A simple term for "translation", the change of position of an entity typically on the route of going from point A to point B.
13
votes
2answers
569 views
AI to move custom-shaped spaceships (shape affecting movement behaviour)
I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set ...
2
votes
1answer
2k views
2d tank movement and turret solution
I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours ...
1
vote
2answers
481 views
Improve mouse movement in first person game
In my current FPS game, I have the mouse setup in a way, that it always forces the position of the mouse to be centered at the screen. This gets the job done, but also gets very annoying, since the ...
15
votes
6answers
1k views
AI control for a ship with physics model
I am looking for ideas how to implement following in 2D space. Unfortunately I don't know much about AI/path finding/autonomous control yet.
Let's say this ship can move freely but it has mass and ...
1
vote
2answers
485 views
XNA: How to make the Vaus Spacecraft move left and right on directional keys pressed?
I'm currently learning XNA per suggestion from this question's accepted answer:
Where to start writing games, any tutorials or the like?
I have then installed everything to get ready to work with XNA ...
13
votes
6answers
1k views
How to build a “traffic AI”?
A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc.
As of now the available paths are precalculated, so nodes ...
6
votes
2answers
11k views
Moving a sprite in XNA/C#, using vectors
I'm currently looking into XNA game development with the C# language.
I have two classes: the main game handler and a "sprite" class. Following is some basic pseudo-code which I hope adequately ...
8
votes
2answers
3k views
Enemy movement in straight line to player in chase game
I'm creating a game where the enemies spawn randomly on a map then move towards the player every frame at a random speed. The map has no obstacles so the enemies should always move in a straight line. ...
17
votes
4answers
3k views
Top Down RPG Movement w/ Correction?
I would hope that we have all played Zelda: A Link to the Past, please correct me if I'm wrong, but I want to emulate that kind of 2D, top-down character movement with a touch of correction. It has ...
8
votes
2answers
2k views
How do I tackle top down RPG movement?
I have a game that I am writing in Java. It is a top down RPG and I am trying to handle movement in the world. The world is largely procedural and I am having a difficult time tackling how to handle ...
5
votes
1answer
380 views
What is the best way to limit player movement?
I'm currently programming a 2d game where the player moves around on a rectangular playing field. The player has a direction and a velocity. What is the best way to limit the player's movement so ...
3
votes
4answers
2k views
Multiple Key Presses in XNA?
I'm actually trying to do something fairly simple.
I cannot get multiple key presses to work in XNA. I've tried the following pieces of code.
else if (keyboardState.IsKeyDown(Keys.Down) && ...
3
votes
2answers
652 views
Mouse-driven Movement
I'm trying to write a game where player picks where they are going by just mouse-clicking on that position and it goes there (just like RuneScape's point-and-click mouse interface).
I'm trying to get ...