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1

So I found it - posting the response here for future reference X/Y/Z = -7.189/0/10.136 in the Maya channel editor are rounded off values - the values themselves have a larger number of significant digits - e.g. -7.188707 so search for the first 2 decimal places only


1

I'd look into spring systems first before diving straight into fluid dynamics. They can help building a somewhat stable cell structure, and you can visualize this with normal effort (e.g. using alpha-blended particles, iso-lines, image-based effects on top of convex hulls etc..) Fluid dynamics and final-element simulations are of course much more realistic ...


7

What may be a good way of simulating entities which may vary a lot is to use a force field that you draw with a marching square algorithm. So the eating entity would be a set of fields that you have moving together using a flocking strategy or similar, to get a 'cell' effect. You have to use a number of force field large enough to allow for opening a ...


1

For engines written by you in native code Separate your render logic out. Every cycle, run all your game / simulation logic in one phase, and once that's all complete, run all rendering logic -- this includes animation. Since rendering and animation are separate, run game logic timers that use the same duration as the animations, but only have game logic ...


5

Fluid dynamics is one of those super hard things to set up, that once you've got it working allows for a whole range of interesting effects. It's probably overkill for most games, unless you actually need things to move like a fluid (as in, flow from one point to another). For soft-body masses, I would considering instead using nets of springs to simulate ...


0

I wouldn't use any permanent collision box that's moved around or anything similar. Instead, just play the attack animation and pick one specific frame where you're looking for collisions inside a specific area. Since I assume the overall attack animation will be rather short/fast, there shouldn't be any way to notice any difference. For example, the ...


8

tl;dr func 1 1 - 2 * |(x mod 2) - 1| Or in your specific case: 1 - 2 * |((time % entireDay) - halfDay) / halfDay| You can even use a sinus wave instead (much more pretty). sin(x - pi/2) Sin Wave Or in your specific case: sin (- pi / 2 + 2 * pi * time / entireDay); Long tedious explaination in fine detail: If in military time: 00:00 ...


0

From the images it looks like you're actually extending your shin bone by moving the ankle joint (the shin is abnormally long in the second image). Makes sure the joints are parented to each other and that when rotating, the joints rotate around their base, and not around a center much farther away (which would cause translation too). For example, ensure the ...



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