qwerberberber
508 posts
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qwerberberber
508 posts
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Topic: Game Programming /
Identical, but not equal
for an easy way to do this, I’d forget arrays completely and use a string from the start, then use == to compare.
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qwerberberber
508 posts
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Topic: Game Programming /
To anyone switching from AS2 to AS3
T-T I want to cry now. After opening the link.
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qwerberberber
508 posts
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Topic: Game Programming /
Simple Liquid Simulation
Originally posted by RTL_Shadow:
Originally posted by qwerberberber:
DO not use circle physics. Use points particles, and the algorithm is as follows:
for each i:
-add (negative player velocity * multiplier(0.01?)) to i velocity
-multiply i velocity by damping factor(0.8?)
-for each particle i within a certain radius(20?make sure this is smaller than visual radius):
—move both i and j away from each other by dist(i,j) * multiplier(0.05?)
-constrain within the circle that is the “core”
may require tweaking.
If side view, add gravity gently.
Could you elaborate on “Points Particles” and what “j” is? It’s not defined in your pseudocode.
point particles means particles are not separated using circle physics and instead of using circles to represent the particle you only use x ans y. i and j belong to the same set of particles.
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qwerberberber
508 posts
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Topic: Game Programming /
Simple Liquid Simulation
DO not use circle physics. Use points particles, and the algorithm is as follows:
for each i:
-add (negative player velocity * multiplier(0.01?)) to i velocity
-multiply i velocity by damping factor(0.8?)
-for each particle i within a certain radius(20?make sure this is smaller than visual radius):
—move both i and j away from each other by dist(i,j) * multiplier(0.05?)
-constrain within the circle that is the “core”
may require tweaking.
If side view, add gravity gently.
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qwerberberber
508 posts
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Topic: Game Programming /
The heck is this? - "Waiting for GPU"
isn’t 30 fps pretty good? Also I’ve had similar problems, try swapping around with different versions of flash player.
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qwerberberber
508 posts
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Topic: Game Programming /
Strange result drawing 1000 black lines.
Originally posted by JohnnyBohnny:
In a game the fov would be 40, not 360, which makes it 9x faster. The accuracy would be lower (which means higher, bad choise of var names), and the linespace would be higher. The performance should be fine then.
Also, suggestions for a better algorithm are much appreciated. Currently, for every light beam it has a loop increasing the length of the line by [accuracy] pixels, and then hittesting it with the collision clip.
I did try something where only a third of the lines started at the guy, and the rest halfway the collision course, but that didn’t work as great as expected. Maybe a completely different approach?
Are you actually able to move the character and sliders and stuff, or did the freeze protection actually do the exact opposite? Because that would be pretty bad.
It’s quite fast if you find the vertices of your walls and draw shapes.
http://dl.dropbox.com/u/17828135/index.html
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qwerberberber
508 posts
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Topic: Game Programming /
Strange result drawing 1000 black lines.
lol it crashes even when i toggle the reach param :p
also seems like you have some garbage collection problem it gets slower and slower after i set the spacing to a small value, then crashes.
why not a better algorithm instead of the brute force one to generate your lights?
Edit: you have tunneling issues. You can’t trade accuracy for speed like that :P
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qwerberberber
508 posts
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Topic: Game Programming /
Creating a launch game
Originally posted by GameBuilder15:
I have never played a good launch game. They’re just grind-to-win games.
I’ve actually enjoyed a few launch games that are quite addictive; its true that a majority of them are grind games though, each of the upgrades is too similar to the previous one and the surroundings doesn’t change. One of the developers made a monkey launch game that was pretty good, IMO. (think it was Sanchex).
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qwerberberber
508 posts
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Topic: Stencyl /
issues im having(solved)
In the second image, why are you setting the y speed 0?
Instead of push using force try setting y speed = negate(bulletspeed)
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qwerberberber
508 posts
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Topic: Game Programming /
as3, C++ isn't enough
Web based programming?
Haxe. lol
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qwerberberber
508 posts
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Topic: Game Programming /
AABB Sweep Test tutorial
Lol it seems that I have forgotten to update this tutorial, I’ll add the tilemap implementation information when i get the next chance.
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qwerberberber
508 posts
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Topic: Game Programming /
Collision Problem
I didn’t tell you to apply my entire tile algorithm to it; You can simply run a sweep test against each of your bounding boxes and retrieve the collision times. This is the problem with people like us, we hate to read :3 Anyways, try using my method instead of hitTest it’s a good method.
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qwerberberber
508 posts
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Topic: Game Programming /
Are there alternatives to Masks (for a full-screen game)
make sure you present the game in an HTML page and set the right params there.
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qwerberberber
508 posts
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qwerberberber
508 posts
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Topic: Game Programming /
as3, C++ isn't enough
I think Haxe is becoming one of those languages. There are more and more resources on Haxe by the day. One year ago I couldn’t find any useful tutorials but now a days they are plenty.
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qwerberberber
508 posts
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qwerberberber
508 posts
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Topic: Game Programming /
Make your games multiplayer with Artillery
Do developers get to program thier own serverside?
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qwerberberber
508 posts
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Topic: Game Programming /
C++ robotic programming without robots
With arduino You are basically controlling the hardware by sending data (0s and 1s) that the hardware executes. For each hardware should come with a manual to tell you what data you want to be sending to the hardware. I’ve only made flashing lights before buts that should be about what you want to be doing.
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qwerberberber
508 posts
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Topic: Game Programming /
Make your games multiplayer with Artillery
Can I know what language you use for the serverside?
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qwerberberber
508 posts
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Topic: Collaborations /
Looking for Artist - Paid
Looking good, RTL. Can’t wait to play this one. BTW, what happened to the perlin noise effect?
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qwerberberber
508 posts
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Topic: Collaborations /
New Flash TowerDefense Project
Just saying, there are more people with ideas than people who can make graphics and there are more people who can make graphics than people who can program, and there are more people who can program than people who can make music. I strongly recommend you to learn one of the less popular skills for future use.
I’m a game programmer, feel free to add me on skype and ask if you have any questions/need help. Check your PM box for more info)
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qwerberberber
508 posts
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Topic: Game Programming /
C++ robotic programming without robots
Originally posted by alecz127:
I thought C++ was a low level interface?
E: nope, nope, nope. This is getting way too off track. We already had this discussion.
I’m not sure I got the type of answer I was looking for. Perhaps I’m wasting my time learning C++ and should simply learn C. : \ (I take it back. Making windows programs is too much fun.)
Because it seems Arduino is a derivative of C anyway.
I think you can program arduino with more than 1 language. I think it’s a subset of C and you can also use processing, based on java.
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qwerberberber
508 posts
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Topic: Game Programming /
C++ robotic programming without robots
If you want to interact with hardware at a low level interface, you’d want to use arduino.
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qwerberberber
508 posts
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Topic: Game Programming /
Help!: int. can't be null
Maybe because time is instantiated within each of the conditional outcomes? also try using the parseInt function.
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