Darkwings
• Member for 9 years, 9 months
• Last seen more than 5 years ago

As I explained before, since there are already good algorithms to perform pathfinding, space filling etc, you could simplify the work by setting up the initial rooms. Since it's a game world, the ...

If I got this right, you are storing the whole skeleton bones vertexes into a matrix. I think your problem is more related to the way you are storing the Bones than to quaternions themselves. I'll ...

(I'm not familiar with XNA but AFAIK there's nothing like an input listener so I'm assuming you are using flags to represent input) With input flags (that could be as simple as booleans) it makes ...

If a user is sending just 5 soldiers than of course there's no point in dividing in even smaller groups, let alone using different simulation models. But you also considered a case where there are ...

That's (below) standard geometry: As you rotate the triangle from its initial position using the angle you got from user input, you can also define the shooting vector direction MC where M is the ...

Manipulating the probabilities seems the right thing to do and also adding some sort of prediction to the algorithm you're using to increase the types/colors would help. Just as most board games do, ...

If you already have some basic physics knowledge, you just need the normal of the surface collided by the ball and the original speed. If S is the original speed, N is the normal and Aplha is the ...

Since it's turn based, of course a single turn will take as much time as the slowest player spends to send input. You don't need to wait for everything else just for turn-related stuff. If you want ...

It's not clear if your problem is the lacking of smoothness or something else. Does the code work as it is? Also, you're saying that additive ratio is a bad solution, why? You are doing an inner ...

In your particular case handling the rollback by rewinding the motion should work fine. If you are using any form of pathfinding with the AI units, just be sure to recalculate it after the rollback to ...

I'm not familiar with cascade shadow mapping (yet) but that sort of thing seems to happen in simple shadow mapping too, when using wrong parameters in the calculation of the shadow projections. This ...

Without stepping in and altering the algorithm itself, you could just stick with option B. Calculating corrections won't be optimized anyway, and most probably you'll have to define ad hoc routines ...

Generating the blocks while the game is running, providing a good neighbors checking algorithm (depending on the difficulty level) would provide a less repetitive result. Without a flexible algorithm ...

A possible approach is to define if the growing/shrinking is a force, and so it should be reflected during a collision or if it should be a particular case that the engine should handle separately. ...

The 'handedness' of the quaternions should be the same one as the way angles are measured in the specific API you're using, since quaternions requires an angle between two vector to work. It's more or ...