Search Results

Search found 26399 results on 1056 pages for 'webapp development'.

Page 390/1056 | < Previous Page | 386 387 388 389 390 391 392 393 394 395 396 397  | Next Page >

  • Game physics / 2D Collision detection AS3

    - by Jery
    I know there are some methods you can use like hittestPoint and so on, but I want to see where my movieclip colliedes with another another movieclip. Any other methods I can use? by any chance does somebody know some a good introduction to game physics? Im asking because I coded a small engine and pretty much the whole code is spagetti code thats why I would like to know how you can setup something like this properly

    Read the article

  • Bot strategy in an arena

    - by joulesm
    I am writing the player's behavior for an arena game, and I'm wondering if you could offer some strategies. I'm writing it in Python, but I'm just interested in the high level game play. Here are the game aspects: Arena is a circle of a given size. The arena's size shrinks every round to help break any ties. Players are much smaller circles, and can be on teams of 1 or 2 players. Players attack by colliding with other players, and based on the physics of the collision (speed of both players, angle), one could force another player out of the arena. Once a player is out of the arena, they are out of the game (for that round). The goal is to be on the only team with players left in the arena. All other players have been pushed (through collisions or mistakes) out of the arena. It is possible for there to be no winner if the last two players exit the arena at the same time. Once the player has been programmed, the game just runs. There is no human intervention in the game. I'm thinking it's easiest to implement a few simple programmatic rules for my player to follow. For example, stay close to center of the arena, attack opponents from the inner side of the arena, etc. Are there any good simple game strategies? Would adding a random aspect to the game help? For example, to avoid predictability by the other team or something. Thanks in advance.

    Read the article

  • Why aren't tangent space normal maps completely blue?

    - by seahorse
    Why aren't normal maps just blue? I would think that normal maps should be predominantly blue in color because the Z component of the normal is represented by blue. Normals point out of the surface in the Z direction so we should see blue as the predominant colour since the Z component is dominant. By definition tangent space is perpendicular to the surface. At any point we should have the normal always pointing in the Z (blue direction) with no X (red direction) or Y (green direction). Thus the normal map (since it is a "normal map") should have the colour of the normals which is just blue (R = x = 0, G = y = 0, B = z = 1) with no shades in between. But normal maps are not so, and they have gradients of shades in them. Why is this so?

    Read the article

  • How should we approach publishing our game from India?

    - by Praveen Sharath
    Me and my friends are developing a game using Java for Windows operating system. We have nearly completed our game. As we feel that the game can make money, we wish to sell it. But in India we don't know any game publishing company. We want to know the following if possible. Will game publishers like BigFishGames.com publish our game even though we are not in USA? We are just students in college. Is it required that we can sell only after we start a company? Is it possible to sign contracts if the publisher wishes to publish our game, while the publisher and developer are in different countries? Thank you

    Read the article

  • How to implement lockstep model for RTS game?

    - by user11177
    In my effort to learn programming I'm trying to make a small RTS style game. I've googled and read a lot of articles and gamedev q&a's on the topic of lockstep synchronization in multiplayer RTS games, but am still having trouble wrapping my head around how to implement it in my own game. I currently have a simple server/client system. For example if player1 selects a unit and gives the command to move it, the client sends the command [move, unit, coordinates] to the server, the server runs the pathfinding function and sends [move, unit, path] to all clients which then moves the unit and run animations. So far so good, but not synchronized for clients with latency or lower/higher FPS. How can I turn this into a true lockstep system? Is the right methodology supposed to be something like the following, using the example from above: Turn 1 start gather command inputs from player1 send to the server turn number and commands end turn, increment turn number The server receives the commands, runs pathfinding and sends the paths to all clients. Next turn receive paths from server, as well as confirmation that all clients completed previous turn, otherwise pause and wait for that confirmation move units gather new inputs end turn Is that the gist of it? Should perhaps pathfinding and other game logic be done client side instead of on the server, if so why? Is there anything else I'm missing? I hope someone can break down the concept, so I understand it better.

    Read the article

  • Collision detection of convex shapes on voxel terrain

    - by Dave
    I have some standard convex shapes (cubes, capsules) on a voxel terrain. It is very easy to detect single vertex collisions. However, it becomes computationally expensive when many vertices are involved. To clarify, currently my algorithm represents a cube as multiple vertices covering every face of the cube, not just the corners. This is because the cubes can be much bigger than the voxels, so multiple sample points (vertices) are required (the distance between sample points must be at least the width of a voxel). This very rapidly becomes intractable. It would be great if there were some standard algorithm(s) for collision detection between convex shapes and arbitrary voxel based terrain (like there is with OBB's and seperating axis theorem etc). Any help much appreciated.

    Read the article

  • How much info can I store in a cookie?

    - by Artemix
    Hi guys, Im developing a flash game and I'd like to know how much info can I store in a browser cookie. The game is simple, but it needs to store several variables in order to save all the details of your current progress. The game is only one swf file, no server, no nothing. I need to know how should I use the cookies to achieve this, and if they have the posibility of doing it, of course. (several = 200 variables i.e)

    Read the article

  • Rotate a particle system

    - by Blueski
    Languages / Libraries in use: C++, OpenGL, GLUT Okay, here's the deal. I've got a particle system which shoots out alpha blended textures to produce a flame. The system only keeps track of very basic things such as, time alive, life, xyz and spread. The direction in which the flames are currently moving in is purely based on other things which are going on in my code ( I assume ). My goal however, is to attach the flame to the camera (DONE) and have the flame pointing in the direction my camera is facing (NOT WORKING). I've tried glRotate for both x,y,z and I can't get it to work properly. I'm currently using gluLookAt to move the camera, and get the flame to follow the XYZ of the camera by calling glTranslatef(camX, camY - offset, camZ); Any suggestions on how I can rotate the direction of the flame with the camera would be greatly appreciated. Heres an image of what I've got: http://i.imgur.com/YhV4w.png Notes: Crosshair depicts where camera is facing if I turn the camera, flame doesn't follow the crosshair Also asked here: http://stackoverflow.com/questions/9560396/rotate-a-particle-system but was referred here

    Read the article

  • How to integrate the .gdf with a specific exe for Games Explorer

    - by Kraemer
    Hello, I want to create an installer for a game and after that an icon to be put in Games Explorer for Win Vista and Win 7. I have created the GDF (game definitions file), then build the script for project and obtained the .h, GDF and .rc files. But i can't compile using Visual Studio 2010 the .rc file into an executable to be used after that to create the installer. Some error is popping up after i set the executable path "Could not load file or assembly'Microsoft.VisualStudio.HpcDebugger.Impl, Version 10.0.0.0, Culture=neutral, PublickKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified." Any ideas what i'm doing wrong ? I need to mention that i've never worked before with GDF Editor and Visual Studio. Any answer would be highly appreciated.Thanks!

    Read the article

  • Dynamic character animation - Using the physics engine or not

    - by Lex Webb
    I'm planning on building a dynamic reactant animation engine for the characters in my 2D Game. I have already built templates for a skeleton based animation system using key frames and interpolation to specify a limbs position at any given moment in time. I am using Farseer physics (an extension of Box2D) in Monogame/XNA in C# My real question lies in how i go about tying this character animation into the physics engine. I have two options: Moving limbs using physics engine - applying a interpolated force to each limb (dynamic body) in order to attempt to get it to its position as donated by the skeleton animation. Moving limbs by simply changing the position of a fixed body - Updating the new position of each limb manually, attempting to take into account physics collisions. Then stepping the physics after the animation to allow for environment interaction. Each of these methods have their distinct advantages and disadvantages. Physics based movement Advantages: Possibly more natural/realistic movement Better interaction with game objects as force applying to objects colliding with characters would be calculated for me. No need to convert to dynamic bodies when reacting to projectiles/death/fighting. Disadvantages: Possible difficulty in calculating correct amount of force to move a limb a certain distance at a constant rate. Underlying character balance system would need to be created that would need to be robust enough to prevent characters falling over at the touch of a feather. Added code complexity and processing time for the above. Static Object movement Advantages: Easy to interpolate movement of limbs between game steps Moving limbs is as simple as applying a rotation to the skeleton bone. Greater control over limbs, wont need to worry about characters falling over as all animation would be pre-defined. Disadvantages: Possible unnatural movement (Depends entirely on my animation skills!) Bad physics collision reactions with physics engine (Dynamic bodies simply slide out of the way of static objects) Need to calculate collisions with physics objects and my limbs myself and apply directional forces to them. Hard to account for slopes/stairs/non standard planes when animating walking/running animations. Need to convert objects to dynamic when reacting to projectile/fighting/death physics objects. The Question! As you can see, i have thought about this extensively, i have also had Google into physics based animation and have found mostly dissertation papers! Which is filling me with sense that it may a lot more advanced than my mathematics skills. My question is mostly subjective based on my findings above/any experience you may have: Which of the above methods should i use when creating my game? I am willing to spend the time to get a physics solution working if you think it would be possible. In the end i want to provide the most satisfying experience for the gamer, as well as a robust and dynamic system i can use to animate pretty much anything i need.

    Read the article

  • Beat detection and FFT

    - by Quincy
    So I am working on a platformer game which includes music with beat detection. I am currently using a simple if the energy that is stored in the history buffer is smaller then the current energy there is a beat. The problem with this is that ofcourse if you use songs like rock songs where you have a pretty steady amplitude this isn't going to work. So I looked further and found algorithms splitting the sound into multiple bands using FFT. I then found this : http://en.literateprograms.org/Cooley-Tukey_FFT_algorithm_(C) The only problem I'm having is that I am quite new to audio and I have no idea how to use that to split the signal up into multiple signals. So my question is : How do you use a FFT to split a signal into multiple bands ? Also for the guys interested, this is my algorithm in c# : // C = threshold, N = size of history buffer / 1024 public void PlaceBeatMarkers(float C, int N) { List<float> instantEnergyList = new List<float>(); short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; // Calculate instant energy for every 1024 samples. while (sampleIndex + nextSamples < samples.Length) { float instantEnergy = 0; for (int i = 0; i < nextSamples; i++) { instantEnergy += Math.Abs((float)samples[sampleIndex + i]); } instantEnergy /= nextSamples; instantEnergyList.Add(instantEnergy); if(sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; } int index = N; int numInBuffer = index; float historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } }

    Read the article

  • Tools for assembling textures into DDS files

    - by Nicol Bolas
    There are plenty of tools for making images. I'm not looking for one of those; I have many tools for creating an image. I've got tools for compressing images, generating mipmaps, and even for poking at their basic data format. My issue is with texture assembly. DDS files support cubemaps, array textures, and even cubemap arrays. But I don't know of a tool that can pack a series of images into a cubemap or the like. What tools are available for doing this kind of thing?

    Read the article

  • How does a segment based rendering engine work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

    Read the article

  • When should a bullet texture be loaded in XNA?

    - by Bill
    I'm making a SpaceWar!-esque game using XNA. I want to limit my ships to 5 active bullets at any time. I have a Bullet DrawableGameComponent and a Ship DrawableGameComponent. My Ship has an array of 5 Bullet. What is the best way to manage the Bullet textures? Specifically, when should I be calling LoadTexture? Right now, my solution is to populate the Bullet array in the Ship's constructor, with LoadTexture being called in the Bullet constructor. The Bullet objects will be disabled/not visible except when they are active. Does the texture really need to be loaded once for each individual instance of the bullet object? This seems like a very processor-intensive operation. Note: This is a small-scale project, so I'm OK with not implementing a huge texture-management framework since there won't be more than half a dozen or so in the entire game. I'd still like to hear about scalable solutions for future applications, though.

    Read the article

  • Need help in determing what, if any, tools can be used to create a free Flash game

    - by ReaperOscuro
    Yes I proudly -and sadly- declare that I am a complete nincompoop when it comes to Flash, and I have been fishing around the big wide web for information. The reason for this is that I have been contracted to create a game(s) for a website -the usual flash-based games caveat. Please I do not mean things like by those gaming generator websites, I mean small yet professional games- but the caveat, as always, is that impossible dream: it needs to be done all for free. The budget...well imagine it as not there. Annoyingly is that I am a game designer yes, but with a ridiculously tight deadline I haven't got much time to re-learn (ah the heady days of programming at uni) everything by the end of March, so I'd like to ask some people who know their stuff rather than keep looking at a gazillion different things. This is my understanding: with the flash sdk you can create a game, albeit you need to be pretty programming savvy. FlashDevelop helps there -yet I am not entirely sure how. Yet even FD says to use Flash for the animation/graphics. Yes its undeniably powerful but as I said there is the unattainable demand of no money. The million dollar question: what, if any, tools can I use to create a free flash game?

    Read the article

  • Push back rectangle where collision happens

    - by Tifa
    I have a tile collision on a game I am creating but the problem is once a collision happens for example a collision happens in right side my sprite cant move to up and bottom :( thats because i set the speed to 0. I thinks its wrong. here is my code: int startX, startY, endX, endY; float pushx = 0,pushy = 0; // move player if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ dx=-1; currentWalk = leftWalk; } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ dx=1; currentWalk = rightWalk; } if(Gdx.input.isKeyPressed(Input.Keys.DOWN)){ dy=-1; currentWalk = downWalk; } if(Gdx.input.isKeyPressed(Input.Keys.UP)){ dy=1; currentWalk = upWalk; } sr.setProjectionMatrix(camera.combined); sr.begin(ShapeRenderer.ShapeType.Line); Rectangle koalaRect = rectPool.obtain(); koalaRect.set(player.getX(), player.getY(), pw, ph /2 ); float oldX = player.getX(), oldY = player.getY(); // THIS LINE WAS ADDED player.setXY(player.getX() + dx * Gdx.graphics.getDeltaTime() * 4f, player.getY() + dy * Gdx.graphics.getDeltaTime() * 4f); // THIS LINE WAS MOVED HERE FROM DOWN BELOW if(dx> 0) { startX = endX = (int)(player.getX() + pw); } else { startX = endX = (int)(player.getX() ); } startY = (int)(player.getY()); endY = (int)(player.getY() + ph); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { sr.rect(tile.x,tile.y,tile.getWidth(),tile.getHeight()); if(koalaRect.overlaps(tile)) { //dx = 0; player.setX(oldX); // THIS LINE CHANGED Gdx.app.log("x","hit " + player.getX() + " " + oldX); break; } } if(dy > 0) { startY = endY = (int)(player.getY() + ph ); } else { startY = endY = (int)(player.getY() ); } startX = (int)(player.getX()); endX = (int)(player.getX() + pw); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { if(koalaRect.overlaps(tile)) { //dy = 0; player.setY(oldY); // THIS LINE CHANGED //Gdx.app.log("y","hit" + player.getY() + " " + oldY); break; } } sr.rect(koalaRect.x,koalaRect.y,koalaRect.getWidth(),koalaRect.getHeight() / 2); sr.setColor(Color.GREEN); sr.end(); I want to push back the sprite when a collision happens but i have no idea how :D pls help

    Read the article

  • For normal mapping, why can we not simply add the tangent normal to the surface normal?

    - by sebf
    I am looking at implementing bump mapping (which in all implementations I have seen is really normal mapping), and so far all I have read says that to do this, we create a matrix to convert from world-space to tangent-space, in order to transform the lights and eye direction vectors into tangent space, so that the vectors from the normal map may be used directly in place of those passed through from the vertex shader. What I do not understand though, is why we cannot just use the normalised sum of the sampled-normal vector, and the surface-normal? (assuming we already transform and pass through the surface normal for the existing lighting functions) Take the diagram below; the normal is simply the deviation from the 'reference normal' for any given coordinate system, correct? And transforming the surface normal of a mapped surface from world space to tangent space makes it equivalent to the tangent space 'reference normal', no? If so, why do we transform all lighting vectors into tangent space, instead of simply transforming the sampled tangent once in the pixel shader?

    Read the article

  • What algorithm can I use to detect simple shapes in a 4x4 matrix?

    - by ion
    I'm working on a simple multiplayer game that receives a random 4x4 matrix from a server and extracts a shape from it. For example: XXOO OXOO XXOX XXOO XOOX and XOOO XXXX OXXX So in the first matrix the shape I want to parse is: oo o oo and the 2nd: oo oo ooo I know there must be an algorithm for this because I saw this kind of behavior on some puzzle games but I have no idea how to go about to detecting them or even where to start. So my question is: How do I detect what shape is in the matrix and how do I differentiate between multiple colors? (it doesn't come only in X and O, it comes in a maximum of 4). Additionally, the shape must be a minimum of 4 blocks.

    Read the article

  • How to create per-vertex normals when reusing vertex data?

    - by Chris Smith
    I am displaying a cube using a vertex buffer object (gl.ELEMENT_ARRAY_BUFFER). This allows me to specify vertex indicies, rather than having duplicate vertexes. In the case of displaying a simple cube, this means I only need to have eight vertices total. Opposed to needing three vertices per triangle, times two triangles per face, times six faces. Sound correct so far? My question is, how do I now deal with vertex attribute data such as color, texture coordinates, and normals when reusing vertices using the vertex buffer object? If I am reusing the same vertex data in my indexed vertex buffer, how can I differentiate when vertex X is used as part of the cube's front face versus the cube's left face? In both cases I would like the surface normal and texture coordinates to be different. I understand I could average the surface normal, however I would like to render a cube. Also, this still doesn't work for texture coordinates. Is there a way to save memory using a vertex buffer object while being able to provide different vertex attribute data based on context? (Per-triangle would be idea.) Or should I just duplicate each vertex for each context in which it gets rendered. (So there is a one-to-one mapping between vertex, normal, color, etc.) Note: I'm using OpenGL ES.

    Read the article

  • XAudio2 - Multiple instances of the same sound

    - by Boreal
    Right now, I'm adding a rudimentary sound engine to my game. So far, I am able to load in a WAV file and play it once, then free up the memory when I close the game. However, the game crashes with a nice ArgumentOutOfBoundsException when I try to play another sound instance. Specified argument was out of the range of valid values. Parameter name: readLength I'm following this tutorial pretty much exactly, but I still keep getting the aforementioned error. Here's my sound-related code. http://pastebin.com/FgaqfXTs The exception occurs on line 156 when I am playing the sound: source.SubmitSourceBuffer(buffer);

    Read the article

  • How does an Engine like Source process entities?

    - by Júlio Souza
    [background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are players, particles, sounds, scores, etc (for the Source Engine). Every entity has a think function, which do all the logic for that entity. So, if everything that needs to be processed comes from a base class with the think function, the game engine could store everything on a list and, on every frame, loop through it and call that function. On a first look, this idea is reasonable, but it can take too much resources, if the game has a lot of entities.. [end of background information] So, how does a engine like Source take care (process, update, draw, etc) of the game objects?

    Read the article

  • 3ds Max error dialog: "Instancing not supported for this action"

    - by monsto
    "Instancing not supported for this action” is the dialog I get. My favorite part is that, according to google and yahoo, apparently i am the only person in the history of mankind to experience these words together in this order, let along get this message from Max. Thanks, autodesk, for putting this dialog in special for me! So I’ve created my model (nws) and was setting up a Skin Wrap. Selected "Face Deformation", added the base-skin for weight, checked “weight all points”. . . clicked “convert to skin” and got that dialog. My model doesn’t have a whole lot of elements to it, I had a left and right appendage that came from a base model (skyrim). so, i did a clonecopy of all 3 of my elements, just to be sure nothing was instanced… and VOILA! Same error message. the only other elements are an imported NIF mesh and skeleton. Any idea where this is coming from or how I can make it go away so that I can export my mesh?

    Read the article

  • LWJGL texture bleeding fix won't work

    - by user1990950
    I tried a lot of things to fix texture bleeding, but nothing works. I don't want to add a transparent border around my textures, because I already got too many and it would take too much time and I can't do it with code because I'm loading textures with slick. My textures are seperate textures and they seem to wrap on the other side (texture bleeding). Here are the textures that are "bleeding": The head, body, arm and leg are seperate textures. Here's the code I'm using to draw a texture: public static void drawTextureN(Texture texture, Vector2f position, Vector2f translation, Vector2f origin,Vector2f scale,float rotation, Color color, FlipState flipState) { texture.setTextureFilter(GL11.GL_NEAREST); color.bind(); texture.bind(); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTranslatef((int)position.x, (int)position.y, 0); GL11.glTranslatef(-(int)translation.x, -(int)translation.y, 0); GL11.glRotated(rotation, 0f, 0f, 1f); GL11.glScalef(scale.x, scale.y, 1); GL11.glTranslatef(-(int)origin.x, -(int)origin.y, 0); float pixelCorrection = 0f; GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(0,0); GL11.glTexCoord2f(1,0); GL11.glVertex2f(texture.getTextureWidth(),0); GL11.glTexCoord2f(1,1); GL11.glVertex2f(texture.getTextureWidth(),texture.getTextureHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(0,texture.getTextureHeight()); GL11.glEnd(); GL11.glLoadIdentity(); } I tried a half pixel correction but it didn't make any sense because GL12.GL_CLAMP_TO_EDGE. I set pixelCorrection to 0, but it still wont work.

    Read the article

  • Best practice settings Effect parameters in XNA

    - by hichaeretaqua
    I want to ask if there is a best practice settings effect parameters in XNA. Or in other words, what exactly happens when I call pass.Apply(). I can imagine multiple scenarios: Each time Apply() is called, all effect parameters are transferred to the GPU and therefor it has no real influence how often I set a parameter. Each time Apply() is called, only the parameters that got reset are transferred. So caching Set-operations that don't actually set a new value should be avoided. Each time Apply() is called, only the parameters that got changed are transferred. So caching Set-operations is useless. This whole questions is bootless because no one of the mentions ways has any noteworthy impact on game performance. So the final question: Is it useful to implement some caching of Set-operation like: private Matrix _world; public Matrix World { get{ return _world;} set { if(value == world)return; _effect.Parameters["xWorld"].SetValue(value); _world = value; } Thanking you in anticipation

    Read the article

  • How does flocking algorithm work?

    - by Chan
    I read and understand the basic of flocking algorithm. Basically, we need to have 3 behaviors: 1. Cohesion 2. Separation 3. Alignment From my understanding, it's like a state machine. Every time we do an update (then draw), we check all the constraints on both three behaviors. And each behavior returns a Vector3 which is the "correct" orientation that an object should transform to. So my initial idea was /// <summary> /// Objects stick together /// </summary> /// <returns></returns> private Vector3 Cohesion() { Vector3 result = new Vector3(0.0f, 0.0f, 0.0f); return result; } /// <summary> /// Object align /// </summary> /// <returns></returns> private Vector3 Align() { Vector3 result = new Vector3(0.0f, 0.0f, 0.0f); return result; } /// <summary> /// Object separates from each others /// </summary> /// <returns></returns> private Vector3 Separate() { Vector3 result = new Vector3(0.0f, 0.0f, 0.0f); return result; } Then I search online for pseudocode but many of them involve velocity and acceleration plus other stuffs. This part confused me. In my game, all objects move at constant speed, and they have one leader. So can anyone share me an idea how to start on implement this flocking algorithm? Also, did I understand it correctly? (I'm using XNA 4.0)

    Read the article

< Previous Page | 386 387 388 389 390 391 392 393 394 395 396 397  | Next Page >