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I recently just found soya3d and from what i have seen through the tutorials i will be able to make exactly what i wanted with python skills.
Now i have built this map generator. The only issue is that i can not manage to understand from any documents how to load obj files. At first i figured that…
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I'm building a 3D tic-tac-toe game and this is what I've implemented so far:
3D renderer with texture mapping
Playing against the computer
Playing online (multiplayer)
Now I'm a little lost what I could add. Obviously, tic-tac-toe isn't that exciting or advanced, but I just miss something to salt…
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Hello Game Developers,
I am trying to get more experienced with OGRE3D and I am following the basic tutorials on the website. All the code samples compile just fine.
The first time I encountered a "error" was in Basic Tutorurial 3.
The code line where visual studio says something is not right is…
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The way I understand 3D rendering, polygons are transformed using several matrices, and they are then clipped if they are not inside a certain box, before projecting the box onto the screen. Before transformation, the visible area is typically a frustum, and after transformation, I am guessing it's…
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So, I am looking to start designing a video game. My biggest problem right now is choosing the right game engine. I am hiring a programmer, so the language doesn't really matter as much. What I need is an engine with these features, for very, very cheap: -Ability to create very realistic AI -Ability…
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I have a C# Struct with a static method, "Get Shape" which populates a List with the vertices of a polyhedron.
Method Signature:
public static void GetShape(Block b, int x, int y, int z,
List<Vector3> vertices, List<int> triangles,
…
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I wish to triangulate a polygon I only have the outline of (p0, p1, p2 ... pn) like described in this question: polygon triangulation algorithm and this webpage: http://cgm.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/algorithm2.html
I do not wish to learn the subject and have a deep understanding…
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I had previously asked this for 3D but now I changed my strategy and would like to do the intersection in 2D.
The Rectangle is axis aligned and will always be in a fixed position, and has a constant shape and size, basically I want to clip the red areas of the triangles that extend outside the bounds…
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My game's map format uses a bunch of triangles to make up the platforms and terrain in 2d. Right now I can set up a 2d array of nodes for the astar algorithm that basically is a bunch of rectangles across the maps x and y that can be set to "wall" if the a* algorithm should try to go around it. However…
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I need help understanding the Triangle A* (TA*) algorithm that is described by Demyen in his paper Efficient Triangulation-Based Pathfinding, on pages 76-81.
He describes how to adapt the regular A* algorithm for triangulation, to search for other possibly more optimal paths, even after the final…
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