Darkwings
  • Member for 9 years, 9 months
  • Last seen more than 5 years ago
How to place rooms proceduraly (rule based) on in a game word
Accepted answer
2 votes

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 ...

View answer
Calculating a quaternion so a bone points in a specified direction
2 votes

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 ...

View answer
Implementing a switch statement based on user input
Accepted answer
1 votes

(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 ...

View answer
Calculation of a fight with many entities
1 votes

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 ...

View answer
Accelerate a Bullet on The Right Direction
1 votes

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 ...

View answer
Connect-three game: Increasing level-of-difficulty as play progresses
Accepted answer
1 votes

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, ...

View answer
How to calculate the direction a ball must bounce
1 votes

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 ...

View answer
How to iterate through a list of enemies and display results?
0 votes

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 ...

View answer
glScalef - game math issue
Accepted answer
0 votes

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 ...

View answer
Time reverse mechanism in games
0 votes

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 ...

View answer
Shadows moving with camera.
0 votes

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 ...

View answer
Pathfinding for units of variable size
0 votes

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 ...

View answer
Match-3 game level generator
0 votes

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 ...

View answer
Need some advice regarding collision detection with the sprite changing its width and height
0 votes

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. ...

View answer
Unsure how to move a unit to a point
0 votes

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 ...

View answer
Provide A Scrolling "Camera" View Over A 2D Game Map
0 votes

I can't help with Kryonet-related stuff, but as far as I know Kryonet just handles the networking so you are on your own for the game-enine part, right? Also your question doesn't seem Kryonet-...

View answer
Designing an entity system for a tile-based puzzle game
0 votes

You're saying that since everything is defined by its type and not by its attributes then nothing can change dynamically. That's because you're (ab)using interfaces as they were attributes to put ...

View answer