UnityEngine; using System.Collections;   public class GravitySource : MonoBehaviour {     public Vector3 ForceAtPoint(Vector3 xyz)     {         var newForce = transform.position - xyz;           if (newForce.sqrMagnitude > 0.0f)         {             newForce = (newForce / newForce.sqrMagnitude) * 5000.0f;         }           return newForce;     } } and the missiles & player have a Gravity Receiver, the missiles having a 10x multiplier and players 1x using UnityEngine; using System.Collections;   public class GravityReciever : MonoBehaviour {     public float gravityMultiplier = 1.0f;     public GravitySource gravitySource;     Rigidbody rb;       void Start()     {         rb = GetComponent<Rigidbody>();     }   void FixedUpdate () {         rb.AddForce(gravitySource.ForceAtPoint(transform.position) * Time.fixedDeltaTime * gravityMultiplier, ForceMode.Acceleration);     } } Now my question is, how do I calculate where a projectile is going so I can have my AI make decent shots as well as dodging incoming fire? (a copy of the physics code with all the assets removed to play around with/make examples)
  3. you should try it out, it's a really good game:   on the other hand: Maybe you shouldn't :p
  4. Anybody left from the 2003 crowd?

    Wow didn't realize that was 10 years ago until this thread
  5. Best Fast Food

    Pita Bake is my favorite, though as far as I know it's just local. I get monthly cravings for their buffalo chicken pitas
  6. What landed you your first game development job?

    I had a portfolio of games, mostly 1 week, ludum dare, and a 3h one from here, and my interview was basically just demoing these games I made. I also have a programming diploma and have held a couple of programming jobs before working in the games industry (being laid off when XGen was hiring also kind of helped in a weird way)
  7. The dumbest products you've seen advertised

    All these posts and no mention of HD vision glasses? [media][/media]
  8. So who is still around these days?

    Still in Toronto? I don't post as much as 1) work is keeping me busy and 2) when I see a thread and want to reply and am at the bottom of the page and it says I can't reply I usually just get too lazy to scroll back up to login and just don't reply now
  9. Flash Games

    Sure try both, but don't do things based on the opinions of others. For instance minecraft which if I'm informed correctly is the most successful modern day indy game is written purely in java, and most people don't seem to mind the "bloat" so keep that in mind when considering what you're going to use for your project
  10. Not a fan of dodging Ping Pong paddles at work, never had to do any of the sort with Smash Bros
  11. Flash Games

    The biggest reason I use flash is, when I make a game I can just send a link to the game to my friends and (most of the time) they're then playing it. It's easier than raw html/javascript for making web games and is pretty much the only package out there that is that easy to deploy
  12. PC games news?

  13. The GDNet Birthday thread

    The thing that amazes me is that for the amount I used to post here when I was just learning has made it so that my posts per day is still over 1 even after a few years being in the industry and not posting as much here
  14. Your impressions of DNF (SPOILERS INSIDE!)

    My impressions so far: RIP jokes about Duke Nukem Forever being forever in development