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13

The dot product of two vectors can tell you if they face each other or not. First vector can probably be the enemies view direction the second one should be a vector pointing from player's position to the enemies position. https://www.youtube.com/watch?v=Q9FZllr6-wY


2

Just rotate the point at an angle of -θ around the center of the rectangle. relx = x-cx rely = y-cy rotx = relx*cos(-theta) - rely*sin(-theta) roty = relx*sin(-theta) + rely*cos(-theta) dx = max(abs(rotx) - width / 2, 0); dy = max(abs(roty) - height / 2, 0); return dx * dx + dy * dy; Also, remember this is still the distance squared, so you need to take ...


2

If you write a 1 for a connection and 0 for lack of connection, and have 8 sides, then you can write out the configuration of an octagon as a bit string. I'll order them as east, northeast, north, northwest, west, southwest, south, southeast. If north and west are connected to neighbors and other directions are not, this would be written 0 0 1 0 1 0 0 0. ...


1

As you are creating a "fictional force" physics should be our starting point but the exact form can be up to you. My suggestion would be to use a modified drag rather than trying to modify gravity. Why you shouldn't use a modified gravity This is because gravity applies a simple acceleration. This means if an object is rushing towards the ground at 100mph ...


1

What you want is a curvilinear perspective projection matrix to correct for the perspective projection distortion. aka barrel or pincushion projection: http://en.wikipedia.org/wiki/Curvilinear_perspective Basically, you distort the image with a projection that is the opposite of the distortion you don't want so it all comes out straight in the end. ...


1

while zooming out, check if distance of red-dot and center of circle is more than circle's radius. (Lets call this distance, d) if so happened, move the circle in direction of V vector ( V = red-dot.position - circle.position`) for x unit. (x= d-circle's radius).


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Unless you want to allow octagons to overlap (when you would, you would be in quite a lot more trouble), it is impossible for two adjacent edges (a diagonal and an orthogonal) to be both connected to another tile. This makes stuff a lot easier. Separate each of your octagons into 9 tiles like this: You need one set of tiles where the diagonals are ...


1

You want to use the following technique to modify the projection matrix. It moves the near plane to a given location (like the plane of the portal). http://www.terathon.com/lengyel/Lengyel-Oblique.pdf



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