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OldDev

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About OldDev

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  1. OldDev

    Tic Tac Toe

    Quote:Original post by simon10k bool board[3][3]; That would not work as the board has three states (Empty, nought, cross). You could have two arrays such as - bool board_PiecePlaced[3][3]; and bool board_NoughtOrCross[3][3]; but it's not the solution I would go for. As has beed said, you may want to go for a class and hide the implementation in there.
  2. Take a look at the Nokia developer site <http://www.nokia.com/developers>. They have emulators for programming Symbian apps, and some support for J2ME. There are also various developer forums on there.
  3. OldDev

    landscape textures

    As weasalmongler says, the terrain is not height mapped, but modelled. This gives you much more control over textures. You can model curves such as bunker edges much more accurately. The stretching and distortion in some of your new shots points even more towards a tiled model. You can also add baked in shadow mapping and vertex lighting to the models to give a more realistic effect. As I've also said, you can layer semi-transparent textures to reduce the impression of tiles. Try making a 32 by 32 texture tiled surface then add a 56 by 72 (for example) semi transparent tile textured surface over the top and see what effect that has on the patterns. Texture tiling works best with fine grained textures (such as gras and sand) as it's more difficult to pick out patterns.
  4. OldDev

    landscape textures

    The grass textures look tiled to me. If you take a look at the grassy mound in the foreground of the first picture you will see about 8 rows of textures. With very random textures like grass it's quite possible to come up with some good tiling, epecially if you overlap the texture a bit on the edges and alpha blend them together. It's less noticable in the second picture but you can see some diagonal banding. They may have used several layered textures to reduce some of the more noticable banding you can sometimes get. You will also notice the mip-mapping, with a fairly distinct change in the texure between the first and second rows. Tiling would work particularly well on a striped lawn.
  5. OldDev

    problem in rendering .x file

    How are you converting the files? Have you checked the sizes/scales of the objects you are importing? It could be that the objects are too small, or so big that you are looking at the inside of the object. Have you checked the hierarchies and the offsets of the objects? The objects may have an offset that places them outside your normal view cone. You could also check that the normals are being computed correctly. Can't really help any more without knowing more about the problem. Could you post a working and non-working file?
  6. You need to think about tactics. In a dogfight, the pilot has two basic aims. 1. Shoot the enemy. 2. Don't get shot. There are several things this breaks down to. 1. When to change tactics. 2. How to hit the enemy. 3. How to avoid getting shot. Breaking things down further, 1. When to change tactics. If under attack, ....Can I see a way to avoid being hit? ....Can I get behind my attacker? If attacking, ....Is someone firing at me? ....Can I hit my target? ....Is there a better target to go for? Continue with this process of breaking down the pilots options. Eventually you will come up with a list of rules they can follow which should be in a form you can code.
  7. Presumably, you have a collision system to get the height of your camera. You need to be able to get the information about the poly you have 'collided' with. This will be dependent on your engine/collision system. You will need either the normal of the face you are on, or the co-ordinates of the points that make up that face. You can use these to obtain the angle of the surface. You may find it easier to think in terms of components (x and z say). The lateral(sideways) force you need to apply will be given by m*g*sin(angle), where m is your mass, g is the acceleration due to gravity and angle is the angle between 'up' and your surface. You will also need to think about friction.
  8. OldDev

    what game engine should I choose?

    One that suits your needs. You will get a different opinion from virtually everyone on these boards. The only one who can answer that question really is yourself. You need to sit down and decide what you want then do some research to find out what will do what you want it to do. It may be that your requirements will not be met by any existing systems. If that is the case, you can either write one, or use the nearest match and extend it.
  9. OldDev

    Game Dev. From Concept to Game.

    It all depends on what you are aiming for. If you are talking commercial quality, then you are talking about a huge number of people. If you are talking about a hobby project, then it's usaually more a question of making the design fit the resources.
  10. Another possibility would be to run a reducing gear off the motor and run your counter off that. Average the speed over a second or so and you should get reasonably accurate results. You could even set up a few sensors at different points (1/4 turns or something) if you wanted more accuarate results over smaller time frames. Just remember that you will be reducing the output power of the motor this way though.
  11. OldDev

    STOP!!

    Quote:Original post by Metorical Hehe... we are all making silly mistakes. Say we have screenwidth = 640. For bouncing: If the object is at x = 650 then we want to place it at x = 630 so: x = screenwidth - x + screenwidth x = 2 * screenwidth - x vx = -vx If the object is at x = -10 then we want to place it at x = 10 so: x = -x vx = -vx For bouncing, you really need to take the velocity into account. e.g. if the ball is travelling at 10m/s and hits a wall 9m away, it will bounce back only one meter in our one second time step. e.g. if (x<0) { // Bounce ball back x=abs(vx)+x; // x is negative here // Reverse velocity vx=-vx; } if (x>screen.width) { // Bounce ball x=screen.width-(abs(vx)-(x-screen.width)); // Reverse velocity vx=-vx; }
  12. OldDev

    Projoectile along an angle

    Start by looking at some Newtonian mechanics. The most important formula you need is - x=s + ut + 1/2 at^2 x = Position s = Start position u = Initial velocity a = Initial acceleration t = Time We can treat x,s,u and a as vectors, or we can treat them as components (x and y) So if we were to fire a bullet from our origin with an initial velocity of 10m/s in a vacuum (no resistance) in space (no gravity) we can plug the numbers into the formula. e.g. x=10t So, after one second, the bullet has travelled 10m. After 2 seconds, 20m, etc. Next step, lets go to two dimensions. We fire a bullet at 30 degrees (from North say) at 10m/s, again, no gravity or air resistance. First, work out the initial x and y velocities. ux=u * cos(a) uy=u * sin(a) where u is the initial velocity, ux and uy are our initial velocity components, and a is the angle. Using our figures from above, ux=10 * cos(30) = 5.25m/s uy=10 * sin(30) = 5.25m/s You can then put these into the simple formula we worked out above.
  13. Quote:Original post by Dave Surely it can't even be in this realm of simplicity for Football Manager, Dave I wouldn't exactly say it was simple, but yes, this is the way it's done. Generally the match replays are forced to fit into the predicted score. E.g. if it's 2-1, you set up a couple of goals for one side, and a single goal for another. Add in a few penalties, corners and tackles (again taken from the match prediction) and you have your match highlights. [Edited by - OldDev on November 28, 2005 8:41:11 AM]
  14. OldDev

    Tycoon

    Size - How many customers you can have Bouncers - How many (if any)? What sort of clientel will they allow in? A few big spenders or lots of small spenders? Bills - electricity, heating, taxes, furnishing Theme nights (60's, 70's ,80's, dance, disco, hip-hop, etc.) Decor - creating the right atmosphere Do you water down your drinks? Short measures? Risk of getting caught/fined or putting off customers. Happy hour Admission fees. Let the ladies in for free to attract the men? Advertising. Opening hours. Gambling - fruit machines, card tables, etc. Cleaning. Buying premises / mortgaging / remortgaging. Interest payments. Mob raqueteering, police bribary.
  15. OldDev

    Legal IP Laws

    Are you being paid? If so, then there would be an implied contract. If not, the company would still have to abide by certain rules and regulations (insurance, health and safety, etc.) Ask to see their certificate of employers liability insurance. Are they a limited or registered company? Are they registered for TAX? Just asking some of these questions may make the person concerned think you are not such a pushover. (My knowledge of employment law is limited to the UK, so things may well be different for you, but should not be that different) Get some legal advice. Do you have anything like the Citizen's Advice Bureau over there?
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