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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 06:52:24 PM

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1  Developer / Technical / Source publishing on: May 18, 2010, 09:31:40 PM
My project's repository is handled by tortoiseSVN.

I want to publish the source in an easy to read, documentation style html format. The project is built with VS2005.

What is the easiest way to do this?
2  Developer / Technical / Re: Simple Box2D/Impulse problem on: January 27, 2010, 12:33:06 PM
Yeah, it works fine with an initial velocity.

Thanks.

 Beer!
3  Developer / Technical / Simple Box2D/Impulse problem on: January 25, 2010, 10:46:39 PM
I ran into what is possibly a really easy problem, but I can't seem to find the solution.

The Box2D forums are down, so I'll try my luck here.

I want move a Box2D body in a circular pattern. It's a pretty trivial thing to do.

This works perfectly with SetXForm :

Code:
//orbitAngle loops from 0 to 360
float dX = cos( orbitAngle * PI / 180.0 ) ;
float dY = sin( orbitAngle * PI / 180.0 ) ;

b2Vec2 moveVec = b2Vec2( body->GetPosition().x + dX / scale, body->GetPosition().y + dY / scale);
body->SetXForm( moveVec , body->GetAngle() );

The problem is SetXForm doesn't work very well with the outside forces applied to the body.

I know I have to use impulses, however this doesn't produce what I want :

Code:
float dX = cos( orbitAngle * PI / 180.0 ) ;
float dY = sin( orbitAngle * PI / 180.0 ) ;

b2Vec2 impulseVec = b2Vec2( 0.2 * dX , 0.2 * dY );
body->ApplyImpulse( impulseVec , body->GetWorldCenter() );

The body makes half circles and never returns to origin.

What is the obvious thing I'm missing?
4  Player / General / Re: I am a total dumbass on: April 06, 2009, 09:17:28 AM
Yes, you need to create a LiveID with your gmail account.

Here.

Or use a multiprotocol application like gaim or jabber.
5  Developer / Playtesting / Re: triptych on: April 05, 2009, 03:46:57 PM
I liked it.

It feels like you're going mad as the game progress because of an unclear past trauma. The music provides a really dark atmosphere.

I couldn't quite figure out if the madness progression was random or linked to the order of your actions.

It would be interesting to see this concept on a longer game.
6  Developer / Technical / Re: What to use for game development in C++ on: April 05, 2009, 10:09:41 AM
What about IndieLib ? Is it as reliable as SDL, Allegro and SFML ?

I've been mostly using SDL so far, but I was thinking about trying IndieLib for my next project.
7  Player / General / Re: ADMINS!! COME HERE!! on: April 02, 2009, 08:34:12 AM
You can see who the admins and global moderators are in the member list.
8  Community / Cockpit Competition / Re: Viewpoints [WINNER] on: April 01, 2009, 04:58:51 AM
The Outrun music made this win.
9  Player / Games / Re: Bob's Game on: March 31, 2009, 01:25:56 PM
I'm inclined to agree with Bennett here.

Nothing in my 5 minutes of play convinced me this game would bring me something worth my time. It feels like a generic RPG Maker game with bad grammar and childish attempt at humor.

Five minutes is usually long enough to make a measured analysis of a (reportedly) 20 hour game.

Of course, 5 minutes is not enough to make a measured analysis, I was only reporting how I felt during my short session with the game.

Like Bennett said, we were predisposed to hate the game. I tried it briefly and it didn't change my thoughts. How much more time must we waste on it before we can be 100% sure the game is bland ?

I actually feel bad about trying the game, it kind of justifies his disrespectful advertisement.
10  Player / Games / Re: Bob's Game on: March 31, 2009, 12:23:56 PM
I gave the demo a go and stopped playing when I was supposed to beat the other kid in Tetris with really bad blocks.
If someone played further, I'd like to know if it's worth it but the first impression was pretty boring. Running around the house and it was really hard to figure out where you could go through because of the graphics.

I'm impressed he did actually get something done though, way to go bob

I stopped at the silly Tetris game too.

Nothing in my 5 minutes of play convinced me this game would bring me something worth my time. It feels like a generic RPG Maker game with bad grammar and childish attempt at humor.
11  Player / General / Re: Game making wannabes. on: March 22, 2009, 09:11:30 AM
You're a real game maker only if you code everything from scratch in assembly. Any use of high-level programming or resource someone else made are shortcuts wanabees use.
12  Developer / Technical / Re: The grumpy old programmer room on: March 20, 2009, 06:57:23 PM
I spent most of my day reviewing my raytracing algorithm thinking it was faulty before eventually finding out the problem was the input coordinate from OIS being overridden because I use CEGUI for my API.  CEGUI::MouseCursor had the right cursor coordinate, and not OIS::MouseEvent.
13  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: March 20, 2009, 06:31:11 PM
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