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2
votes
4answers
209 views

Bouncing ball isssue

I am currently working on the 2D Bouncing ball physics that bounces the ball up and down. The physics behaviour works fine but at the end the velocity keep +3 then 0 non-stop even the ball has stopped ...
16
votes
6answers
705 views

Separating game data/logic from rendering

I'm writing a game using C++ and OpenGL 2.1. I was thinking how could I separate the data/logic from rendering. At the moment I use a base class 'Renderable' that gives a pure virtual method to ...
-1
votes
1answer
50 views

Problem in animating polygon [closed]

Hi I am trying to move my black colored polygon downward. But As soon as I run my application my polygon gets invisible! I think My logic of move function is wrong. Can anyone help me out in figuring ...
4
votes
1answer
139 views

Game Logic Update Order

Is there a commonly-accepted general approach to the order of processing logic updates? My current 2D platformer has objects that implement different concerns, including the following: Notifiable - ...
2
votes
2answers
245 views

Should I code game logic separately from game engine scripts

I'm developing a game in Unity3d, economic strategy. I wonder if I should code logic inside unity scripts, or write it as an external module/library? By game logic I mean game model, which describe ...
0
votes
1answer
65 views

What's the best way to compare blocks in a matching game that can be multiple colors?

I have a match 3-4 game and the blocks can be one of 7 colors. There are an addition 7 blocks that are a mix of the original 7 colors so for example there is a red and blue block and there is also a ...
2
votes
1answer
151 views

Keeping everything within one Activity

Overview My game is currently based on a single activity (rather than multiple activities) and I would like to keep it that way. At the moment, it goes straight into the game at level 1. I will ...
0
votes
1answer
65 views

3D Position won't translate to 2D

My 3D Hero-Model is positioned at a certain point in 3D-Coordinates. Whenever he's colliding with a coin, I want to place an animated sprite sheet there. But my following implementation won't give me ...
2
votes
1answer
181 views

Moving sprites based on Delta time - consistent movement across all devices with different resolutions

This is the formula I am currently using to move my sprites across the screen: Examples below only deal with X coordinates to keeps things as short as possible. Initial variable declarations: float ...
6
votes
8answers
515 views

Randomly spawning objects so they don't intersect [duplicate]

I've got this code for spawning enemy objects in random places: for (int i = 0; i < 7; i++){ enemyObject = new Enemy((r.nextInt(Main.WINDOW_WIDTH), r.nextInt(Main.WINDOW_HEIGHT)); } The ...
0
votes
3answers
251 views

Where to run logic update in openGL ES?

Using Canvas with Surfaceview I had a run() method where I would essentially do the following: onDraw(); update(); Where onDraw method would do the rendering and update would update all my game ...
6
votes
4answers
493 views

Machine Learning in AI for benefit analysis round to round in a rummy like game

For fun I am building the game 5 crowns. Well I've gotten to the point where I am implementing the rules for the computer players. I've found that my decision tree has so many nodes on it that I ...
2
votes
1answer
222 views

Pausing and resuming in Unity

I've been writing this code quite late so please bear with me. I'm trying to pause the game and show a menu when I'm inside a collider and then when i press a key it should unpause the game and ...
2
votes
3answers
327 views

How To Export Blender Game Logic for Controlling Actor Actions?

Question: How does one export Game Logic ("Sensors") that Unity references for controlling actions from Blender's "Action Editor" or "Dope Sheet"? Problem Statement: I have a Blender model that has ...
2
votes
4answers
705 views

Entity/Component based engine rendering separation from logic

I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component ...

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