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Jun
26
comment Story game loop
You can think of it as finite state machine
Jun
15
comment Short distances from reference point
nah, it's just BFS... Dijkstra is used when some nodes can be passed through but have some specific cost; like passing through themare considered them, is considered two turn.
Jun
13
comment How to build a static version of cocos2d-x and link it to my project
That means you are not linking things properly... but seriously, comments are not for chatting, if you can't get it done, take a trip to main chat room, there are plenty of people there who can solve your problem
Jun
13
comment How to build a static version of cocos2d-x and link it to my project
the easiest way to do it, is creating a solution containing both your project and cocos2dx. if you insist on keeping them separated, you should first compile cocos2dx, and generate ".lib" file. then in your game project properties, linking, additional libraries, add that lib file.
Jun
13
comment How to build a static version of cocos2d-x and link it to my project
Actually that was not the problem (change it back to multi-threaded dll). You should have changed "configuration properties->General->Project defaults->Configuration type" to "static library (.lib)". Then in your game's project properties, in "common properties->references" add cocos2d as a reference
Jun
13
comment How to build a static version of cocos2d-x and link it to my project
Well, this is mostly a general VC question rather than specific GameDev one. Anyway, you just have to mark cocos2d-x project output type as static library, and add that project, to your game's references.
Jun
12
comment Cocos2d-x project every time must compile the project plus other libraries
check this question: stackoverflow.com/questions/2762930/…
May
26
comment Level Data with JSON
also just googling a bit (which you obviously didn't) here's another JSON library: wiki.unity3d.com/index.php/SimpleJSON
May
23
comment Authentication between client, central server, and player ran server
@HaroldSeefeld Technically not the ones that pass through IPSec/HTTPS connection.
May
15
comment Is there a way to obtain a user-set “name” in multiple platforms?
why don't you use different functions for different platforms?
Apr
23
comment Body lost a velocity component when hitting a wall
your conversation with zee, made me thinking... are you just applying an impulse in one frame, and let the ball move on it's own for the rest of game, or are you applying the force every frame?
Feb
12
comment Possible A* Optimizations
The very reason that you are searching for the path is because your heuristic is not perfect. If it was, you could easily start from the starting node, always choosing the neighbor with lowers heuristic and find the best path with such a naive greedy algorithm. All these path finding algorithms are there to minimize your re-ordering routines, but still whenever you graph gets huge, there will be many re-prioritizing(s) required.
Feb
11
comment Possible A* Optimizations
@MrSnappingTurtle I mean the case, that you've opened a node, but later found some better way to reach it.
Feb
6
comment How Use loop's in cocos2d-x
I guess you meant Sequence::create(delay,runCallback, nullptr). Also personally I prefer using lambda instead of member function: Callfunc::create([this](){speed += 0.3;})
Feb
5
comment Speed dependent arc question
So I'll guess it's something that you should define yourself, so that it looks like real life? In fact the book continued to say, it's just as big you can get, without your animation look unnatural.
Feb
5
comment Speed dependent arc question
Pretty sure that's something that is defined in your own assignment context. And it should mean something like how much it character can rotate safely. Like when driving a car, you can easily rotate it as much is you want, but when you are driving at 90mph, making a hard turn will most likely result in a crash!
Jan
10
comment Is there a way to exclude original sprites in spritepacker that's in asset bundle?
Are you sure that's the problem? I mean, when loading textures, they'll be stored as uncompressed RGB data in memory, maybe that 25MB you are seeing the size of your package uncompressed? to verify this, just multiply width by height by Bytes_Per_Pixel of the texture
Dec
13
comment Isometric graphics with fake perspective
Just an idea, but you can provide your shader with another texture, representing the height of that pixel, and take that information into account
Dec
13
comment Isometric graphics with fake perspective
It's true, assets are othogonal, but then again, you are drawing them on plane. you can skew that plane, so that it's a little further from camera on it's top. Note that with this change, you won't notice a thing as long as your projection matrix is orthogonal, but switching to perspective at this point will probably create the effect you are looking for.
Dec
13
comment Isometric graphics with fake perspective
didn't say switch to 3D assests, I just suggested use a perspective projection matrix instead of orthogonal one, with everything else kept exactly the same