Problem: I'm trying to implement basic jumping to my 2D game engine, but have failed several times. Basically what I've done so far is disabling gravity and using a separate function moving the player ...
Am adding basic ray casting and collision detection for my game, also adding bounding volumes/collision mesh. Given that the ray is cast in world space and each mesh's node can track world ...
I've got bots in a rectangular formation with rows and columns. A problem arises when a bot is added or removed from the formation. When this happens, the bots have to rearrange themselves so that the ...
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 ...
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: ...
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 ...
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: ...
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 ...
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 ...
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 ...