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Latest movement Activity

Rewaz said:
That's what I'm afrid of, maybe WoW does a Lerp, and don't care and since it's just lerping it's almost always in the same position as the server, prob with a check like I said before, that's my concern, that it become and issue later.

For any sufficiently complex system, the number of po…

3,356 views
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@HateDread So far we went a maths way and implemented the required thrust calculation using third-degree Newtonian motion formulas - thrusters then change the applied acceleration linearly using constant jerk. This works fantastic for single axes but becomes complicated when for example maximum pos…

17,323 views

Aloxen said:
I need it to get my game working for my school project.

Thread locked. We have a “no homework” policy here. We may need to institute a “no Pascal” rule too. :p

8,559 views

In short:

How do 2D, top-down games usually handle things like speed-boosts or speed-affecting currents?

To explain:

I'm working on a 2D, top-down game at the moment. As things stand, movement works more or less as follows:

  • Each character (player or NPC) has a velocity-vector
  • When moving under their own…
4,051 views

Yup, doing actual time sync is just extra effort, although it does make some calculations (both in your head and in the code) easier later on, admittedly.

On Fall Guys we sent some ping packets before play to calculate the offset and a rough round-trip time, then we'd make minor adjustments during p…

21,668 views

@LorenzoGatti Yep, I am now thoroughly looking at starcraft 2 steering implementation. I am missing some key behaviours like planning and arriving.

17,813 views
JoeJ
April 25, 2021 09:43 AM

Elit3d said:
Clamp(velocity.y, 0.f, 5.f); Clamp(velocity.x, -5.f, 0.f);

You wrote x but meant y, i guess.

Elit3d said:
Clamp(velocity.x, 0.f, 5.f); Clamp(velocity.x, -5.f, 0.f);

like here, but his won't work as it sets to zero depending on sign.
You likely wanted vel = clamp(vel, -5, 5);

Notice those clam…

3,456 views

@All8Up Thank you, I'll give this some more research and see what I do!

4,419 views

So what decision you have made? 

Maybe one player can sort of lead the boat and second (row) do the management (rotations and supportive actions) within the “boat”. Plus rogue (controlled by the second row player) might be able visit virtually one tile neighbour of the group.

Btw: you have made …

6,333 views

I think some of your code is a little long-wound compared to what it does, but dammit if it isn't a pretty article, and a beautiful-looking blog! Thanks for sharing!

3,934 views

I’ve been getting movement stutter ( moving the camera) No screen tearing, just choppy movement, almost as if it wobbles, yet the fps remains to be a solid 60.

This only occurs in windows mode, and it appears to be random (smooth more often than not).
I print to canvas using a BufferStrategy(2).
I hav…

4,106 views
theaaronstory
March 08, 2020 11:19 AM
Concepts of basic navigation and explanatory video!

In the case the link is missing for the video: https://youtu.be/8Aqs0DmJOMw

In the spirit of continuation (from last entry)

In this stage of development, I wanted to prototype how the player would be able to move around in the game: Only using basic movements and actions that are available for all po…

6,949 views
jb-dev
December 21, 2019 08:06 PM
Weekly Updates #73 - A Wild Ride

Well well, would you look at the time! It's time for another entry in your favourite Weekly Update blog! This week was quite busy I have to say. There were a lot of things to develop, refactor and design. However, there's only one new challenge this time. Nevertheless, let's get started!

Challenge #…
5,620 views
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