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  • Logic in Entity Components Sytems

    - by aaron
    I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this. class PlayerControllerComponent: Component { public: virtual void update() = 0; }; class FpsPlayerControllerComponent: PlayerControllerComponent { public: void update() { //handle input } }; and have a system that updates PlayerControllerComponents, but I found out that the artemis framework does not look at sub-classes the way I thought it would. So all in all my question here is should I make the framework aware of subclasses or should I add a new Component like object that is used for logic.

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  • Maya and Game Engines (i.e. Environment Testing)

    - by DiscreteGenius
    What does it mean if I'm designing an environment and I want to test it in the game engine, to see what its like to "run" [or fly] around my environment? I heard an instructor say that exact thing in a Maya training video and I'd like to know more about "How Game Engines and Maya are related to each other." He stated this would be done to see how things look in "size" (e.g. I assume he meant: 'How big is the cathedral, bridge, wall, building, etc.'). I've tried to research such information but it's too complicated, and detailed. I just want a simplistic response to my query. Thanks to everyone willing to help and not criticize my question.

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  • Specifying force and angle in ApplyImpulse in box2d

    - by Deepak Mahalingam
    I need to apply an impulse on a object with a particular force and at a particular angle in Box2d. If I am right the syntax would be the following: body.GetBody().ApplyImpulse(new b2Vec2(direction, power),body.GetBody().GetWorldCenter()); The problem is my direction is in angles. I found a discussion where it was said that the way we can convert an angle into a vector would be as: new b2Vec2(Math.cos(angle*Math.PI/180),Math.sin(angle*Math.PI/180)); Now I am not sure how to combine these two. In other words, if I wish to apply a force of 30 units at an angle of 30 degrees at the center of the object, how should I do it?

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  • Why circles are not created if small?

    - by Suzan Cioc
    I have changed the scale to my own and now I cant create any object, including circle, if it is of the size which is normal for my scale. I am to create big object first and then modify it to smaller size. Looks like minimal size protection is set somewhere. Where? UPDATE While creating a circle, if I drag for 0.04m circle disappears after drag end. If I drag for 0.08m circle also disappears. If I drag for more than 0.1m, circle persists after drag end. How to set so that it persist after 0.01m too?

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  • Is it possible to procedurally place objects in a non-gridded game?

    - by nickbadal
    I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but is it possible to generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters. Edit: I guess I should have been a bit more clear in my original question, but I'm mostly wondering about the actual placement of objects in game, e.g. trees, buildings.

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

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  • C# XNA render an entire frame to a texture2d

    - by redcodefinal
    I asked a question here: C# XNA Make rendered screen a texture2d But, I ended up not getting the exact result I was looking for since I didn't ask the question right. In a game I am writing, I render an extremely large city out of objects, this can cause lag when moving the camera to view things that are off screen. I need a way to render then ENTIRE city, even the stuff that is off screen, and make it into a Texture2D. The answer I chose for the last one didn't work entirely right because it only gets what is on screen, not what is off.

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  • Determining the angle to fire a shot when target and shooter moves, and bullet moves with shooter velocity added in

    - by Azaral
    I saw this question: Predicting enemy position in order to have an object lead its target and followed the link in the answer to stack overflow. In the stack overflow page I used the 2nd answer, the one that is a large mathematical derivation. My situation is a little different though. My first question though is will the answer provided in the stack overflow page even work to begin with, assuming the original circumstances of moving target and stationary shooter. My situation is a little different than that situation. My target moves, the shooter moves, and the bullets from the shooter start off with the velocities in x and y added to the bullets' x and y velocities. If you are sliding to the right, the bullets will remain in front of you as you move so as long as your velocity remains constant. What I'm trying to do is to get the enemy to be able to determine where they need to shoot in order to hit the player. Unless the player and enemy is stationary, the velocity from the ship adding to the velocity of the bullets will cause a miss. I'd rather like to prevent that. I used the formula in the stack overflow answer and did what I thought were the appropriate adjustments. I've been banging at this for the last four hours and I just can't make it click. It is probably something really simple and boneheaded that I am missing (that seems to be a lot of my problems lately). Here is the solution presented from the stack overflow answer: It boils down to solving a quadratic equation of the form: a * sqr(x) + b * x + c == 0 Note that by sqr I mean square, as opposed to square root. Use the following values: a := sqr(target.velocityX) + sqr(target.velocityY) - sqr(projectile_speed) b := 2 * (target.velocityX * (target.startX - cannon.X) + target.velocityY * (target.startY - cannon.Y)) c := sqr(target.startX - cannon.X) + sqr(target.startY - cannon.Y) Now we can look at the discriminant to determine if we have a possible solution. disc := sqr(b) - 4 * a * c If the discriminant is less than 0, forget about hitting your target -- your projectile can never get there in time. Otherwise, look at two candidate solutions: t1 := (-b + sqrt(disc)) / (2 * a) t2 := (-b - sqrt(disc)) / (2 * a) Note that if disc == 0 then t1 and t2 are equal. If there are no other considerations such as intervening obstacles, simply choose the smaller positive value. (Negative t values would require firing backward in time to use!) Substitute the chosen t value back into the target's position equations to get the coordinates of the leading point you should be aiming at: aim.X := t * target.velocityX + target.startX aim.Y := t * target.velocityY + target.startY Here is my code, after being corrected by Sam Hocevar (thank you again for your help!). It still doesn't work. For some reason it never enters the section of code inside the if(disc = 0) (obviously because it is always less than zero but...). However, if I plug the numbers from my game log on the enemy and player positions and velocities it outputs a valid firing solution. I have looked at the code side by side a couple of times now and I can't find any differences. There has got to be something simple I'm missing here. If someone else could look at this code and determine what is going on here I'd appreciate it. I know it's not going through that section because if it were, shouldShoot would become true and the enemy would be blasting away at the player. This section calls the function in question, CalculateShootHeading() if(shouldMove) { UseEngines(); } x += xVelocity; y += yVelocity; CalculateShootHeading(); if(shouldShoot) { ShootWeapons(); } UpdateWeapons(); This is CalculateShootHeading(). This is inside the enemy class so x and y are the enemy's x and y and the same with velocity. One output from my game log gives Player X = 2108, Player Y = -180.956, Player X velocity = 10.9949, Player Y Velocity = -6.26017, Enemy X = 1988.31, Enemy Y = -339.051, Enemy X velocity = 1.81666, Enemy Y velocity = -9.67762, 0 enemy projectiles. The output from the console tester is Bullet position = 2210.49, -239.313 and Player Position = 2210.49, -239.313. This doesn't make any sense. The only thing that could be different is the code or the input into my function in the game and I've checked that and I don't think that it is wrong as it's updated before this and never changed. float const bulletSpeed = 30.f; float const dx = playerX - x; float const dy = playerY - y; float const vx = playerXVelocity - xVelocity; float const vy = playerYVelocity - yVelocity; float const a = vx * vx + vy * vy - bulletSpeed * bulletSpeed; float const b = 2.f * (vx * dx + vy * dy); float const c = dx * dx + dy * dy; float const disc = b * b - 4.f * a * c; shouldShoot = false; if (disc >= 0.f) { float t0 = (-b - std::sqrt(disc)) / (2.f * a); float t1 = (-b + std::sqrt(disc)) / (2.f * a); if (t0 < 0.f || (t1 < t0 && t1 >= 0.f)) { t0 = t1; } if (t0 >= 0.f) { float shootx = vx + dx / t0; float shooty = vy + dy / t0; heading = std::atan2(shooty, shootx) * RAD2DEGREE; } shouldShoot = true; }

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  • AndEngine player, background and camera

    - by valdemar593
    I'm developing a 2D shooter using AndEngine. At the moment I'm trying to make the camera follow the player. As I've understood the common approach is to use the SmoothCamera zooming it and setting the chased entity. The problem is that the camera follows the player WITH background moving also (RepeatingSpriteBackground), so it looks like the player doesn't move at all though the actual position changes. So I don't really get how to make the camera follow the player and have the background not moving. Thanks in advance.

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  • 2D Tile Collision free movement

    - by andrepcg
    I'm coding a 3D game for a project using OpenGL and I'm trying to do tile collision on a surface. The surface plane is split into a grid of 64x64 pixels and I can simply check if the (x,y) tile is empty or not. Besides having a grid for collision, there's still free movement inside a tile. For each entity, in the end of the update function I simply increase the position by the velocity: pos.x += v.x; pos.y += v.y; I already have a collision grid created but my collide function is not great, i'm not sure how to handle it. I can check if the collision occurs but the way I handle is terrible. int leftTile = repelBox.x / grid->cellSize; int topTile = repelBox.y / grid->cellSize; int rightTile = (repelBox.x + repelBox.w) / grid->cellSize; int bottomTile = (repelBox.y + repelBox.h) / grid->cellSize; for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { if (grid->getCell(x, y) == BLOCKED){ Rect colBox = grid->getCellRectXY(x, y); Rect xAxis = Rect(pos.x - 20 / 2.0f, pos.y - 20 / 4.0f, 20, 10); Rect yAxis = Rect(pos.x - 20 / 4.0f, pos.y - 20 / 2.0f, 10, 20); if (colBox.Intersects(xAxis)) v.x *= -1; if (colBox.Intersects(yAxis)) v.y *= -1; } } } If instead of reversing the direction I set it to false then when the entity tries to get away from the wall it's still intersecting the tile and gets stuck on that position. EDIT: I've worked with Flashpunk and it has a great function for movement and collision called moveBy. Are there any simplified implementations out there so I can check them out?

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  • Best game engine 2D for iOS

    - by Adelino
    which is the best 2D game enginefor iOS? I really need a game engine that allows me to modify the game code because I need to control the multi-touch events. I have a framework that detects the gesture that the player makes and I need to test this gesture recognizer in a game, so I have to have the freedom to change the game code. I don't want anything like GameSalad where you can't control anything. Thanks in advance.

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  • SDL - Getting a single keypress event instead of a keystate?

    - by MrKatSwordfish
    Right now I'm working on a simple SDL project, but I've hit an issue when trying to get a single keypress event to skip past a splash screen. Right now, there are 4 start-up splash screens that I would like to be able to skip with a single keypress (of any key). My issue is that, as of now, if I hold down a key, it skips through each splash screen to the very last one immediately. The splash screens are stored as an array of SDL surfaces which are all loaded at the initialization of the state. I have an variable called currentSplashImage that controls which element of the array is being rendered on the screen. I've set it up so that whenever there's a SDL_KEYDOWN event, it triggers a single incrementation of the currentSplashImage variable. So, I'm really not sure why my code isn't working correctly. For some reason, when I hold down a button, it seems to be treating the held button as a new key press event every time it ticks through the code. Does anyone know how I can go about fixing this issue? [Here's a snippet of code that I've been using...] void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } I should also mention that the SDL_Event 'localEvent' is part of the GameState parent class, while this event handling code is part of a SplashScreenState subclass. If anyone knows why this is happening, or if there is any way to improve my code, It'd be helpful to me! :D I'm still a very new programmer, trying to learn. UPDATE: I added a std::cout line to that the code runs multiple times with a single KEYDOWN event. I also tried disabling SDL_EnableKeyRepeat, but it didn't fix the issue. void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; std::cout << "KEYDOWN.."; //<---- test cout line } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } This prints out "KEYDOWN..KEYDOWN..KEYDOWN.." in the cout stream when a button is held.

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  • What is the purpose of the canonical view volume?

    - by breadjesus
    I'm currently learning OpenGL and haven't been able to find an answer to this question. After the projection matrix is applied to the view space, the view space is "normalized" so that all the points lie within the range [-1, 1]. This is generally referred to as the "canonical view volume" or "normalized device coordinates". While I've found plenty of resources telling me about how this happens, I haven't seen anything about why it happens. What is the purpose of this step?

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  • returning correct multiTouch id

    - by Max
    I've spent countless hours on reading tutorials and looking at every question related to multiTouch from here and Stackoverflow. But I just cannot figure out how to do this correctly. I use a loop to get my pointerId, I dont see alot of people doing this but its the only way I've managed to get it somewhat working. I have two joysticks on my screen, one for moving and one for controlling my sprites rotation and the angle he shoots, like in Monster Shooter. Both these work fine. My problem is that when I Move my sprite at the same time as Im shooting, my touchingPoint for my movement is set to the touchingPoint of my shooting, since the x and y is higher on the touchingPoint of my shooting (moving-stick on left side of screen, shooting-stick on right side), my sprite speeds up, this creates an unwanted change in speed for my sprite. I will post my entire onTouch method here with some variable-changes to make it more understandable. Since I do not know where Im going wrong. public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int pointerCount = event.getPointerCount(); for (int i = 0; i < pointerCount; i++) { int x = (int) event.getX(i); int y = (int) event.getY(i); int id = event.getPointerId(i); int action = event.getActionMasked(); int actionIndex = event.getActionIndex(); String actionString; switch (action) { case MotionEvent.ACTION_DOWN: actionString = "DOWN"; break; case MotionEvent.ACTION_UP: shooting=false; // when shooting is true, it shoots dragging=false; // when dragging is true, it moves actionString = "UP"; break; case MotionEvent.ACTION_POINTER_DOWN: actionString = "PNTR DOWN"; break; case MotionEvent.ACTION_POINTER_UP: shooting=false; dragging=false; actionString = "PNTR UP"; break; case MotionEvent.ACTION_CANCEL: shooting=false; dragging=false; actionString = "CANCEL"; break; case MotionEvent.ACTION_MOVE: try{ if((int) event.getX(id) > 0 && (int) event.getX(id) < touchingBox && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ movingPoint.x = (int) event.getX(id); movingPoint.y = (int) event.getY(id); dragging = true; } else if((int) event.getX(id) > touchingBox && (int) event.getX(id) < view.getWidth() && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ shootingPoint.x = (int) event.getX(id); shootingPoint.y = (int) event.getY(id); shooting=true; }else{ shooting=false; dragging=false; } }catch(Exception e){ } actionString = "MOVE"; break; default: actionString = ""; } Wouldnt post this much code if I wasnt at an absolute loss of what I'm doing wrong. I simply can not get a good understanding of how multiTouching works. basicly movingPoint changes for both my first and second finger. I bind it to a box, but aslong as I hold one finger within this box, it changes its value based on where my second finger touches. It moves in the right direction and nothing gives an error, the problem is the speed-change, its almost like it adds up the two touchingPoints.

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  • starting rails in test environment

    - by Brian D.
    I'm trying to load up rails in the test environment using a ruby script. I've tried googling a bit and found this recommendation: require "../../config/environment" ENV['RAILS_ENV'] = ARGV.first || ENV['RAILS_ENV'] || 'test' This seems to load up my environment alright, but my development database is still being used. Am I doing something wrong? Here is my database.yml file... however I don't think it is the issue development: adapter: mysql encoding: utf8 reconnect: false database: BrianSite_development pool: 5 username: root password: dev host: localhost # Warning: The database defined as "test" will be erased and # re-generated from your development database when you run "rake". # Do not set this db to the same as development or production. test: adapter: mysql encoding: utf8 reconnect: false database: BrianSite_test pool: 5 username: root password: dev host: localhost production: adapter: mysql encoding: utf8 reconnect: false database: BrianSite_production pool: 5 username: root password: dev host: localhost I can't use ruby script/server -e test because I'm trying to run ruby code after I load rails. More specifically what I'm trying to do is: run a .sql database script, load up rails and then run automated tests. Everything seems to be working fine, but for whatever reason rails seems to be loading in the development environment instead of the test environment. Here is a shortened version of the code I am trying to run: system "execute mysql script here" require "../../config/environment" ENV['RAILS_ENV'] = ARGV.first || ENV['RAILS_ENV'] || 'test' describe Blog do it "should be initialized successfully" do blog = Blog.new end end I don't need to start a server, I just need to load my rails code base (models, controllers, etc..) so I can run tests against my code. Thanks for any help.

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  • XNA move from start position to target position exactly in 3D

    - by robasaurus
    If I have a list of positions that map out a path a character should follow. What would be the best way to move at a constant speed to each position making sure the character lands exactly at each position before moving onto the next? For example the character is at position A, we then queue up position B and position C. The character cannot move towards position C until it reaches position B exactly. It would be great if the solution worked at slower frame rates/update speeds as well.

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  • Using texture() in combination with JBox2D

    - by Valentino Ru
    I'm getting some trouble using the texture() method inside beginShape()/endShape() clause. In the display()-method of my class TowerElement (a bar which is DYNAMIC), I draw the object like following: void display(){ Vec2 pos = level.getLevel().getBodyPixelCoord(body); float a = body.getAngle(); // needed for rotation pushMatrix(); translate(pos.x, pos.y); rotate(-a); fill(temp); // temp is a color defined in the constructor stroke(0); beginShape(); vertex(-w/2,-h/2); vertex(w/2,-h/2); vertex(w/2,h-h/2); vertex(-w/2,h-h/2); endShape(CLOSE); popMatrix(); } Now, according to the API, I can use the texture() method inside the shape definition. Now when I remove the fill(temp) and put texture(img) (img is a PImage defined in the constructor), the stroke gets drawn, but the bar isn't filled and I get the warning texture() is not available with this renderer What can I do in order to use textures anyway? I don't even understand the error message, since I do not know much about different renderers.

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  • Why am I seeing streak artifacts on the cube map I'm rendering?

    - by BobDole
    I'm getting strange streaks on my cube map when rendering to it. He is my code that is being called each frame: void drawCubeMap(void) { int face; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindFramebuffer(GL_FRAMEBUFFER, fbo); //glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); //glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0,0,sizeT, sizeT); for (face = 0; face < 6; face++) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubeMapTexture, 0); drawSpheres(); } glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); glViewport(0,0,900, 900); } Any idea what it might be? The streaking occurs when I'm rotating the spheres around the main sphere.

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  • Player rewards in games where you normally have nothing to purchase

    - by PeterK
    In many games there are rewards such as gold coins, points, etc. When these rewards can be used to purchase in-game items, it motivates the player to keep playing. Let's say we have an online game, poker, Yatzy etc. What type of reward would keep the players playing if there are few in-game items available to buy, or none at all? What I am looking for is a reward system that entices the players to play more in a game environment where there isn't that much to purchase. For example, there isn't much to buy in a poker or Yatzy game with the gold you win. I guess having some titles that are added to the userid is one way, or maybe purchasing a logo for the id... A leaderboard is another. Any thoughts on this?

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  • Shader compile log depending on hardware

    - by dreta
    I'm done with the core of my graphics engine and I'm testing it on every platform I can get my hands on. Now, what I noticed is that different drivers return different shader and program compile log content. For example, on my friend's laptop if you successfuly compile a shader then the log is simply empty. However on my PC I get some useful information along with it. So if I compile a vertex shader, I'll get: Vertex shader was successfully compiled to run on hardware. Which isn't that impressive, but is what happens when I compile a program. On my friend's computer the log is empty, since the program compiles. However on my own computer I get: Vertex shader(s) linked, fragment shader(s) linked. Which is awesome, because I'm attaching a geometry shader with 0 (I have a geometry shader file with trash, so it doesn't compile and the pointer is set to 0), and the compiler just tells me which shaders linked. Now it got me thinking, if I was going to buy a graphics card, is there a way for me to get the information about whether or not I'll get this "extended" compile information? Maybe it's vendor specific? Now I don't expect an answer TBH, this seems a bit obscure, but maybe somebody has any experience with this and could post it.

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  • What is a normalized Vector?

    - by draiden
    Can someone explain the following code? I need to learn what each part means so I can turn it into enemy movement in a space shoot-em-up Vec2d playerPos; Vec2d direction; // always normalized float velocity; I get the above is naming two 2d Vector objects, and creating a variable called velocity. I'm not sure what the normalized comment is about, though. update() { direction = normalize(playerPos - enemyPos); playerPos = playerPos + direction * velocity; }

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  • Blender: Having trouble moving vertices

    - by capcom
    I've been using Blender for two days now, and ran into an issue while following a tutorial. Before anything else, I'd like to show you all what my problem precisely is. Here is a short video I uploaded: click here. I thought it may be easier for you all to help me identify and solve my problem more accurately with a visual aid. I would like to emphasize that this issue began to occur after I extruded that trapezoidal region (misstated as a parallelogram in the video). I decided that I did not want the extruded region, and just hit undo. Ever since then, I began to experience the problem you viewed. Thanks.

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  • Can I develop a game using C++ and deploy to XBOX 360?

    - by Murphy
    I'm a C# developer and an enthusiast of XNA, but I'm really disappointed with the game engines available for XNA. I was using Torque X, which is really good, but GarageGames no longer supports Torque X for XNA 4.1. I searched for other engines, but only the sunburn was worth it and would have to pay - I already spent money with Torque. Based on this, I'm thinking about starting to develop in C++. Can I develop with some C++ engines and deploy to XBox 360?

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  • Drawing map tiles for iPhone game

    - by user17778
    I'm working on a turn-based strategy game for the iPhone that has a hexagon-grid based map in it. I'm in the process of drawing up the actual tiles for the different landscapes (i.e. forest, grassland, etc.) and was wondering what program to draw the tile images in. I would assume Adobe Illustrator since a vector-based image may allow for smooth images even when the user is zoomed in really close. Is this right? Thanks!

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