10
votes
2answers
454 views

Algorithm to shoot at a target in a 3d game

For those of you remembering Descent Freespace it had a nice feature to help you aim at the enemy when shooting non-homing missiles or lasers: it showed a crosshair in front of the ship you chased ...
6
votes
1answer
194 views

Matrices: Arrays or separate member variables?

I'm teaching myself 3D maths and in the process building my own rudimentary engine (of sorts). I was wondering what would be the best way to structure my matrix class. There are a few options: ...
1
vote
1answer
142 views

Math major as a viable degree

While I realize there are many topics about CS vs software engineering vs game school programs, I haven't found anything relating to whether pure math degrees (with CS minor and electives) would also ...
1
vote
0answers
121 views

Issues with Spherical Coords and gluLookAt

I am currently developing a game set in a planet(A sphere), in which my camera mostly works though some issues arise from this method: ...
11
votes
5answers
1k views

Quick 2D sight area calculation algorithm?

I have a matrix of tiles, on some of that tiles there are objects. I want to calculate which tiles are visible to player, and which are not, and I need to do it quite efficiently (so it would compute ...
3
votes
1answer
253 views

Approximating walking physics via simpler sliding physics

I am modeling walking insects. I implement them as cuboids and use forces (including friction and drag), to control motion. However, the movement characteristics of this 'sliding box' physics don't ...
8
votes
5answers
421 views

Building (simple) stellar systems

I'm currently looking at how to easily simulate some stellar systems (meaning some central stars and then some planets with maybe satellites), in order to allow later some space based strategy game ...