Search Results

Search found 25496 results on 1020 pages for 'development fabric'.

Page 569/1020 | < Previous Page | 565 566 567 568 569 570 571 572 573 574 575 576  | Next Page >

  • SDK mouse relative motion, weird results

    - by zaftcoAgeiha
    I have a simple SDL application that tracks the relative change in mouse position But for some reason, the motion.xrel and motion.yrel give back massive numbers! my code: SDL_WM_GrabInput(SDL_GRAB_ON); SDL_ShowCursor(false); while(!quit){ // Draw the scene if (invalidated == 1){ on_render(); invalidated = 0; } // And poll for events SDL_PumpEvents(); SDL_Event event; while ( SDL_PollEvent(&event) ) { switch (event.type) { case SDL_KEYDOWN: case SDL_KEYUP: on_key(event.key); break; case SDL_MOUSEMOTION: std::cerr << event.motion.xrel << ":" << event.motion.yrel << std::endl; invalidated = 1; break; ... and the printed results are ridiculous: 400:300 -11297:1705 -11215:1268 -10969:940 -10314:-43 -9986:-698 -9331:-1681 -9003:-2227 -8593:-2664 -8020:-3538 -7774:-3647 -7365:-4193 -7283:-4302 -7119:0 any idea why?? System is Ubuntu 12 running in virtual box

    Read the article

  • How to make the game wait for an animation to finish?

    - by petervaz
    I'm teaching myself andengine while trying to make a match-3 puzzle, so far I have a grid of gems that I populate and can move then around. Matching gems and new gems falling is working already. My problem is that the game keeps flowing while animations runs. How can I make the flow suspend until movement is done? I use entity modifiers for the gems animations. MoveYModifier for the fall and PathModifier for the swap.

    Read the article

  • Portable C++ IDE

    - by Click Ok
    I want a portable C++ IDE for general development, and too to develop basic Windows GUI applications. In my research, I've found this (with latest version date): CodeLite IDE (2010-04-02) Code::Blocks (2008-02-28) Bloodshed Dev-C++ (2005-02-22) NetBeans (2009-12-10) Ultimate++ (2010-03-16) Qt Creator (2010-02-01) But I don't know if some these IDE's supports Windows GUI development (or Cross Platform GUI development) or if can be Portable (NetBeans can be portable).

    Read the article

  • How can I derive force vectors from velocity vectors?

    - by PixelRouter
    I'm making a 2d shooter ala Geometry Wars. I've got my own simple physics at work driving the background grid and all my entities. To move anything in the world I apply a Vector2d force to it. The 'engine' calculates the resulting acceleration and therefore the velocity. I am trying to port some code I found which implements the classic 'Boids' flocking algorithm, but the code I have works by calculating the Boids' velocities directly, so If i use it as is, it bypasses my physics engine. How I can translate the velocity vectors into force vectors that I can apply to the Boids and which will result in the proper velocities via my physics engine.

    Read the article

  • Drag and Drop Team Selection

    - by davidjwest
    I have a Fantasy F1 Website, currently users select their teams using dropdown menus. It works OK but isn't as user friendly as I would like. I would like to implement a drag and drop type of system, there's jQuery code out there that would go part of the way to allowing me to do this: http://jqueryui.com/demos/draggable/ But I am not sure about how to integrate that into PHP and MySQL, my jQuery skills are limited! I'd also need to stop them spending more than a certain amount of money, each driver has a value and the teams can only spend a certain amount of money. There's also limits for example you can only pick a driver once, but you can have three different drivers. Finally, how would you decide that the user had picked their team, I don't want a submit button as that kind of defeats the object of the exercise! Thanks for any advice, I don't expect anyone to write the code for me but some pointers would be greatly appreciated.

    Read the article

  • What's wrong with this Open GL ES 2.0. Shader?

    - by Project Dumbo Dev
    I just can't understand this. The code works perfectly on the emulator(Which is supposed to give more problems than phones…), but when I try it on a LG-E610 it doesn't compile the vertex shader. This is my log error(Which contains the shader code as well): EDITED Shader: uniform mat4 u_Matrix; uniform int u_XSpritePos; uniform int u_YSpritePos; uniform float u_XDisplacement; uniform float u_YDisplacement; attribute vec4 a_Position; attribute vec2 a_TextureCoordinates; varying vec2 v_TextureCoordinates; void main(){ v_TextureCoordinates.x= (a_TextureCoordinates.x + u_XSpritePos) * u_XDisplacement; v_TextureCoordinates.y= (a_TextureCoordinates.y + u_YSpritePos) * u_YDisplacement; gl_Position = u_Matrix * a_Position; } Log reports this before loading/compiling shader: 11-05 18:46:25.579: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x51984000 size:5570560 offset:4956160 fd:46 11-05 18:46:25.629: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x5218d000 size:5836800 offset:5570560 fd:49 Maybe it has something to do with that men alloc? The phone is also giving a constant error while plugged: ERROR FBIOGET_ESDCHECKLOOP fail, from msm7627a.gralloc Edited: "InfoLog:" refers to glGetShaderInfoLog, and it's returning nothing. Since I removed the log in a previous edit I will just say i'm looking for feedback on compiling shaders. Solution + More questions: Ok, the problem seems to be that either ints are not working(generally speaking) or that you can't mix floats with ints. That brings to me the question, why on earth glGetShaderInfoLog is returning nothing? Shouldn't it tell me something is wrong on those lines? It surely does when I misspell something. I solved by turning everything into floats, but If someone can add some light into this, It would be appreciated. Thanks.

    Read the article

  • Object array updates one instance repeatedly [on hold]

    - by MGN001
    I'm making a 2D shooter, and the player object holds an array of bullets that represent how many shots the player can have on screen at once. At least, this is what I'm trying for. What's happening is that each time any of the objects in the array is called, it seems to update a single object in memory. So, if I fire and then fire again, the object "starts over" from where I shot from and moves twice as fast. I've spent weeks trying to fix this and I've managed nothing. Hopefully another pair of eyes will see something I've missed. Player.cpp #include "Player.h" const int startLives = 3; const int maxHealth = 2; const float speed = 1; const int maxVelocity = 500; const int topBound = WINDOW_HEIGHT / 5 * 3; const int slowRate = 500; const int accRate = 1000; const int maxBullets = 5; const float spriteWidth = 99; const float spriteHeight = 75; const Vector2f startPosition = { (WINDOW_WIDTH / 2) - (spriteWidth / 2), (WINDOW_HEIGHT / 4 * 3) - (spriteHeight / 2) }; Bullet bullets[maxBullets]; Bullet * bulletPointers[maxBullets]; SDL_Texture * playerHealthy; SDL_Texture * playerDamaged; SDL_Texture * currentSprite; SDL_Rect * rect; Vector2f position; Vector2f velocity; int Health; int Lives; Player::Player() { rect = new SDL_Rect(); } Player::~Player() { SDL_DestroyTexture(playerHealthy); SDL_DestroyTexture(playerDamaged); SDL_DestroyTexture(currentSprite); rect = NULL; } void Player::Initialize(SDL_Renderer * renderer) { SDL_Surface * temp; temp = IMG_Load(".\\Sprites\\player.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerHealthy = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\playerDamaged.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerDamaged = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreen.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * bullet = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreenShot.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * explosion = SDL_CreateTextureFromSurface(renderer, temp); for (int i = 0; i < maxBullets; i++) { bullets[i].Initialize(renderer, bullet, explosion); bulletPointers[i] = NULL; } temp = NULL; rect->h = spriteHeight; rect->w = spriteWidth; Reset(); } void Player::Update(Input input, float deltaTime) { if (abs(velocity.x) < slowRate * deltaTime) { velocity.x = 0; } else if (velocity.x > 0) { velocity.x -= slowRate * deltaTime; } else if (velocity.x < 0) { velocity.x += slowRate * deltaTime; } if (abs(velocity.y) < slowRate * deltaTime) { velocity.y = 0; } if (velocity.y > 0) { velocity.y -= slowRate * deltaTime; } else if (velocity.y < 0) { velocity.y += slowRate * deltaTime; } if (Health <= 0) { --Lives; Spawn(); } velocity.x += UnitVector(input.InputNew.movement).x * accRate * deltaTime; velocity.y += UnitVector(input.InputNew.movement).y * accRate * deltaTime; if (Magnitude(velocity) > maxVelocity) { velocity.x = UnitVector(velocity).x * maxVelocity; velocity.y = UnitVector(velocity).y * maxVelocity; } position.x += velocity.x * deltaTime * speed; position.y += velocity.y * deltaTime * speed; if (input.InputNew.JumpLeft && !input.InputOld.JumpLeft) { position.x -= spriteWidth; } if (input.InputNew.JumpRight && !input.InputOld.JumpRight) { position.x += spriteWidth; } Boundaries(); rect->x = position.x; rect->y = position.y; if (input.InputNew.Fire && !input.InputOld.Fire) { Fire(); } for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Update(deltaTime); if (bullets[i].getPosition().y < -33) { bulletPointers[i] = NULL; } } } } void Player::Draw(SDL_Renderer * renderer) { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Draw(renderer); } } SDL_RenderCopy(renderer, currentSprite, NULL, rect); } void Player::Spawn() { position = startPosition; Health = maxHealth; currentSprite = playerHealthy; rect->x = position.x; rect->y = position.y; } void Player::Boundaries() { if (position.x < 0) { position.x = 0; velocity.x *= -1; } else if (position.x > WINDOW_WIDTH - spriteWidth) { position.x = WINDOW_WIDTH - spriteWidth; velocity.x *= -1; } if (position.y < topBound) { position.y = topBound; velocity.y *= -1; } else if (position.y > WINDOW_HEIGHT - spriteHeight) { position.y = WINDOW_HEIGHT - spriteHeight; velocity.y *= -1; } } int Player::getLives() { return Lives; } void Player::Reset() { Lives = startLives; Spawn(); } void Player::Fire() { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] == NULL) { bulletPointers[i] = &bullets[i]; bullets[i].Fire(position,velocity.x/2); break; } } } Bullet.cpp #include "Bullet.h" const int speed = 500; Vector2f bulletVelocity; float ExplosionMax = 0.5f; float ExplosionTimer; const Vector2f fireOffset = { 45.5f, 10.0f }; const Vector2f explosionOffset = { 23.5f, -27.0f }; const Vector2i bulletSize = { 9, 33 }; const Vector2i explosionSize = { 56, 54 }; Vector2f bulletPosition; SDL_Texture * bulletSprite; SDL_Texture * explosionSprite; SDL_Texture * bulletCurrentSprite; SDL_Rect * bulletRect; Bullet::Bullet() { } Bullet::~Bullet() { } void Bullet::Initialize(SDL_Renderer * renderer, SDL_Texture * bullet, SDL_Texture * explosion) { bulletSprite = bullet; explosionSprite = explosion; bulletRect = new SDL_Rect(); } void Bullet::Update(float deltaTime) { bulletPosition.y -= bulletVelocity.y * deltaTime; bulletPosition.x += bulletVelocity.x * deltaTime; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } void Bullet::Draw(SDL_Renderer * renderer) { SDL_RenderCopy(renderer, bulletCurrentSprite, NULL, bulletRect); } void Bullet::Fire(Vector2f pos, float xSpeed) { bulletPosition.x = pos.x + fireOffset.x; bulletPosition.y = pos.y + fireOffset.y; bulletVelocity.x = xSpeed; bulletVelocity.y = speed; bulletCurrentSprite = bulletSprite; bulletRect->h = bulletSize.y; bulletRect->w = bulletSize.x; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } Vector2f Bullet::getPosition() { return bulletPosition; } void Bullet::Hit() { bulletCurrentSprite = explosionSprite; bulletVelocity = { 0.0f, 0.0f }; ExplosionTimer = ExplosionMax; bulletPosition.x += explosionOffset.x; bulletPosition.y += explosionOffset.y; bulletRect->w = explosionSize.x; bulletRect->h = explosionSize.y; }

    Read the article

  • Temporary animations

    - by Max
    I've been trying to find a tutorial on how to best make animations in Android. I already have some animations for my enemies and my character that are controlled by rectangles and changing rectangleframe between updates using a picture like this: When I'm shooting my enemies they lose HP, and when their HP == 0 they get removed. aslong as im using an arrayList (which I do for all enemies and bullets) I'm fine, since I can just use list.remove(i). But when I'm on a boss-level and the Boss's HP == 0, I want to remove him and play an animation of an explosion of stars before the "End-screen". Is there a preferred way to do temporary animations like this? If you can give me an example or redirect me to a tutorial, I'd be really grateful!

    Read the article

  • How to have the game world get rendered on just a part of the screen?

    - by VictorB
    I am implementing a game on both Desktop and Android. The Desktop version will just rely on the keyboard to handle the user input on the game screen, whilst the Android one will have to have a set of buttons placed in a bar at the bottom of the game screen, using a Stage. Consequently, I am expecting the game world to take up the entire space available on the Desktop screen, whilst on Android it should expand to the entire width of the screen, and to the screen height minus the height of the buttons bar I've mentioned. What would be an appropriate approach of handling space sharing between the game world and the buttons bar? Thank you.

    Read the article

  • Efficiency of iterators and alternatives? [migrated]

    - by user48037
    I have the following code for my game tiles: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { for (it = gameTiles[x][y].tiles.begin() ; it != gameTiles[x][y].tiles.end(); ++it) {}}} tiles is: struct Game_Tile { // More specific object types will be added here eventually vector<GameObject_Tile*> tiles; }; My problem is that if I change the vector to just be a single GameObject_Tile* instead and remove the iterator line in the loop I go from about 200fps to 450fps. Some context: The vector/pointer only contains one object in both scenarios. I will eventually need to store multiple, but for testing I just set it to a single pointer. The loop goes through 2,300 objects each frame and draws them. I would like to point out that if I remove the Draw (not seen int he example) method, I gain about 30 frames in both scenarios, the issue is the iteration. So I am wondering why having this as a vector being looped through by an iterator (to get at a single object) is costing me over 200 frames when compared to it being a single pointer? The 200+ frames faster code is: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { //gameTiles[x][y].tiles is used as a pointer here instead of using *it }} tiles is: struct Game_Tile { // More specific object types will be added here eventually GameObject_Tile* tiles; };

    Read the article

  • Saving to a file in C# [on hold]

    - by user36322
    If I use this code: using (StreamWriter streamWriter = new StreamWriter("Content/player.txt", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will not actually add "Hello!" to the file. However, if I use this code: using (StreamWriter streamWriter = new StreamWriter("C:/Users/Michael/Documents/Visual Studio 2010/Projects/PuzzleGame/PuzzleGame/PuzzleGameContent/player.TXT", true)) { streamWriter.Write("Hello!"); streamWriter.Close(); } The program will work as intended and add "Hello!" to the save file. Is there any way I can do this without hardcoding the path?

    Read the article

  • Intuitive "Take Screenshot" key mapping used by games?

    - by Hatoru Hansou
    I recently had a problem testing my game on Linux Ubuntu. The Print key is intercepted by the desktop environment and It never reaches the game. Rather than fighting this, I will simply use any other key or key combination to trigger the screen capture functionality. Now, using the PRINT key is very intuitive because people already expect this behavior. What other keys are a good idea to use to take screenshots? And if possible elaborate why, have other apps/games used that key?

    Read the article

  • How to find collision detection side between two objects?

    - by user2362369
    I am using box2D and I have two objects, one is bouncy ball and the other one is block. I'd like to find which side of the block is collided with, so I can only make the ball bounce when it hits the top. I tried to implement many things like fixture data and by detecting position, using manifold but not get the accurate result. I also tried to calculate distance between two object but all went wrong.

    Read the article

  • Sound Delay With AVAudio Player

    - by Will Youmans
    I'm using the following code in my viewDidLoad to load a sound: NSURL * url = [NSURL fileURLWithPath: [NSString stringWithFormat:@"%@/Moto - Hit Sound.mp3", [[NSBundle mainBundle] resourcePath]]]; NSError * error; hitSoundPlayer = [[AVAudioPlayer alloc]initWithContentsOfURL:url error:&error]; hitSoundPlayer.numberOfLoops = 0; Then I'm using this in a void method to play the sound: if(CGRectIntersectsRect(main.frame, enemy1.frame)){ [hitSoundPlayer play]; } This does seem to work, however the first time the sound is played there is a lot of lag and the game stops temporarily. I'm using this same method for when in an IBAction and it works fine, it must be the fact that it's also detecting a collision that makes the sound lag. If I want to be able to play sounds quickly and on the spot without any sort of lag am I doing the right thing? Do I want to use another method? I'm not using any frameworks like cocos2d. If you need to see any more code just ask.

    Read the article

  • Orienting ship movement in asteroids [closed]

    - by BadSniper
    Possible Duplicate: Move sprite in the direction it is facing? I'm programming asteroids game. I'm trying to give velocity in the direction of ship face. I've tried using velocity.x = velocity.x * cos r, velocity.y = velocity.y * sin r where velocity is a vector and r is the angle rotated. but it's not moving in right direction. Could someone help with this problem? It is supposed to return the vector in which ship is facing. I don't understand the problem.

    Read the article

  • Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

    Read the article

  • XNA tempory pause

    - by Marivs
    I need to do a temporary pause. If I do a collision with an enemy I want to pause the game for 1.5 seconds. Take a look here to my code: bool tPause; float timer; public ovveride Update(GameTime gameTime) { if(!tPause) { //... if(enemy.rectangle.Intersects(player.rectangle)) { timer+=(float)gameTime.ElapsedGameTime.TotalMilliseconds; tPause=true; if(timer>1500) { tPause=false; timer=0; } } //... } } It doesn't function.

    Read the article

  • how to make game objects to contain other objects?

    - by user3161621
    Im pretty undecided about what path to take here. The simplest that comes to mind is just adding a field List to the GameObject class where i would store the things contained in it. But would it be elegant and well tought? And would it be good performance wise?(ofc 99.9% of my objects wouldnt have anything stored in them...) What about deriving a ContainerObject from GameObject? This way only they would have additional fields but then i would have to change many things, my collections of objects would have to become a generic and id have to cast very often into GameObject...

    Read the article

  • Does anyone write games in Delphi?

    - by MDV2000
    I am a very seasoned Delphi developer (over 12 years of experience not counting my Turbo Pascal experience) and was wondering does anyone write games in Delphi? I have seen DirectX API wrappers in Delphi that allow you to program against DirectX (even wrote a simple solitaire game with a friend), but haven't seen anything out there that shows me that I should keep up with Delphi. I just hate to walk away from so much knowledge and Object Pascal language, but I am not seeing much as to a reason to keep going with Delphi. I currently program in C# and thinking about XNA, but it seems to me that the dominating opinion is go C/C++ route with DirectX. Any other Delphi developers out there struggle with this too? Thanks, MDV

    Read the article

  • Game programming and quantity of timers

    - by andresjb
    I've made a simple 2D game engine using C# and DirectX and it's fully functional for the demo I made to test it. I have a Timer object that uses QueryPerformanceCounter and I don't know what's the better choice: use only one timer in the game loop to update everything in the game, or an independent timer in every object that needs one. My worry is that when I try to implement threads, what will happen with timers? What happens with the sync?

    Read the article

  • Separate parts of a game engine [on hold]

    - by user272716
    I'm pretty new in developing videogames. By now I only used SDL with C/C++ to create games. I'm currently learning OpenGL and I realized that to be fluid and easy to maintain the code must be logically separated. Since I want to use OpenGLES on iOS and Android I was wondering how the engine must be imagined in a technical way, some questions came up: Do I have to separate input/update functions from draw functions in different threads? Is there only one proper way to think a game engine/loop? What kind of assets should I use to create a 3D game using openGl ES to get better performance?

    Read the article

  • How can I guarantee a solvable Fifteen Puzzle shuffle?

    - by Codemiester
    I am making a 15 Puzzle game in C# that allows the user to enter a custom row and column value up to a maximum of a 10 x 10 puzzle. I am having problems with the shuffle method. I want to make it so the puzzle is always solvable by first creating a winning puzzle then shuffling the empty space. The problem is it is too inefficient to call every click event each time. I need a way to invoke the click event of a button adjacent to the empty space but not diagonal. I also use an invisible static button for the empty spot. The PuzzlePiece class inherits from Button. I am not too sure how to do this. Here is what I have: private void shuffleBoard() { //5 is just for test purposes for (int i = 0; i < 5; i++) { foreach (Control item in this.Controls) { if (item is PuzzlePiece) { ((PuzzlePiece)item).PerformClick(); } } } } void PuzzlePiece_Click(object sender, EventArgs e) { PuzzlePiece piece = (PuzzlePiece)sender; if (piece.Right == puzzleForm.emptyPiece.Left && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Left == puzzleForm.emptyPiece.Right && piece.Top == puzzleForm.emptyPiece.Top) { movePiece(piece); } else if (piece.Top == puzzleForm.emptyPiece.Bottom && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } else if (piece.Bottom == puzzleForm.emptyPiece.Top && piece.Left == puzzleForm.emptyPiece.Left) { movePiece(piece); } }

    Read the article

  • Is this a reliable method of parsing glGetShaderInfoLog()?

    - by m4ttbush
    I want to get a list of errors and their line numbers so I can display the error information differently from how it's formatted in the error string and also to show the line in the output. It looks easy enough to just parse the result of glGetShaderInfoLog(), look for ERROR:, then read the next number up to :, and then the next, and finally the error description up to the next newline. However, the OpenGL docs say: Application developers should not expect different OpenGL implementations to produce identical information logs. This makes me worry that my code may behave incorrectly on different systems. I don't need them to be identical, I just need them to follow the same format. So is there a better way to get a list of errors with the line number separate, is it safe to assume that they'll always follow the "ERROR: 0:123:" format, or is there simply no reliable way to do this?

    Read the article

  • Basic/research RTS engine/model

    - by XTF
    Does a basic/research RTS engine/model exist that can be used as a basis for further experimentation/research? I'd like to avoid reinventing the wheel if possible. I'm aware of Spring Engine and Stratagus, but those are real game engines and may not be the best to experiment with and learn from. Ideally the docs for the model would answer questions like: How exactly do units move? (constant velocity? constant acceleration? constant force?) How is pathfinding handled? Does every grid cell become an A* graph node (may be expensive)? Does it consider threats? How are groups handled? (w.r.t pathfinding and movement) How is combat handled? I'm mostly interested in the low-level model details (for now), not the graphics etc. I've read a lot of the other quesions (and answers/references) tagged RTS but I haven't found my answer yet.

    Read the article

  • Is it a good plan to use 2D physics for a 3D racing game?

    - by user3195897
    I am working on a 3D racing game using SDL and OpenGL. I thought it would be easier to use a 2D physics engine, since I really don't need the 3rd dimension. There will be no flying cars or jumps, they will just be stuck to the floor, so I would use 2D colliders and that things to simulate collisions in a plane but render the actual game from a 3D perspective. So the real question is: is it possible, is it a dumb idea, what else can I do?

    Read the article

< Previous Page | 565 566 567 568 569 570 571 572 573 574 575 576  | Next Page >