| bio | website | leftium.com |
|---|---|---|
| location | Seoul, South Korea | |
| age | 33 | |
| visits | member for | 2 years, 10 months |
| seen | 12 hours ago | |
| stats | profile views | 61 |
Leftium: The Element of Creativity!
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Feb 6 |
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Resolving a collision with forces @Vee: Good questions! Three+ bodies and static bodies are two separate issues. I addressed both in an update. Summary: handle collisions two objects at a time; static bodies have very large, infinite mass. |
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Dec 2 |
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Full screen blackout using allegro in codeblocks Yep, that was my second guess: allegro.cc/forums/thread/611484. You can't have more than one main() function in a single project. Looks like you figured it out... |
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Nov 23 |
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Full screen blackout using allegro in codeblocks @ArmandoOrtiz: I think your first program (and not your second program) is getting executed. Easy way to confirm: use GFX_AUTODETECT in the first file, and GFX_AUTODETECT_WINDOWED in the second file. If the whole screen goes black again, you are running the wrong program! |
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Mar 21 |
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C# Collision test of a ship and asteriod, angle confusion A picture would help other people understand your source code. Can you take a screen capture of your program and label what the various variables represent? ( asteroid_angle, ship_angle, angle_between, ship_angle_left, ship_angle_right, angle_between_left, angle_between_right) Also please clarify which directions the X and Y axes go in your game and whether 'left' is supposed to be clock-wise or counter-clockwise. |
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Oct 20 |
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Why does my position interpolation code result in “jumpy” motion? Make sure the interpolation code is the actual cause: does the same jumpiness still (not) occur if you comment out the bodies of smoothStates_() and resetSmoothStates_()? |
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Sep 25 |
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Equation to make small number big and big number small (gravity) @Isaiah: The key part is 1/r^2, which gives you "a number that rises as the distance decreases". To apply this force F to your speed, use physics: speed = speed + F/mass (because F = mv; v = F/m | where v = velocity (speed) and m is mass of object that force is being applied to.) |
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Sep 18 |
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Collision Resolution @ashes999: link fixed now! |
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Jul 14 |
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2D Platformer AABB collision problems +1 for working code sample (missing horizontally moving "spike" blocks, though :) |
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Jul 13 |
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2D Platformer AABB collision problems @Vee: The XNA demo already seems pretty close to what you want. How about modifying the demo into your game? (Add moving spikes to the demo, instead of bolting on parts of the demo to your game.) I think by copying only parts of the demo, there are some incompatibilities with the logic (like the jumping algorithms are different.) |
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Jul 11 |
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2D Platformer AABB collision problems @Vee let us continue this discussion in chat |
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Jul 11 |
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2D Platformer AABB collision problems @Vee: Can you show your code for jumping and IsAffectedByGravity? |
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Jul 11 |
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2D Platformer AABB collision problems @Vee: your code doesn't show how onGround is set, so I can't investigate why jumping is incorrectly allowed. The XNA demo updates its analogous isOnGround property inside HandleCollisions(). Also, after setting Velocity.Y to 0, why does gravity not starting moving the player down, again? My guess is the onGround property is improperly set. Take a look at how the XNA demo updates previousBottom and isOnGround (IsOnGround). |
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Jul 11 |
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2D Platformer AABB collision problems @Vee: set Position = nextPosition immediately inside the for loop, otherwise the unwanted collision resolutions (setting onGround) still occur. The player should be pushed vertically down (and never up) when hitting the ceiling thus onGround should never be set. This is how the XNA demo does it, and I cannot repro the "ceiling" bug there. |
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Jun 11 |
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Experience embedding javascript Be aware the Node.js Windows port is not ready; it's under development: stackoverflow.com/questions/6061053/… |
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Jun 7 |
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Variable height jumping in side scrollers +1 Leave gravity alone. |
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May 13 |
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Determine position of a rotated element in Tetris @bummzack: Well, then just use the same table for all the blocks like the DTET system. It simply tests more locations besides left and right. You can create your own system and check however many positions you want. However, using the same table for all pieces might allow "unnatural" wall kicks. |
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Oct 31 |
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Multiplayer Implementation, Can I implement it later if I chose to? @AttackingHobo @Joe: And Zoidcom actually supports client-side prediction^^ |