I was wondering if anyone knew or had knowledge of how to program a climbing system like the one found in tomb raider/uncharted.
I had thought of just having bounding boxes at all the climbable positions in the game world and then check for collision. If the player was inside the box then they would be "hanging" from the edge. Anyone have any better ideas/improvments?
I already have my rendering set up using directx9 and was going to worry about animation later on.
. In these scenarios, it never goes as well as if I had done it myself but I usually win if it is plausible. What I want to know is, how are these battles are calculated? Does anyone know how it is done, or have an idea of how to implement it? I had an idea of just doing the battle normally but disabling all graphic display so it would conclude very fast, but I'm not sure this would work too well. ...There are two slightly different scenarios I am interested in and I'l give you examples of each. The first is like the tournament system in Super Smash Brothers Melee, when there can be dozens
or easier way? If it can be multithreaded that would obviously be better, and the less main-thread calculation the better. (For anyone wondering, the project is in C++). ... problem is that if you had to compare all the players every time an update is sent, it would just take way too long as the number of players scales (think up to a few thousand players per map and each...? My idea is to have a separate thread that compares the space difference of all the players every few seconds or so and stores references to all nearby players in the player's object for easy access
) Where should I place the messaging system for my game engine? Lua? C++? I'm tempted to just have C++ object to behave as servers, offering services to lua business logic. Things like physics system... them in lua. Now I have clear I'm going to write them in C++ and expose everything needed. Ussually only interfaces are exposed to lua, so I have come across that to export properties to be published...I have a 2D basic editor written in Qt, and I'm in the process of adding entities. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being
I have been working on a game in Ogre for the last 6 months or so. It started as a learning project, and after a few rewrites it actually turned into a real game project. Physics scared me, and using Bullet with its lack of documentation was a nightmare, but I was able to atleast get some basics added and learned a lot. So as of now I am using Ogre with its default animation system (fairly basic) and Bullet Physics. I had always wanted to use Havok when I started out, but due to lack of integration information on the Ogre forums, and lack of tutorials on the net, I decided against it. Now
Possible Duplicate: When to roll your own game engine? I've been interested in writting games for a while, and now that I have acquired a bit of experience in programming, I feel like I could step up to making a little more complicated things. I've had some fun with SFML but since now I only had the basic classes I needed for my game objects, and a big run() method of my Game object... no professional, and I don't have a clear view of "how-to" yet. I am using SFML with C++.
over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I...I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font... the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems
I'm looking for a video encoding library in C++ that I can use to record game footage. It can not be an external application like Fraps, it must be a library. Ideally the encoding can be done in real time without affecting game performance too much, although this is not a must have requirement. Another preference is that the video file being saved from the game is already compressed and ready... the file later for better compression and/or better file format. I'd like to hear about your experience integrating the library into a game if possible and any interesting trade offs you had to make. Some
I am using Ogre3D, and have been using it for a while. Also lately, I have been using the Opengl Rendering system that is included in Ogre, only because Directx will not compile correctly(Will post errors on request through comment). But as of now the main problem is when i render my model(it is a plane with simple, unblended pixelated texture), it looks like this on my Laptop(Left Image... to be moved then so be it), but i felt it would fit here just a bit, since its a game-dev type question. Anyways, My compiler is MinGW that uses the IDE Code::Blocks. also the operating system that im
Hey all, I'm making a simple side-scrolling game, and I would appreciate some input! My collision detection system is a simple bounding box detection, so it's really easy to implement. However my collision resolution is ridiculous! Currently I have a little formula like this: if (colliding(firstObject,secondObject)) firstObject.resolve_collision(yAxisOffset); if (colliding(firstObject... xAxisOffset as well. Now this is working great, in general. However there is a single problem. When I have a stack of objects and I push the first object against that stack, the first object get's "stuck