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Some recent topics started on our forums |
Looking for feedback on my 2D platformer physics
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Apologies if this is the wrong forum.
Over the past couple of days I've been making a little 2D platformer using LWJGL, and I was looking for some feedback on the feel of it. These are just the beginning steps, but any and all feedback would... |
Posted December 31, 2010 12:48:22 AM
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Inverse kinematic animation
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I'm not sure if this is the best place to post, so I won't be offended if it gets moved.
I was wondering if someone could point me to a high level overview of how inverse kinematics works in games, along side animations. For example, consider the... |
Posted April 6, 2010 5:41:55 PM
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Open source versus the desire to make money
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I'm working on another game, and I'm trying to figure out a good release strategy. On one hand, I want to make money. On the other hand, I've learned a lot from the open source community, and I want to give something back. From my r... |
Posted March 27, 2010 2:21:35 PM
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Algorithm for picking up items
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I'm working on another game. It's 2D and played from a top down perspective. When you kill enemies, they drop items, and what I want to do is have autonomous helpers that pick up items for the player, and I'm trying to figure out a clever algori... |
Posted February 13, 2010 5:42:29 PM
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GLSL Projective Texturing z-fighting
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Hi,
I tried implementing projective texturing using GLSL, and it seems like the resulting image is correct, except there is apparently a lot of z-fighting going on, and I'm not sure why. This is based off of the tutorial in More OpenGL Game P... |
Posted November 28, 2009 3:45:32 AM
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SDL: Haywire mouse motion events
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Hi,
I'm having trouble with mouse motion events using SDL 1.2.13 on Ubuntu Linux 9.10, x64 version. I'm getting mouse motion events with inexplicably large values for apparently no reason.
The part of the code grabbing events looks as foll... |
Posted November 9, 2009 2:53:09 PM
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Addictive Tower Defense
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Hi,
Earlier this year while on a co-op job through my University, my boss and I decided to test our wits and make a BlackBerry game in our spare time. We thought that it would be a two month endeavour (incidentally the time I had left at that... |
Posted September 22, 2009 6:40:13 PM
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Addictive Tower Defense
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Early this year, a friend and I decided that we wanted to make a game for the BlackBerry. Originally, it was going to be a quick two-month project, but it turned into something much, much bigger.
Addictive Tower Defense is a tower defense game for... |
Posted September 19, 2009 6:49:08 PM
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Converting between policy classes
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I'm reading through the book Modern C++ Design right now, and I'm stuck at section 1.11. The chapter describes policy based design (using template parameters as base classes to avoid the exponential growth that inheritance would create for implementi... |
Posted August 5, 2009 5:02:38 PM
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Are video games more than just pornography?
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After a long and tortuous journey, I will be graduating from university with a degree in computer science, and it has come to the point where I have to figure out just what I want to do with myself. During school, I've taught myself a fair amount of... |
Posted January 31, 2009 12:50:48 PM
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View All Topics Started By This User
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Some recent replies made on our forums |
Looking for feedback on my 2D platformer physics
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Thanks for the feedback!
There is actually friction and inertia, but I think the values are too high :)
Also, what happens is that when you stop pressing the button, the character applies a breaking force which slows them down really quickly. I... |
Posted January 1, 2011 10:52:05 PM
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Looking for feedback on my 2D platformer physics
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Made this a bit easier to run. Just grab the zip and run platformer.jar. Turns out I could avoid the whole problem of linking to the library by just including lwjgl.dll in the archive :)
I will make this an applet soon. |
Posted December 31, 2010 3:00:06 PM
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Bounding boxes and collision
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Generally you do both.
First, you do an AABB test for the house. Since the house is not lined up with the axis, its AABB will be bigger than the house, so collision with the AABB does not mean collision with the house, only a potential collis... |
Posted December 31, 2010 5:39:48 AM
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Mitashi
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I love it! Great work finishing it :)
You should make a Pacman clone with the same style. |
Posted December 23, 2010 11:00:41 PM
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Teagon
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Looks fun, but what's up with the watermarks all over the screenshots? |
Posted June 8, 2010 10:59:20 AM
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Worryd about my Dream being Crushd
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I used to swim competitively. Our slogan was "If you want to swim faster, swim faster." Best* advice I've ever been given. If you want to make games, make games, that's all that there is to it. Not even a degree from the best school in the world (Uni... |
Posted May 21, 2010 8:07:13 AM
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Neural networks tutorials
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Neural nets aren't as magical as they may seem. They have a cute analogy, but that's all it really is - an analogy. I mean, they're useful, but don't be tricked by the cool name, and take the time to understand the math.
I'd recommend starting wit... |
Posted April 22, 2010 4:56:10 PM
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2D "Softshadows" & Occlusion on the GPU
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Hey, cool. I made something based on that article too, a month or so ago: Grab the zipped exe here if you want to see.
How did you handle soft shadows where the light source is bigger than the shadow caster? Like, if your umbra is a triangle... |
Posted April 20, 2010 4:42:55 PM
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Signing Game Prototype
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Have you seen this thread? http://www.gamedev.net/community/forums/topic.asp?topic_id=544073
I was thinking - you could do neat adaptive learning things, like keeping track of which signs that the player was getting right and wrong, and adjusting... |
Posted April 19, 2010 4:19:26 PM
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Signing Game Prototype
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I like the idea, I hope that you have success with it.
You could vary the battles a bit I think - in terms of progress, instead of having it score based, introduce the signing gradually. You could define the difficulty of spells by the number of t... |
Posted April 19, 2010 2:07:37 AM
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