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  • What are some great papers/publications relating to game programming?

    - by Archagon
    What are some of your favorite papers and publications that closely relate to game programming? I'm particularly looking for examples that are well-written and illustrated, and/or have had a profound influence on the industry. (Here's one example: in this GDC talk, Bungie's David Aldridge mentions that a paper called "The TRIBES Engine Networking Model" was the starting point for Halo's network code.)

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  • 2D platformers: why make the physics dependent on the framerate?

    - by Archagon
    "Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast. Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.) What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine? Thank you, and sorry if the question was confusing.

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  • 2D game collision response: SAT & minimum displacement along a given axis?

    - by Archagon
    I'm trying to implement a collision system in a 2D game I'm making. The separating axis theorem (as described by metanet's collision tutorial) seems like an efficient and robust way of handling collision detection, but I don't quite like the collision response method they use. By blindly displacing along the axis of least overlap, the algorithm simply ignores the previous position of the moving object, which means that it doesn't collide with the stationary object so much as it enters it and then bounces out. Here's an example of a situation where this would matter: According to the SAT method described above, the rectangle would simply pop out of the triangle perpendicular to its hypotenuse: However, realistically, the rectangle should stop at the lower right corner of the triangle, as that would be the point of first collision if it were moving continuously along its displacement vector: Now, this might not actually matter during gameplay, but I'd love to know if there's a way of efficiently and generally attaining accurate displacements in this manner. I've been racking my brains over it for the past few days, and I don't want to give up yet! (Cross-posted from StackOverflow, hope that's not against the rules!)

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  • Installation of large programs in OSX.

    - by archagon
    A few newbie OSX questions: Despite the fact that most applications can be installed by dragging them to the Applications directory, some software still requires the creation of a separate program folder. Where should I put this folder? Does it matter? Is the Applications directory special somehow, or is it just a convenient folder with a custom icon? If I move one of these program folders later on, will the program still work? Will shortcuts to files in the folder break? Is there something similar to a registry in OSX? Thanks!

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  • Installation of large programs in Mac OS X

    - by archagon
    A few newbie Mac OS X questions: Despite the fact that most applications can be installed by dragging them to the Applications directory, some software still requires the creation of a separate program folder. Where should I put this folder? Does it matter? Is the Applications directory special somehow, or is it just a convenient folder with a custom icon? If I move one of these program folders later on, will the program still work? Will shortcuts to files in the folder break? Is there something similar to a registry in Mac OS X?

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  • Static when metal USB plug touches my case, and other electrical problems.

    - by Archagon
    I have an aluminum PC case. Whenever the metal USB plug from my external drive contacts the front, I get crackling from my speakers, which are connected to an external USB soundcard. (This crackling happens even if they're not connected to the actual output jack.) A few possibly related problems: my audio occasionally starts popping once every few minutes, and my USB devices sometimes play the "connected" sound in Windows even though they're already connected, as if they're briefly disconnecting. My guess is that this has to do with the grounding, but I'm not sure exactly what to do. My case has a round grounding wire, but I don't know where to attach it, and fiddling with it didn't seem to have any effect. Suggestions?

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  • Isopropyl okay to use on MacBook screen?

    - by Archagon
    I've always used a mixture of isopropyl alcohol and distilled water to clean my computer screens (50% water and 50% * 70% isopropyl). From what I understand, these are exactly the same ingredients used in most commercial screen cleaners, perhaps even more diluted. I recently used this solution to wipe off my 2010 MacBook Pro screen, and there don't seem to be any problems, but this support page explicitly says not to use isopropyl. Now I'm worried that I might have inadvertently damaged something. I'm also concerned because I once managed to dissolve the surface rubber lining of one of my mice with the isopropyl solution, and the MacBook Pro display has a thin rubber bezel keeping the glass in place. Why would Apple single out isopropyl on their support page? Should I be concerned?

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  • Isopropyl okay to use on MacBook screen?

    - by Archagon
    I've always used a mixture of isopropyl alcohol and distilled water to clean my computer screens (50% water and 50% * 70% isopropyl). From what I understand, these are exactly the same ingredients used in most commercial screen cleaners, perhaps even more diluted. I recently used this solution to wipe off my 2010 MacBook Pro screen, and there don't seem to be any problems, but this support page explicitly says not to use isopropyl. Now I'm worried that I might have inadvertently damaged something. I'm also concerned because I once managed to dissolve the surface rubber lining of one of my mice with the isopropyl solution, and the MacBook Pro display has a thin rubber bezel keeping the glass in place. Why would Apple single out isopropyl on their support page? Should I be concerned?

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  • Hard drive corrupts when fiddling with partitions.

    - by Archagon
    I've had problems with my hard drive ever since I got it a year ago. For the most part, it works fine, but whenever I try to do anything with partitions, be it adding, deleting, or resizing, some of the data in my other partitions inevitably corrupts. I've tried formatting my entire drive, but to no avail. What's going on?

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  • Is there any chance that my data will get silently corrupted with a robocopy SMB network transfer?

    - by Archagon
    I'm setting up a NAS box for the first time. At the moment, I have most of my data backed up to a few local hard drives, and I intend to transfer all the data to my NAS over ethernet once the RAID array is setup. Since this is all happening over the network, I'm a bit worried about my data getting corrupted silently during transfer. From what I understand, data generally doesn't get corrupted without notice on local transfers because a checksum is performed at some point by the drive or the OS. (This could be totally wrong.) Does the same thing happen with SMB, or is it up to the transferrer to check the integrity of their data? And if it doesn't happen with SMB, is there a protocol that does ensure data integrity? I know that rsync can checksum a transfer, but I'm on Windows and I already have a robocopy configuration that I like. Will my data be safe or do I have to use an external checksum tool to make sure?

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  • NSXMLParser: how do I wait until loading has finished?

    - by Archagon
    Let's say I'm using NSXMLParser to load a level (stored as an XML document, obviously) into my iPhone game. NSXMLParser works by assigning a delegate and sending it messages at key moments. How do I ensure that my entire level is loaded before doing anything else? I know I can make my main class the delegate and implement parserDidEndDocument, but this feels very hacky. My main class shouldn't have to know anything about the way the parsing is done! On the other hand, if I make a separate class/delegate for parsing my level, my main class has no way of knowing when the parsing is finished, unless it queries the parsing class continuously or the parsing class sends it a message. Either way, the main class would be tied to the implementation of the parsing class. Can I hide all this event-driven business from the main class and simply make the parser return the level object when it's done? (i.e., newLevel = [[GameLevel alloc] initFromXML:xmlfile], which would in turn use NSXMLParser to load the level and then somehow return when finished.) At the moment, I'm using an external DOM parser, but I'm curious how this would be done with NSXMLParser. Sorry if this is a stupid question -- I'm a bit new to this!

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  • How do I arbitrarily distort a textured polygon?

    - by Archagon
    I'd like to write a program that lets me arbitrarily distort a textured polygon by dragging its vertices. I want the texture to distort fluidly and without overlap, assuming the new polygon doesn't intersect itself. I should also be able to repeat the process with the new shape, and with a minimum amount of loss. Are there any algorithms for doing this?

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  • System of linear equations in C++?

    - by Archagon
    I need to solve a system of linear equations in my program. Is there a simple linear algebra library for C++, preferably comprised of no more than a few headers? I've been looking for nearly an hour, and all the ones I found require messing around with Linux, compiling DLLs in MinGW, etc. etc. etc. (I'm using Visual Studio 2008.)

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