A simple term for "translation", the change of position of an entity typically on the route of going from point A to point B.

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1answer
99 views

Adding Leniency to Jumping Mechanic

I have written some jumping code for my player in a platformer game. At the moment it has some basic logic which says that the player can jump if he is on the ground. The pseudocode looks something ...
-1
votes
1answer
178 views

Using interpolation to traverse waypoints

I'm making an isometric turn based strategy. Characters can move between tiles and tiles only, so I made a function for moving one tile in any direction. Regarding path-finding, I implemented A*, ...
0
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1answer
86 views

Using versors for movement

The context I was thinking of using a versor + velocity field to implement the "moving" part of a 2D game object. For example, if the player should move right I just set the versor to be: [1, 0] and ...
0
votes
1answer
252 views

Collision detection with multiple polygons simultaneously

I've written a collision system which detects/resolves collisions between a rectangular player and a convex polygon world using the Separating Axis Theorem. This scheme works fine when the player is ...
0
votes
0answers
105 views

2D movement constraint to navigation mesh

You can jump to the question in bold if you wish. I'm working on an isometric view 3d game and currently trying to constraint the players movement to a navigation mesh. My current algorithm works as ...
6
votes
1answer
341 views

Implementing David Silver's Cooperative Pathfinding in Real-Time

I'm currently implementing David Silver's Cooperative Pathfinding algorithm for a 2D game with grid-based movement (all eight directions). The issue I'm having trouble wrapping my mind around is the ...
2
votes
1answer
127 views

How to move on a mesh?

I am working on my collision system right now and I wondered how you can actually walk on a mesh. For example I'm thinking about a dynamically created little village and I want to be able to move the ...
5
votes
3answers
505 views

Why is this code producing jittery movement?

I have a new project, all settings default with a simple cube on a plane. Cube is not kinematic but is a rigid body under the effects of gravity. I'm trying to normalize the direction before I ...
11
votes
1answer
339 views

Are there any pathfinding algorithms that would handle different movement types?

I'm developing a bot for a BattleTech board game simulator http://en.wikipedia.org/wiki/BattleTech, it is turn based. The board is divided into hexagons, each one has a different terrain type and ...
0
votes
1answer
141 views

Java: Basic Movement AI not working

I am working on a basic AI system to get an entity to follow a player. I created both the player and the ghost entity, but it seems as if the ghost only wants to increment both x and y, it never wants ...
5
votes
3answers
520 views

Determining the end location for AI movement in groups in a 2D RTS

I have written an RTS game (a demo for a game engine of sorts, actually) in which the user's basic interaction with the game is to select a bunch of soldiers and then right-click on the map to move ...
0
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2answers
132 views

How to avoid character to move when selected

I've got a player Class which can walk to a certain point on the screen when left mouse is pressed: if (mState.LeftButton == ButtonState.Released && oldMouseState.LeftButton == ...
5
votes
1answer
203 views

Walking on a sphere

I'm working on a game which involves walking your character on the surface of a sphere. Using the answer to Arbitrary Rotation about a Sphere, I've written my code as: if (game.isKeyDown(37)) { // ...
3
votes
1answer
132 views

Precalculate the position of a rotating Aircraft

To start honestly, this question is probably mostly handling math. But thats only the road I tried to go and failed miserably, so maybe theres a much more simple way to do. Ok the game situation is ...
3
votes
1answer
242 views

Implementing smooth 8 directional movement

I have my units that i move around my map with path finding. The units can move in 8 directions, currently i have the units moving around the map with a extremely basic check against the unit's ...
-3
votes
1answer
113 views

Undefined fireball movement behavior

Demonstration video I try to do after the player shoot 10 times of fireball, then delete all the fireball objects and recreate a 10 new set of fireball objects. I did it but there is a weird bug ...
3
votes
3answers
599 views

Effective way to check if an Entity/Player enters a region/trigger

I was wondering how multiplayer games detect if you enter a special region. Let's assume there is a huge map that is so big that simply checking it would become a huge performance issue. I've seen ...
1
vote
0answers
120 views

Finetuning movement based on gradual rotation towards a target [duplicate]

I have an object which moves towards a target destination by gradually adjusting its facing while moving forwards. If the target destination is in a "blind spot", then the object is incapable of ...
2
votes
2answers
114 views

Finding the shorter turning direction towards a target

I'm trying to implement a type of movement where the object gradually faces the target. The problem I've run into is figuring out which turning direction is faster. The following code works until the ...
0
votes
1answer
557 views

Character movement on a 2D tile map

I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi ...
4
votes
1answer
143 views

Time critical events based on framerate

Problem Description Basically, I've made a "programming game" in which I've made my own scripting language. It is a completely standard Lunar Lander game, though instead of directly controlling the ...
0
votes
1answer
103 views

“Walking” along a rotating surface in LimeJS

I'm trying to have a character walk along a plank (a long, thin rectangle) that works like a seesaw, being rotated around a central point by box2d physics (falling objects). I want the left and right ...
1
vote
2answers
639 views

XNA Using velocity

Previously when making games I have just been using a Vector2 as the sprites position and altering that for movement, i.e.: if(right key pressed) Position.X += movementspeed * gametime...; ...
0
votes
1answer
65 views

SDL - BlitSurfaced Background Slowing Time Based Movement

Whenever I use BlitSurface to apply a background image, the movement of my characters is slowed drastically even though I have movement based on time: SDL_BlitSurface( background, camera, screen, ...
0
votes
1answer
88 views

Rotating sprites

I'm a beginner at making games, i'm currently only working in 2D using XNA. So far all of my games i've been using the following logic for sprite movement: if(left key pressed) sprite_x_position ...
1
vote
1answer
269 views

Android Action_Move when moving between specific screen areas

OK so I know how to iterate through the different pointers that are currently touching the screen so I know what the coordinates are of these pointers using the following: Code snippet case ...
1
vote
2answers
167 views

Correct way/How to think to plan out “control/animation flow”?

So basically, a problem I've had in past attempt at making games (little playing around with stuff): how to do a correct, non-sloppy way of planning the flow of animations/control? Let's take an ...
0
votes
1answer
851 views

Android cocos2d getting a sprite to continuously move to a dynamic position

I tried using the MoveTo method in cocos2d to get a sprite to continuously follow my player sprite: CCMoveTo actionMove = CCMoveTo.action(actualDuration, player.getPosition()); CCSequence actions = ...
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votes
2answers
1k views

Move object to position using velocity [duplicate]

I'm trying to make a simple object move to a desired location using its velocity. But I'm having trouble with it over shooting its target. I have to use velocity, I can't simply lerp the position, ...
3
votes
1answer
124 views

How to create a path-finding compatible road map from user input?

I'm currently working on an agent simulation (inspired by the recent SimCity release). Now, basically I understood how agents work but I do not understand how to put them into context. Agents travel ...
0
votes
3answers
567 views

How do I move a sprite to the mouse position?

So, I'm trying to make my sprite walk to the X-coordinate of my mouse click. This is my code: currentMouseState = Mouse.GetState(); MouseState mouseState = Mouse.GetState(); ...
6
votes
2answers
516 views

How do I keep my character centred on screen?

I am making a game similar to Legend of Zelda: Link to the Past (top-down 2D action-adventure). I want the character to stay centred on the screen when he moves. Currently, whenever the player wants ...
0
votes
1answer
441 views

Pokémon character turning / facing: How is it achieved? Movement is already done though [closed]

You know that when the player playing Pokémon games want to change the facing of the main character, one would simply tap on the directional pad (D-pad) on the Game Boy (Color/Advanced/Advanced SP) or ...
-1
votes
1answer
305 views

XNA - 2D Rotation of an object to a selected direction

I'm trying to figure out the best way of rotating an object towards the directional input of the user. I'm attempting to mimic making turns on ice skates. For instance, if the player is moving right ...
1
vote
1answer
165 views

How to implement deceleration and stopping over a certain distance [duplicate]

So I have a a character, say a spaceship. It needs to move distance R, and in direction T (Theta). So say if The object is at (0,0), and it needs to get to (4,3), it has R = 5 and T = about 36 ...
1
vote
2answers
480 views

Displaying possible movement tiles

What's the fastest way to highlight all possible movement tiles for a player on a square grid? Players can only move up, down, left, right. Tiles can cost more than one movement, multiple levels are ...
5
votes
2answers
520 views

How to combine tap and long hold gesture recognizers?

I have a game in which the player moves around a sprite by tapping on various sections of the screen (left, right, up, down). So far, each tap moves the sprite one tile (I use a tile system for ...
3
votes
1answer
1k views

How do I implement movement in a WPF Adventure game?

I'm working on making a short WPF adventure game. The only major hurdle I have right now is how to animate objects on the screen correctly. I've experimented with DoubleAnimation and ...
3
votes
1answer
201 views

How can I easily model semi-realistically human movement and collision in a 2D game?

I am writing a sports simulation game in which the simulated players will interact physically with each other (i.e. tackle, push, bump...) as well as do individual actions such as changing direction ...
0
votes
2answers
338 views

Asteroids Movement

I have been making an asteroids clone, in C#. However, the ship's movement is... not quite right. My plan is this: there is a speed, and two directions, namely the direction the ship is facing ...
11
votes
1answer
1k views

Pathfinding on a uneven planetary surface

My question is what would be the best approach to pathfinding on an uneven planetary surface? Background Information I have created a planet from displacement mapping 6 sphere projected planes. ...
0
votes
1answer
361 views

Pong horizontal movement algorithm

I was just wondering about the horizontal movement of a pong ball? What is the general algorithm used with this? The ball in my pong game just move vertically and I don't know about the algorithms ...
4
votes
2answers
2k views

How to achieve smooth movement with a fixed timestep

Previously in the update method of my game I was using a variable time step which provided very smooth movement of a player sprite except when the frame rate would drop, even slightly. At that point I ...
2
votes
1answer
500 views

2D Top down acceleration vector

I have been wanting to solve the issue of movement once and for all... with all that I have learnt and read through, should be a piece of cake one would have thought... , seems it isn't. Having ...
0
votes
1answer
791 views

Interpolating a player between two 2D points?

I would like a player to be able to move in a direction smoothly, whilst sticking to a fixed grid. Much like in Pokemon, how the player can move, but when the key is pressed and released quickly, they ...
2
votes
2answers
194 views

Smoother controls

I am trying to move my background left if the user hits the right key. and right if the user hits the left key, so that it will look like the player is moving. The problem is that whenever I hold the ...
3
votes
1answer
183 views

Theory behind worm like movement?

I don't want code or anything that will make this too easy for me, but I'm just starting the development of a little game and I want to add worms to it, I want the worms to be Terraria like. My ...
2
votes
2answers
971 views

Implementing tile-based movement on 2D platformer

I'm trying to make a cinematic platformer, in the veins of the first two Oddworld games, Flashback, Prince of Persia, Blackthorne and so on. This article describes very well how this kind of movement ...
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votes
2answers
1k views

Moving a sprite towards an x and y coordinate

Given a sprite with an x and y coordinate, how would I move it toward another sprite with an x and y coordinate? I've already made it face towards the other sprite, and I've made it move towards the ...
1
vote
2answers
257 views

How can I use triangle picking to determine location of a triangle in world space coordinates?

I am trying to implement point and click movement in my game, but at the moment I am stumped about how I can select parts of a mesh for the player to walk to. So what I have done is I have got a ...