| bio | website | joeshan.net |
|---|---|---|
| location | United Kingdom | |
| age | 22 | |
| visits | member for | 9 months |
| seen | Oct 6 '12 at 12:28 | |
| stats | profile views | 2 |
|
Oct 6 |
comment |
Collisions between moving ball and polygons @miguelSantirso Any chance of accepting an answer? |
|
Sep 23 |
comment |
Calculate the intersection depth between a rectangle and a right triangle @Celarix I used this when I was learning it: dl.dropbox.com/u/22121701/Polygon%20collision.rar This is C++, not xna though. However I managed to get it to work in XNA without knowing C++. |
|
Sep 23 |
comment |
Calculate the intersection depth between a rectangle and a right triangle Have a look at Seperate Axis Theorem, you can calculate the shortest distance to seperate 2 generic convex polygons. This system has the benefit of having your triangle and rectangle rotated / scaled however you want; however... it provides much more functionality than you're asking for but takes a fairly good knowledge of vector maths to understand it |
|
Sep 13 |
comment |
Xbox thumbstick used to rotate sprite, basic formula makes it “stick” or feel “sticky” at 90 degree intervals! How do you get smooth rotation? @Hugh Accepting the answer, I don't know if new members can give +rep |
|
Sep 13 |
comment |
Xbox thumbstick used to rotate sprite, basic formula makes it “stick” or feel “sticky” at 90 degree intervals! How do you get smooth rotation? Have a look at SomeWritesReserved's answer, I have no experience with the 360 pad |
|
Sep 13 |
comment |
Xbox thumbstick used to rotate sprite, basic formula makes it “stick” or feel “sticky” at 90 degree intervals! How do you get smooth rotation? @Sidar I guess... but I find sometimes I get the result I want just by swapping them, I mean, the Y/X or X/Y order is only arbitrary |
|
Sep 13 |
comment |
Xbox thumbstick used to rotate sprite, basic formula makes it “stick” or feel “sticky” at 90 degree intervals! How do you get smooth rotation? Is this Windows? If so set the project to use a console window (Project -> Project Options -> Application -> Output Type) and print out your angle shuttleAngle to see if that sticks at those angles |
|
Sep 13 |
comment |
Xbox thumbstick used to rotate sprite, basic formula makes it “stick” or feel “sticky” at 90 degree intervals! How do you get smooth rotation? That would only effect the visual orientation and that depends entirely on which way the image for the texture is orientated - I can't see that affected his problem. |
|
Sep 13 |
comment |
XNA frame rate spikes in full screen mode Yeah, I guess. It's probably wise just to assume the performance hit is tiny then, I've never heard of someone to choosing to run a game in fullscreen over window because for performance reasons. |
|
Sep 12 |
comment |
XNA frame rate spikes in full screen mode But no more so that if you run in a window, right? |
|
Sep 6 |
comment |
How do I efficiently generate chunks to fill entire screen when my player moves? Distance from player? Far enough away so it looks right |
|
Aug 24 |
comment |
Should I take line thickness into consideration for a grid based light game? Currently all my positions are stored in a Point anyway, and I use a method to convert the point values to positions whenever I need screen coordinates rather than array indexes. So whether or not this would increase workload... I'm not sure |
|
Aug 23 |
comment |
Should I take line thickness into consideration for a grid based light game? Currently 32x32 but that could go easily go up or down depending on the art style my friend comes back with! |