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