# takingsometime

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1. ## Reports and expensive cheap movies

Your ideas are intriguing to me, and I would like to subscribe to your newsletter. I couldn't agree more about the self-indulgent crap that gets shovelled into DVD releases. Yes Stripes, I'm looking at you.

Wow, you're a lot younger than I thought you were! Good to see you back.
3. ## Hello!

Welcome! I've been using your Dungeon Pack for quite some time while doing lots of testing, it's really quite handy (not to mention pretty!). ++
4. ## 3rd Person camera

Quote:Original post by MARS_999 Now the questions I have are the variables in the camera class. The azimuth, altitude what do they change... I assume altitude is the height of the camera? the azimuth I am not 100% sure on. And distance I am guessing is how far behind the camera you are? Thanks Rating++ No problem, the best way to understand 3rd person cameras is to see the code in action. The code is calculating the camera position using spherical coordinates. A sphere surrounds the target, with the target being the centre of the sphere. Basically, the altitude controls the height, but the camera position will always lie on a point of the sphere. The azimuth is the same, except it is the left/right angle to view the object. If you change the azimuth in the demo code to 270.0f, you will view the object from the side (still a point on the sphere). And yes, the distance defines how far from the target position the camera should be (the radius of the sphere).
5. ## 3rd Person camera

This is basically a duplicate reply from an earlier thread that I posted in. The link to the demo code is still valid, and can be download here (.zip, 26Kb). Move the object around the environment using the cursor keys, 'Escape' to quit. I hope that's what you're looking for, if you have any questions about the code (or other camera control methods), feel free to ask [smile].

8. ## Third Person Camera System

A common method is to determine the 'desired' camera position using spherical coordinates, and then interpolate the camera towards that desired position. This creates the illusion of the camera being attached to the player with a virtual rubber band. The actual update code that I use is: void Camera::UpdatePosition(const Vector3 &vTargetPosition, const Vector3 &vTargetOrientation, float dt) { // Get the amount of rotation of the target as radians (rather than a vector). float fAngle = VectorAngle2v(vTargetOrientation, Vector3(0.0f, 0.0f, 1.0f)); // Adjust the desired camera rotation, accounting for the targets rotation. fAngle -= mfAzimuth; // Calculate the "desired" camera position. This is the position that the // camera would be in if it's weren't constrained by the spring system. The // spring system controls the camera motion towards this "desired" point. Vector3 vDesiredPosition; vDesiredPosition.x = mfDistance * sinf(fAngle) * sinf(mfAltitude + kHalfPi) + vTargetPosition.x; vDesiredPosition.y = mfDistance * cosf(mfAltitude + kHalfPi) + vTargetPosition.y; vDesiredPosition.z = mfDistance * cosf(fAngle) * sinf(mfAltitude + kHalfPi) + vTargetPosition.z; // The camera shouldn't move too quickly, so we need to get it to slowly // approach the "desired" camera position. This is achieved by moving the // camera a fixed percentage towards the desired camera position. The // greater the distance between the current camera position and the // desired camera position, the faster the camera moves. Vector3 vMovementDirection = vDesiredPosition - mvPosition; float fLength = vMovementDirection.Length(); float fDistanceToMove = mfTightness * (fLength * dt); vMovementDirection.Normalise(); // No we simply move the camera along our movement vector (vMovementDirection) // by the specified amount (fDistanceToMove). This places the camera at its // new position. mvPosition += vMovementDirection * fDistanceToMove; mvView = vTargetPosition; // We want to look at our target. // Recalculate the facing/cross vectors that are used for controlling the // avatar movement. mvFacing = mvView - mvPosition; mvFacing.Normalise(); mvCross = Vector3(mvFacing.z, 0.0f, -mvFacing.x); mvUp = Cross(mvFacing, mvCross); mvUp.Normalise(); } I hacked up a quick OpenGL/Win32/Visual C++ 2005 project to demonstrate how it can be done. You can download it from here (.zip, 27Kb).
9. ## Tonight we start the new game...

For inspiration for the sprite editor, maybe ToonBoom Studio can give you some cool ideas. I've found its method of 'onion skinning' for animation to be a god-send when trying to animate my really crude characters.
10. ## Indie thoughts

Congratulations on getting to the 1 year milestone! Quote:Original post by Mike Bossy Until I turn the game into some kind of revenue stream I'm still no closer to my escape hatch than I was when I started. Regardless of revenue, you're much closer already. You've got a stable and working (and pretty [smile]) engine, and you've got a cool game that is completed and polished. Sure the money isn't in the bank (yet), but your next projects will go a lot easier given the base and knowledge that you've given yourself over the past year. Keep at it with the same dedication and commitment you've shown so far, and that escape hatch will appear quicker than you realise.
11. ## Physics demo

Cool! It worked just fine on my machine, but I also have Visual Studio 2005 installed as well. I managed to get the triangle count up to 26,000 before the framerate started to get low (1-5 fps), but once all the balls came to rest it went back up to ~300fps. Are you planning to do the same simulation with each of the different physics libraries to test them all? EDIT: My machine is an Core Duo (each core at 2.00GHz) with 1Gb RAM, and a GeForce Go 7900 GS (256Mb), just for interest's sake [smile].
12. ## Wibbly demo ready early.

Torque Game Builder is proving a little easier than I'd expected (so far anyway), so I've got a playable version of Mr Wibbly ready. Unfortunately I only have a Windows version (building the Mac version keeps dying for some reason), which you can download from here (.zip, 1.65Mb). It is still missing the main menu/high-score entry states, but the gameplay is up and running. There's also a new gameplay movie with titles (I really shouldn't be allowed to use Windows Movie Maker) which you can download from here (.wmv, .zip, 4.4Mb). How to play: * Use the left/right cursor keys to run to the left/right respectively. * Press "a" to toggle audio on/off. * Press "Escape" to quit the game. - The switches are toggled from "up" to "down". - Each time you flick a switch you get 1,000 points. - Every 10,000 points you get an extra life. - Every 15,000 points a new UFO appears. - Every 50,000 points the shields regenerate. I've been trying to make the game harder, but it should be playable. Any comments/suggestions/criticisms are welcome.
13. ## TGB Wibbly!

Quote:Original post by SteelGolem yay youtube! can you link a player directly from a post, so people don't have to go anywhere else? or is that something you can't do in these forums..? (i'm still playing catchup on current techs) I've got no idea, I only recently discovered youtube through necessity (I'm currently visiting Canada with no TV, so youtube is the only way I can watch The Simpsons). Might be worth a try for the next video though [smile].
14. ## TGB Wibbly!

Quote:Original post by ShoeStringGames Welcome to YouTube :) now ratings++ me or DIE!!!!!!!!! Consider it done, through my fear of death. I thought YouTube was only for video's of people playing 80's hair metal on their guitars and NHL big-hit video's mixed to generic dance music? Somehow I must combine them for the final release video of Mr Wibbly.
15. ## TGB Wibbly!

After having "real-life" get in the way for a few weeks (damn work), I've started work on the Torque Game Builder port of Mr Wibbly. I hope to have a playable demo ready by early next week, but in the mean-time here's a little video ('cause all the cool kids are doing it) demonstrating my current progress. It's in WMV format, about 480KB. And yes, it'll be for both Windows and Mac. And yes, anyone who wants the source-code is welcome to it when it's done.