Martijn Courteaux
  • Member for 11 years, 3 months
  • Last seen more than a month ago
How to get object to lose less velocity as its speed increases
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6 votes

I would invert the speed and multiply by something you like: float velocity = 300.0f; float collisionEffect = 3000.0f / velocity; if (collisionEffect > velocity) { // Choose which one you like:...

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How to implement soft edge areas with particles
4 votes

My thoughts about these two points: You could use shader blur, but that's going to be very expensive. Instead I would draw an extra border of triangles that fade from translucent in the center to ...

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Gap in parallaxing background loop
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4 votes

Your problem happens when you reuse the background and put it the other side. Change this: if (positions[i].X <= -texture.Width) { positions[i].X = texture.Width * (positions.Length - 1); ...

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OpenGL light not shining quad
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4 votes

Without seeing any shader code and vertex setup, this is difficult to answer. But I suspect that you have winded the quads of the left wall clockwise instead of counterclockwise, or vise versa. Or you ...

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What is "simulated human operator" cutscene camera movement called?
3 votes

I disagree with the idea that you should be using Perlin noise only. I think the key to make it look good (and I don't think it looks good in the opening scene you linked), is to use an underdamped ...

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How to rotate a set of points on z = 0 plane in 3-D, preserving pairwise distances?
3 votes

Update: This was much harder to solve than I thought. However, I think I managed it to fix it, after trying 5 different approaches. So, the requirements really are that you have 3 source points and 3 ...

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What Java library/framework for a game with Baldur's Gate like grapics?
3 votes

I would go for a 3D native approach with LWJGL. When you use OpenGL, all the rendering happens on the GPU, which improves performance. This will allow you to extend your graphics when you think it ...

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Physics movement prediction is way off
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3 votes

I don't know what kGravity is, but it should be half the gravitational acceleration. Because the formula is: h(t) = t * velo_y + 0.5 * -gravity * t^2 Where, h(t) is the height in function of time, ...

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Creating an illusion of stress and danger
3 votes

I just wanted to mention the game Amnesia: The Dark Descent. The game is basically scaring out the player and building tension. Not really creating stress, so these things might be not really what you ...

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Box2D platformer movement. Should i mess with velocity?
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3 votes

You are defining your bodies in pixels instead of meters. Box2D uses meters. This way, your bodies got a very very huge mass, which causes you having to apply to big forces / impulses. You have to ...

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Voice artist for a game for kids
2 votes

It's just an idea. I haven't tested it. But isn't it possible to simply record it and edit the record using some filters/effects to make it sound like you want? Tools like Audacity or GarageBand ...

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How to map control key to a specific angle or orientation?
1 votes

I haven't thought about this for too long. But it seems fairly simple. I assume you know what the modelViewMatrix is. This 4x4 matrix transforms coordinates (points) from world space to camera space. ...

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How do I dynamically grow a voxel world in all directions with chunks?
1 votes

I once wrote a voxel game (clone of Minecraft). What I did was using of course using negative coordinates. To have on O(1) access time to the chunks, I used two mapping functions: From Z (whole ...

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Intelligently move aircraft using curves
1 votes

I would add some AI (artificial intelligence) checks. A first thing to do would be to check if the distance to travel, in comparison with the distance to the enemy makes sense to apply the Bezier ...

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How to rotate a set of points on z = 0 plane in 3-D, preserving pairwise distances?
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1 votes

New post, clean and well. I tried to implement Sam's answer, but slightly different, and it works. This approach is simpler than all the others, simply because it relies on you to make sure that your ...

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Transforming Normals in Bump Maps
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1 votes

So, you have a noise function from RxR to R, called f(x, y). You are applying on that function a new transformation: t(x, y) = 1 - 5.5 * f(x, y) You seem to know the normals of z = f(x, y), which ...

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Pixel perfect clickable picture in OpenGL/C++
1 votes

If you take a look, there are rivers and names etc. This will make it rather hard to use the second approach. I would definitely go with the approach were you create a polygon shape for every country, ...

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Starting off C++ games development?
1 votes

For C++ game dev, I learnt C++ on learncpp.com and cplusplus.com, and worked with SDL. This is a great platform-independent combination. Of course, use SDL with OpenGL for GPU graphics rendering. SDL ...

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Is C++ necessary to learn if I ever want to get a job in the game industry?
1 votes

I'm not in business yet (I'm 17 years old), but I think it is really a must to discover new languages and technologies. While you have time right now, learn C++, OpenGL and Java. Mastering these takes ...

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XNA significant loss in fps by just adding a few hundred thousand more triangles?
1 votes

Mauling Monkey's answer is very right, but to solve your problem, I'll add my response. I guess you aren't optimizing the cube faces away... 9 300 000 triangles means 4 650 000 faces. If each cube ...

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What colour space or mixing algorithm should I use for "watercolor-like" colour mixing in-game?
0 votes

In order to have both intuitive and minimal effort coding this, I would go for blending in a linear RGB color space, by means of multiplication. I'd expect this to behave very intuitively. I would ...

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How do i store blocks information in my Voxel game?
0 votes

I don't know how Minecraft did it, but very long ago, I once wrote a Minecraft clone. You could have a look on how I did it. There is a block model, storing all the details about that type of block ...

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Best approach for level specific textures
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0 votes

I've done it the way I described in the update of the question. I'll refer to that.

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Seamless tilemap rendering (borderless adjacent images)
0 votes

Here is what I think that might be happening: Where two tiles collide, the x component of their edges should be equal. If that is not true, they might get rounded into the opposite direction. So make ...

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Dynamic Terrain Triangulation
0 votes

I didn't try anything, because it would take to long to set up a testing environment, but I would try to get rid of vertices that are too close to each other, combined with some randomness. Reconnect ...

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how can we define dynamic Path of ViewObject(Bitmap) On Canvas
0 votes

I would recommend looking at Box2D. It is a physical engine that will take care of all the physics your game needs. However, if you think this engine is an overkill, just write the simple bouncing ...

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JBox2D applyLinearImpulse doesn't work
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0 votes

Adding your update loop was useful :D The problem is that you are overwriting the linear velocity each step.To move the player, apply forces. And do not set the speed, never. Try something like this:...

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