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Search: Posts Made By: MattEvans ; Forum: Game Development and child forums
Forum: Game Development May 12th, 2009
Replies: 10
Views: 1,619
Posted By MattEvans
What kind of 2D library? Graphics, or physics? or something else?

I like this book alot, it says collision detection, but it also has a lengthly intro to many of the concepts of simulated 'space...
Forum: Game Development May 10th, 2009
Replies: 4
Views: 1,980
Posted By MattEvans
It's easy enough to arbitrarily set the rotation point, e.g. this will work:


case 'E':
case 'e':
{
//Rotation of the red square.
glMatrixMode(GL_MODELVIEW_MATRIX);...
Forum: Game Development Apr 17th, 2009
Replies: 5
Views: 717
Posted By MattEvans
#include <vector>
#include <iostream>

int main ( void )
{
std::vector < int > myvector;
for ( int i = 0; i != 10; ++i ) {
myvector.push_back ( i );
}
int * myarray = &( myvector...
Forum: Game Development Apr 6th, 2009
Replies: 4
Views: 1,499
Posted By MattEvans
Of course it is possible; there is necessarily always a projection from object>screen coords and there is always a projection from screen>a subset of object coords on a plane parallel with the view...
Forum: Game Development Mar 20th, 2009
Replies: 1
Views: 1,141
Posted By MattEvans
Brute force isn't too bad.. you don't have to check every pair of pixels between the two sprites, you only have to check each pixel space to see if it's occupied twice, and that's not very costly (...
Forum: Game Development Feb 24th, 2009
Replies: 2
Views: 950
Posted By MattEvans
Are your transforms 'full 3d' or 'half 3d'? That is, when your character rotates, can they rotate over all axes, or just around an 'up' vector? Are you using matrices as the authoritative...
Forum: Game Development Jan 12th, 2009
Replies: 5
Views: 1,090
Posted By MattEvans
Lines do not have ends: although a line is often uniquely defined by two endpoints coincident with the line; a 'line' is correctly considered to be infinite in both directions.

Line segments are...
Forum: Game Development Oct 30th, 2008
Replies: 7
Views: 1,074
Posted By MattEvans
Hey, sorry for the delay, been a bit busy.


Cool.


Well, it's open space graph, but the sparseness of the environment is a factor in choosing the method used to generate the graph... There...
Forum: Game Development Oct 22nd, 2008
Replies: 7
Views: 1,074
Posted By MattEvans
Some questions to you:

- are you using the A* for AI character path planning? ( usual case ), is the 3D space unbounded? if so, are you ok with the fact that 3D A* search in infinite space will...
Forum: Game Development Sep 10th, 2008
Replies: 8
Views: 2,249
Posted By MattEvans
DirectX doesn't necessarily have better performance : it really depends how the graphics card manufacturers build their cards, and write their drivers. Without hardware acceleration, DirectX is...
Forum: Game Development Aug 12th, 2008
Replies: 10
Views: 2,763
Posted By MattEvans
For 2D point-in-convex or point-in-non-convex, see the crossing test on this page: http://www.erichaines.com/ptinpoly/. As its given there, that test will work in 2D only, for a 2D shape embedded in...
Forum: Game Development Jun 26th, 2008
Replies: 3
Views: 10,216
Posted By MattEvans
You need to represent a game company with development + release experience, and pay sums for a licence to get your hands on the official Wii SDK.

If you're talking about C# + XNA as being 'the...
Forum: Game Development Jan 31st, 2008
Replies: 2
Views: 1,799
Posted By MattEvans
This is good reference, http://www.gamasutra.com/features/19991018/Gomez_1.htm there are collision tests for different pairs of 3D objects ( see contents box on the right ). The tests would work in...
Forum: Game Development Nov 27th, 2007
Replies: 5
Views: 2,043
Posted By MattEvans
3D math and physics, artificial intelligence ( as it relates to games ), 3D graphics [ stay on top of all of the updates ], general programming skills, data formats, optimizing, and more... of...
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