191 reputation
8
bio website
location
age 29
visits member for 2 years, 2 months
seen Mar 28 at 20:52

My game design talk blog : http://azaralgametalk.blogspot.com/


Apr
18
comment Why don't we use octogonal maps instead of hexagonal maps?
That makes me a little sad inside
Apr
18
comment Why don't we use octogonal maps instead of hexagonal maps?
I wonder if there are any other shapes that tile like squares and hexagons
Apr
17
comment SDL Access Violation
I had sort of this problem once and my program was just int main() { return 0} It was an access violation at 0x00000000 I restarted my computer and it went away. Maybe give that a try.
Apr
14
awarded  Critic
Apr
12
answered Best way to network the movement of 2D tanks?
Apr
10
comment How can I find a projectile's launch angle?
You would probably take the angle that has the shortest flight time, which is usually smaller angle (probably always but I'm allowing myself the possibility of being wrong gracefully heh). It's faster to shoot at the ground in front of your feet by aiming down than by aiming up at a really steep angle.
Apr
8
revised Float or int for currency?
added 397 characters in body
Apr
8
answered Float or int for currency?
Mar
23
awarded  Popular Question
May
20
comment Implementing simple proportional navigation for a homing missile
Glad to hear it works. I guess it could be; I didn't look up the dog curve thing at all. It all based on the same idea though which is determining where you need to go to get to where your target is going to be so you're not chasing it around.
May
17
answered How can I efficiently store tilemaps in work memory?
May
11
answered Most effective way to manage a gamestate system that is easy to use?
May
9
comment Ball Physics : Bounce height altered by elasticity of ball and bounce surface
I would expand on this and say that the angle of the bounce leaving is equal to the angle of the ball coming in relative to the tangent of the point of impact. This way, he could have balls bouncing off the walls or off of irregularly shaped objects and have balls bouncing off of other balls as well (though that one would really be a momentum conservation calculation). Inverting the Y velocity only works going up and down, what if he hits a 45 degree slope coming at a 70 degree angle, it would be vastly different result than coming down at a flat surface
May
9
comment How to detect whether or not a tile is occupied?
For the level editor I mentioned, I had two variables in my tile class. The first was an int that stored what it was graphically. It would take the int value and multiply it by tile width and height to get the tile's graphic in the sprite sheet. The second was a bool for if the tile was suppose to be shown or not. On rendering, I would just grab the tiles that were suppose to be in the screen plus one around the edges and render those. I would get the camera position, calculate where it is in tile coordinats, then go half the screen in each direction + 1 tile. Something else to consider
May
9
comment How to detect whether or not a tile is occupied?
You could also cut out storing coordinates in the tiles and calculate them instead. I made a level editor that worked that way for levels. Instead of each tile having an X and Y coordinate value, it is simply calculated. This allows you to have levels bigger by a factor of your tile size. For example, the coordinate of tile[200][200] would be 6400, 6400 with a 32x32 tile size. You can also store the player's position as a tile location + remainder instead of raw x,y coordinate. If the player's position were 5,6 R 16,0, the player would be located in/on tile 5,6 + 16 in the x.
May
7
comment How does a single non-artistic programmer make a game?
The hallmark of a good game is if it is fun even if it looks like crap
May
6
comment Sphere and AABB intersection
How are you profiling. I'm curious because this hasn't come up in my thinking yet and I've never felt a need to do it for the simple programs I've written before but I think this would be useful for my game in the future for optimizing it. Is it simply a matter of tracking the amount of time in the given function areas or is there some other third party library or something you use?
May
5
comment What is the best method to use to write and handle multiple levels?
@pat OK, that makes some sense.
May
5
comment How to lead a moving target from a moving shooter
@SamHocevar One last update and I leave you alone. I got it to work and it works perfectly. I had set a value incorrectly earlier in my code that then gets passed later to the ship AI routine that had the ship thinking the player's velocity was equal to its position.... Thanks again, really appreciate your help.
May
5
comment How to lead a moving target from a moving shooter
@SamHocevar OK. I have the shouldShoot outside the test for testing. I wanted to see if it was even going past disc >= 0. Thanks for looking at it again though, I really appreciate your time and effort! I'll not bring this up again here because I agree the original problem is solved.