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1411125 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 01:05:19 PM

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1  Developer / Technical / Re: Handling Lots of Collisions in a Physics Engine? on: June 15, 2015, 04:53:12 PM
Thanks Boris and Allen for your replies!
...but the pairs are resolved several times until they mutually converge to a physically accurate solution for a multi way collision.
Could you go into more detail about this?
2  Developer / Technical / Handling Lots of Collisions in a Physics Engine? on: June 12, 2015, 04:13:53 PM
Does anyone know how bullet/havoc handles collisions with many bodies involved?
3  Developer / Technical / Re: Internal Representation of Angular Velocity in Physics Engines on: June 03, 2015, 03:37:02 PM
Thanks for the replies Allen and Sik! I was leaning toward axis angle before this so it's nice to know other people use it too.
Edit: Allen your blog is pretty awesome. I've bookmarked in case I need a reference for more physics thins.
4  Developer / Technical / Internal Representation of Angular Velocity in Physics Engines on: June 03, 2015, 01:52:34 PM
I was wondering what system(euler angles, quaternions, etc) most 3d physics engines use to represent the angular velocities of their rigid bodies.
5  Community / DevLogs / Re: CHIGUN - Hungry Hungry Hippos meets Samurai Gunn (DEMO NOW AVAILABLE) on: August 03, 2014, 06:49:07 PM
As much as I admire all the work you put it to the backgrounds, I would have to say the game looks like it would be better off without them. It's just to hard to tell what's going on.
6  Community / DevLogs / Re: Cole on: July 04, 2014, 01:59:12 PM
I really like the look of this! I have to be honest though I had no idea what I was doing in game yet some how managed to get three stars by mashing the mouse button. Maybe you could make the controls a little clearer?
7  Community / DevLogs / Re: Verumsomnex+ A Dreamlike Puzzle Platformer on: July 04, 2014, 01:49:34 PM
I'll be watching this. I played though you're other one just now and enjoyed it. I would have liked it a little more without the tough platforming bits like the spikeball. As a person who is also making a outside the box/weird puzzle platformer, I wish you the best of luck finishing!
8  Developer / Technical / Re: 3D in GM (how have you mastered it Cactus? or anyone else?) on: March 28, 2012, 07:57:02 PM
This guy is probably the most talented 3d gm user I've ever come across. His examples and such taught me a couple of things.
But honestly
Ofcourse, Game Maker is very nice to do 2d games with it, or even simple 3d, but bigger 3d projects have to be done using something way more advanced.
Why limit yourself to game maker's annoying and limited scripting or power. Use something more flexible even if that something is like Unity. Personally I use C# and xna for most of my 3d tinkering and experimenting. It's a good set of tools with a bad rep, but xna games have made it to steam and other such places.
9  Developer / Technical / Spell Checking Dictionaries on: January 28, 2012, 09:19:43 PM
I've been making a small spell checker and I'm confused by the formatting in the dictionary I'm using.
The entries look like this:
Code:
accepted/U
access/MDSG
accessibility/IM
accessible/I
accessibly/I
accession/GMDS
I'm not sure what the characters are the '/' mean.
10  Developer / Technical / Re: drawing primitives in XNA on: January 14, 2012, 08:21:15 AM
Na you gotta make those yourself. Drawing convex polygons and circles is relativity easy but if you try to draw anything more complex than that the process gets more complicated.
11  Community / Creative / Re: How to fix the ultimate teamwork problem? on: January 12, 2012, 09:44:18 PM
If you are collaborating with a friend, I suggest you listen to her suggestions because a) you don't want to offend her b) most of the time she has good suggestions you haven't thought of yet.
12  Developer / Design / Re: So what are you working on? on: January 06, 2012, 06:42:47 PM
Takin a trip on a Möbius strip
Your game is amazing. Please release another tech demo!
13  Developer / Design / Re: So what are you working on? on: January 05, 2012, 05:54:49 PM
@Jwaap Is there anyway non Venus Patrol supporters could get hold of the game buy it?
14  Developer / Technical / Re: The grumpy old programmer room on: January 01, 2012, 09:55:12 PM
I haven't found a triangle fan yet but right now I am just using triangle lists. The entire process is more complicated because I want to be able to draw complex non convex polygons. My final solution uses an ear clipping algorithm to break the polygon into triangles. 
15  Developer / Technical / Re: The grumpy old programmer room on: January 01, 2012, 08:35:29 PM
Xna has no draw polygon function. Sad
16  Community / Creative / Re: Most Moving Game on: December 28, 2011, 10:07:58 PM
Immortal Defense(The part where your teacher/mentor double crosses you and causes Earth to be destroyed)
17  Developer / Business / Re: My Unity game nearing completion - best way for players to play? on: December 28, 2011, 07:45:06 PM
If can make the kongregate limit you should really put your game there. You will get at least 2-3 thousand views(and far more if people really like your game). All those views are great exposure for your upcoming brand.
18  Player / General / Re: Post your loot! 2 on: December 27, 2011, 09:25:41 PM
Micro(Micheal Crichton + Richard Preston)
19  Developer / Technical / Re: The happy programmer room on: December 27, 2011, 06:15:38 PM
Sphere to triangle intersection and ball physics!
20  Community / Townhall / Re: Ogmo Editor on: December 21, 2011, 06:53:17 AM
Anyways i just realized for people using integrated graphics card might crash. I had a "Could not find a graphics device that supports the XNA Framework HiDef profile."
You should compile this for the reach profile so more people can use it. I doubt you need any hidef features since the editor seems to be 2d oriented.
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