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2D refers to two dimensional space where coordinates are represented with X and Y values.
11
votes
What are some good resources for creating a game engine in XNA?
What you need to do is actually start writing your game!
You don't need more resources. It's time to start producing - learn by getting your hands dirty.
Write the lightest-weight engine you can. If y …
8
votes
Accepted
"Time Control" in a 2d Platformer
EDIT:
Please see @Bluescrn's answer to this question; he elaborates on weaknesses in replaying controls rather than movement vectors or position.
--
You're on the right track. Here's the approach I'd …
17
votes
Accepted
How do I find the intersections between colliding circles?
First we'll calculate \$a\$:
$$
\tag{3}
a = \frac{r_0^2 - r_1^2 + d^2}{2d}
$$
Then \$h\$:
$$
\tag{4}
\begin{array}{rl}
\text{given} & a^2 + h^2 = r_0^2, \\
\text{then} & h^2 = r_0^2 - a^2 \\
\text{therefore … alpha = Vector2(alpha_x, alpha_y)
# equation 9
beta_x = P2.x - h * (P1.y - P0.y) / d
beta_y = P2.y + h * (P1.x - P0.x) / d
beta = Vector2(beta_x, beta_y)
return [alpha, beta]
# Simple 2D …
131
votes
Accepted
How can I get textures on edge of walls like in Super Metroid and Aquaria?
Metroid's just using tiles, nothing special going on there.
Aquaria however is doing something rather clever. If you'll notice, a lot of those rocks on the bed get repeated several times. Here's one …
2
votes
Accepted
Handling hitboxes
You don't need them to have references to each other.
Have a central hitbox system for your stage that does the work for them
Your hitbox system must have a list of all the hitboxes relevant to it - …