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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 12:33:38 AM

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1  Community / DevLogs / Re: Garbage Collector on: January 21, 2010, 02:03:29 PM
Sketches are just plain awesome  Gentleman Reminded me of this and this Smiley
2  Player / General / Re: Slightly weirded out...TigSource the new Match.com? on: November 08, 2009, 02:50:23 PM
It's so called 419 scam(google it). She will propably tell you she has a lot of money but you she can't claim it and she needs your help and so on Wink
3  Player / General / Re: unreal or unity on: November 08, 2009, 03:32:16 AM
Unity

it's more modern and won't make all your bulky guys look like they're covered in plastic
Just because Epic tends to make games in such style doesn't mean you have to. You can write your own shaders. Still there is an explanation for the "plastic" look. It simply makes effects to be more noticeable.
4  Player / General / Re: Finally got a PS2 on: July 28, 2009, 02:05:51 AM
I really liked FF X and Killzone.
Also, can somenone say something about Jak? I have two first parts of Ratchet, and i'm now wondering should i go for the third one or maybe switch tracks a little.
5  Developer / Technical / Re: Simple Bounding Box collision detection in 2D space on: May 04, 2009, 01:53:49 AM
No, I meant compositions of transforms, not inverses, was just putting it in more concrete terms.
Yes, it's easy to take a single point through two different transforms. But I was asking you form the transform which does this. So if I have a lot of points in local space I wish to draw, I wouldn't have to double my work.

Oh, come on, the topic is about collidin 2d boxes. Even if you do double work, so what? Seriously, to expierience performance issues in 2d box colliding code you need to try really hard.

As in, if local to world rotates by a and translates by (x,y), and world to screen rotates by a' and translates by (x', y'), what would the transform from local to screen be, a'', (x'', y''). (answer: it's not too complicated, but no one is going to memorise it; and I didn't include scaling in there).
So you ask, what if transformation stack, right? They don't. Read the question. Or even topic title witch has "simple" word in it.
6  Developer / Technical / Re: Simple Bounding Box collision detection in 2D space on: May 03, 2009, 12:46:21 PM
Further, trigonometry will go crazy once you start translating as well as rotating. Suppose I want the transform from local to screen coords, having only the affine transformations (represented how you like) for local to world and world to screen. I'd like to see you trot that off with trig.
Well... if you have locals and want to transform to screen.. That's not a problem at all. You always start with local coordinates of object and transform them to screen. Like, every time you calculate physics, visuals, whatever? Well since you wanted too tell me i'm wrong i think you meant transforming from screen space to object local space, did you? Tongue
7  Developer / Technical / Re: Simple Bounding Box collision detection in 2D space on: May 03, 2009, 08:36:48 AM
Also matrices are definitely better than trigonometry, once you get used to them. Even for 2d. They are faster to write code for, and run faster. Though it sounds like good advice not to mix collision detection and display code.

The point is they do the same thing. However, they surely are not faster, you still need to calculate all those sine and cosine stuff to put it in matrix. Matrix multpilication is surely slower then rotating vectors using simple trigonometry, and that's all he needs: adding vectors and rotating vectors. It's also easier to write actualy.
Say, you want to rotate vector by angle alfa. Would you prefer to do this:
Code:
newx = x*cos(alfa) - y*sin(alfa);
newy = y*cos(alfa) + x*sin(alfa);
or create 3x3 matrix and then get the vector multiplied by it?

All you need to store is angle and position vector.
As for SAT, here's good tutorial



8  Developer / Technical / Re: Simple Bounding Box collision detection in 2D space on: May 03, 2009, 03:55:33 AM
I don't think that you should mess collision detection code with graphics rendering code. Anyway 4x4 matrices are for 3d transformations, in 2d you can go without even knowing that things like matrices exist. Simple trigonometry is you friend Wink
9  Developer / Technical / Re: 2D Array Performance in Game Maker on: May 03, 2009, 03:45:08 AM
Since i don't know game maker i may sound really stupid and talking false things, but if 1D arrays are faster then 2D in game maker (if they are, i don't now Tongue ), then why don't you go with 1d? It's pretty simple instead of doing array
  • [y] you do array[y*witdh + x]. But as i said i don't know anything about game maker so... ingnore me   Roll Eyes
10  Developer / Technical / Re: Get / Set in c++? on: May 03, 2009, 03:36:58 AM
By definition pointer is a variable holding some memory address, who knows what "pointers" in java hold. It can be an index of object or whatever, please remember java does not compile to machine code but only to another form that runs on virtual machine. Still in semantic use, they are very similar but i don't think they should be called pointers since (as someone already said) you can't do any arithmetic on it and there are some serious reasons for that.
11  Developer / Technical / Re: Get / Set in c++? on: May 01, 2009, 11:53:17 AM
I make get/set functions for all variables accessed from outside the class. Just in case they will become some more advanced property later on. In which case i will just need to reimplement get/set body, and won't have to refactor half of the project changing object.x = 0, to object.setX(0)... Still, agreed it's pretty annoying and time wasting Wink Just remember that you don't have to make it for all classes, for example a simple vector class which has only x and y variables and most functionality can be implemeted threw overloaded operators.
12  Developer / Technical / Re: What to use for game development in C++ on: April 09, 2009, 06:56:35 AM
I also recommend SDL. It's not that hard and with many people using it, it's easy to find help. SDL_image allows you to load multiple image formats, which is usefull. It also makes using OpenGL a lot easier, which you may want to try later on. The only disadvantage i find is non-intuitive audio support.
As for sources:
Lazy Foo has all you need to get started.
And if you want to check some details or additionsal info:  reference pages
13  Developer / Technical / Re: Pondering 2d per-pixel terrain destruction... on: April 09, 2009, 06:43:15 AM
You should try Cortex Command or game called Liero.
I don't want to discourage but i'm guessing it's not so simple to do as it may seem... Also, you propably will need some experience before aproaching this problem.
As for vectors/polygons i think it's way harder to do destructible terrain with them than with bitmaps. With bitmaps you delete pixels where terrain/explosion overlap(which may be hard depending on enviroment/libraries you want to use), with polygons you need some polygon cutting algorithms, texture remapping and stuff.

14  Community / DevLogs / Re: Hijacker on: April 09, 2009, 03:15:45 AM
Nice idea and the parallax background looks really good Smiley
15  Community / Creative / Re: Is game maker a viable programming software? on: March 26, 2009, 03:18:31 PM
When some people spend countless hours searching for bugs and learning some strange algorithms, and finally complete their game, they see same quality game done with 50% less effort. Players who rate games don't really care if it's done in asm, C++, or GM, and they are right but it may give some developers a feeling of being underrated. 

Personaly i prefer writing games in C++. Still, apart from the fact i don't get the whole Cactus hype, i really like some GM games (Spelunky :D). 
16  Community / Townhall / Re: New best game evar released! on: February 14, 2009, 10:59:51 AM
Just finished clicking over 10000 times Tired
But hey! Now I know what AVGM stands for Smiley
17  Community / DevLogs / Re: Jack Rumble - Concept Art / Mock-up Thread on: November 23, 2008, 02:09:28 PM
This mockup looks awesome, I love the background style and color palette  Kiss

I know that the Log drivers waltz pleasures girls completely.

I've got this beast started, I plan on using C++ with the SDL, so our friends on other platforms can play it, also because I wanna learn some SDL. I've used the tutorials from the dude who did Super Mario War as a jumping off point, I'll have to do a pile of re-writing to make it more object oriented.
Some tutorials: http://lazyfoo.net/SDL_tutorials/index.php
I wrote simple game using C++, SDL and OpenGL and they were really helpfull.

Also: first post. I've been a lurker for a long time, it's about time to level up to manbaby.
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