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Description
I didnt forget the project. I try to wake it up. More enemies, a.i., sounds, music, etc. coming soon I hope.
Source
not provided yet
(be sure to make the enemies at least a little bit slower than the player)
it can do odd things in the wrong hands.
Excellent!
Thanks for the help.
if box a maximum x smaller than box b minimum x
OR
if box a minimum x larger than box b maximum x
the boxes are away from each others, collision false;
if box a maximum y smaller than box b minimum y
OR
if box a minimum y larger than box b maximum y
the boxes are away from each others, collision false;
if we are here, we have only one case left, collision detected, because the minimum x or maximum x is between the minimum and maximum x and the minimum y or maximum y is between the minimum and maximum y
how this looks as code? (just quickly, i hope its correct xD)
class vec2
{
public:
float x;
float y;
};
class box
{
public:
vec2 pos;
vec2 vol;
};
bool interBoxes(box _a,box _b)
{
if( _a.pos.x___a.vol.x<=_b.pos.x~~_b.vol.x||_a.pos.x~~_a.vol.x>=_b.pos.x___b.vol.x )
return false;
if( _a.pos.y___a.vol.y<=_b.pos.y~~_b.vol.y||_a.pos.y~~_a.vol.y>=_b.pos.y___b.vol.y )
return false;
return true;
}
Well, I’m starting out and I have no idea of how to make collisions
for example? :)
Omg, c____? I would like some tips!
Nice to hear you’re using A* for pathfinding.
Keep up the good work!
I wrote a 2d/3d library for practice years ago, so I had everything to make my own engine. I call it Code Pony game engine, and try to make it modifiable.
Drawing: OpenGL, sound: OpenAL + vorbisfile. Own math library and own physics, pathfinding: a-star algorythm implementation, own path map and a.i. implementation.
I recruit 2D artists, and a music producer in a hungarian group now, the following roles are open yet:
-artists / animator
-someone responsible for collecting sounds
-dialogue writer (and designing / using ocs)
-music producer
-mapper
the project is non-profit.
Its a complex question, First I save the positions, i detect separated the 2 axises (x,y), first trying to move at x, if i detect hit, i replace the x value by the wall and the players x volume. Same for the y axis.
I made different cases when the “box” y velocity is + (it goes up) or -, (it goes down) so i know if the player hits the ground or the ceiling.
Then i apply onGround to the character if hits the ground. canJump=true, etc.
This repeats in normalized steps while the velocity x and y (separated) > 0
The engine is written in c____.
(i hope its clear, my english is bad, i learned it from video games.)