Arithmetic, geometry, calculus, and all else which resolves the number-crunching necessary in a game. Math questions are those that deal with the formulae and calculations used by the game in various parts.
5
votes
2answers
206 views
Slerping rotation mirrors
I rotate my game character to watch at the target using the following code:
transform.rotation = Quaternion.Slerp(startQuaternion, lookQuaternion, turningNormalizer*turningSpeed/10f)
...
2
votes
1answer
119 views
How to balance experience gain in an RPG
I am currently developing an RPG game with a classic experience-points and levelup mechanic. The player kills monsters, gains experience points, levels up when they collect enough and become stronger.
...
2
votes
1answer
109 views
Vector normalization gives very imprecise results
When I normalize vectors I receive very strange results. The lengths of the normalized vectors range from 1.0 to almost 1.5. The functions are all written by me, but I just can't find a mistake in my ...
0
votes
0answers
64 views
JavaScript 3D space ship rotation
I am working with a fairly low-level JavaScript 3D API (not Three.js) which uses euler angles for rotation. In most cases, euler angles work quite well for doing things like aligning buildings, ...
1
vote
1answer
82 views
Automatically zoom out the camera to show all players
I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a perspective camera that looks ...
0
votes
0answers
28 views
Perspective projection computation
I'm learning OpenGL from arcsynthesis and I don't understand something about perspective projection (http://www.arcsynthesis.org/gltut/Positioning/Tut04%20Perspective%20Projection.html).
When the ...
3
votes
1answer
82 views
How to Construct a Perspective Projection With 4 Vanishing Points
Is it possible to construct a projection matrix which will create a perspective with four (or more) vanishing points?
This question have an OpenGL tag, but general insights are welcomed as well.
-4
votes
0answers
46 views
Shoot boom and arrow like game kingdom rush [duplicate]
In game kingdom rush, archer and gunner shoot bullet in parabol path.
but i don't know use what algorithm kingdom rush use to shoot bullet in parabol path.
I have :
Postion of tower.
future postion ...
3
votes
4answers
164 views
The physics equation for a perpetual seesaw
I am trying to create a game that involves two or more people jumping on a seesaw and propelling each other in the air. I need help with the physics equations
Assume no friction and no air ...
0
votes
1answer
58 views
Displaying normals of a geometry
I have a rectangle which is created by 2 triangles and it is in x-z plane, and i have object on it. Now, the normals of two triangles (face normals) are y axis i.e. (0,1,0). I want to display normals ...
-2
votes
1answer
92 views
how to predict enemy postion to shoot bullet same kingdom rush
i'm doing a tower defense game same kingdom rush, enemy can run curve not only linearly.
i found this link : 2D tower defense - A bullet to an enemy
but this link use only for enemy run linearly.
...
0
votes
1answer
81 views
Performing intersection testing in world's or object's space?
Am adding basic ray casting and collision detection for my game, also adding bounding volumes/collision mesh.
Given that the ray is cast in world space and each mesh's node can track world ...
0
votes
1answer
47 views
Box2d making a body follow the mouse accurately
I am trying to make a box2d b2Body follow my mouse position. This is the code I am using at the moment but it is not performing very well:
deltaPos = mousePos - body->GetPosition();
deltaPos *= k;
...
3
votes
3answers
171 views
Math to steer a car
I'm in the early stages of a city driving simulation project, and I'm having trouble with the math to determine how the AI should steer the cars. My car model is very simple, with nothing like ...
1
vote
1answer
112 views
Calculate when round object is inside an ellipse
I want to calculate in java when a circle is inside an ellipse. I drew an example below:
For this particular problem, the top left corner of the field has the position 0.0f, 0.0f. The bottom right ...