The logic tag has no usage guidance.
-1
votes
1answer
45 views
Manager Game Logic
I'm currently trying to figure out a way where I can achieve the following;
Pre-Calculate the game - This will predetermine any event / interaction between the players.
Simulate the calculation - ...
3
votes
1answer
35 views
How to decide the direction of movement, when navigating a fixed path in a 2d overworld?
Suppose, I have a 2D overworld like in Super Mario Brothers 3, but without junctions or intermediate nodes. Only a single, contiguous path of level nodes, which should be navigated with the arrow ...
3
votes
1answer
52 views
How to handle angles in an isometric game?
I am working on my first isometric game, and I am not sure how to go about angles and rotation. Basically, I want the player's forward movement and rotation to coincide with the isometric angles.
I ...
2
votes
1answer
68 views
Looking for good comunication schema in turn-based game with multiple players
based coop game that will need to communicate to the server to handle the game process. Basically I need to be able to invite to the game, progress through turns (one player at a time) and finish in ...
2
votes
1answer
128 views
How to compare different states of my game? (rpg)
Edit : complete reframe of my issue :
Hello,
I've narrowed down my issue to this :
I'm working on a rpg, the battle system. I want to compare different scenario with each other.
For example, what ...
4
votes
3answers
123 views
How to test for adjacency?
I need to come up with a better way to test for adjacency in a grid environment. Imagine that the blue is water, the green is land, and the red dot is a character. What I need to do is efficiently ...
0
votes
1answer
56 views
Card/Tile Game, loops dont update element0 of playerHand properly
The Problem
I am dealing from another class and into a player's Tray(A class with a List of Tiles and an array of bools to show that a slot in the tray is full). When dealing into the player's tray, ...
2
votes
2answers
152 views
Daily quest system
I am creating a game for Android/iOS. The game has a server that communicates with my appengine database. I want to implement daily quests as motivation for the players to return every day, but I need ...
0
votes
1answer
47 views
Logical Dependencie Problem [closed]
I am working with Unity and C#, but my Problem is a more general programming problem. I am trying to keep things easy, but still make them global access able and easy to modify.
So I have a ...
2
votes
1answer
179 views
Kart Racing Attack AI
I am developing a kart racing game. In it, the players fight with each other while racing.
There were several ways I tried to add attack AI to the enemies and the player.
When the user clicks on ...
9
votes
3answers
925 views
UPS and FPS - What should I limit and why?
I'm currently writing a game using C++ and SDL2 and there's one thing that I'm wondering about - does it make sense to limit my frames per second (FPS) and/or my updates per second (UPS)?
I get the ...
0
votes
2answers
55 views
Can we create same name class for different objects in unity?
I have four similar objects in my game. As they are all similar therefore I have created a single script that defines mash for all of them. The script that defines mash for these objects uses a ...
0
votes
1answer
77 views
Can someone explain to me the difference between 2 XNA methods?
I was recently trying to make a boucing ball off the environment walls. I apparently had everything correct, except for one thing, that I corrected stupidly, which made my code work, but I don't ...
0
votes
1answer
226 views
Organizing a Transform class to internally use quaternions
So, I'm interested in building a Transform class similar to the one used in Unity Engine, but in C++. My intent is for it to be user-friendly to change the position, rotation, and scale of a variable ...
0
votes
0answers
118 views
How can I make several 2D objects move in complex pre-defined patterns?
I will be making my mobile 2D game in Unity and the objects in the game will have complicated movement. For example, there will be lots of squares (around 10-15 tiny squares) in the middle of the ...
1
vote
3answers
153 views
Should cooldown be time or tick based?
In the past I've done cooldowns as a specific time in ms, but I was thinking isn't having tick based cooldowns better. This would be more accurate and efficent(not sure).
The bad side I can think ...
0
votes
1answer
200 views
How to check a value from the last frame, while using events in Unity
What I am trying to do is check if a value has changed from the last frame, while using events. Typically I could use threading to my advantage and have a check at the bottom of Update() to see if a ...
2
votes
2answers
155 views
Where does game logic belong? [closed]
I've always had a hard time wrapping my head around the 'high levels' of game logic and where/how large components, such as collision detection/physics, rendering, and user input, interact with one ...
0
votes
1answer
85 views
Oblique launch within a game
I'm creating a simple game in python that will follow the same logic of DDTank and Worms. The graph is formed by characters. The buildings that will be destroyed are formed by '*', players are '@' and ...
1
vote
1answer
300 views
Best Practices for combining animation and logic
In Games I often run into this kind of scenario:
The Game Logic decides something happens, and of course the logic does so instantly. But the Game also has animations depending on the logic. Like ...
1
vote
1answer
108 views
Determine Mesh Vertex Index Given Another Mesh Index
Please bare with me as I explain what I am trying to accomplish :P
Each 'X' below represents a mesh vertex:
For my Unity3d GameObject (G1); the mesh vertices are stored in a C# List object in the ...
0
votes
2answers
57 views
How do I know when a player has crossed a point threshold?
I’m needing help figuring out logic when adding a time bonus to my game.
I only want to reward the player with extra time if they level up.
Currently when the player’s score is less than 100 no ...
0
votes
1answer
749 views
Hearthstone suggest a card algorithm [closed]
Does anyone have an insight of the suggest a card algorithm in hearthstone deckbuilding? I would like to try to see it that same suggestion can be applied in MtG, having for example to choose your ...
2
votes
2answers
188 views
Finding diagonal objects of an object in 3d space
Using Unity3d,
I have a array which is having 8 GameObjects in grid and one object (which is already known) is in center like this where K is already known object. All objects are equidistant from ...
3
votes
3answers
283 views
How can I model a “weapon overheating” mechanic?
I want to create a weapon overheating system very similar to the plasma rifle in Halo. You can watch a video of the plasma rifle firing.
What I want to do is to create a flexible logic that can be ...
8
votes
3answers
2k views
Why should I separate objects from rendering?
Disclamer: I know what an entity system pattern is and I'm not using it.
I've read a lot about separating object and rendering. About the fact that the game logic should be independent from the ...
0
votes
0answers
114 views
Create random level platforms on screen
I'm trying to create random level platforms like this:
public Level(int platfromsInLevel, Texture2D sprite, int screenWidth)
{
rnd = new Random();
this.screenWidth = screenWidth;
...
1
vote
3answers
561 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 ...
17
votes
6answers
5k 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
115 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 ...
2
votes
2answers
2k 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
94 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 ...
3
votes
1answer
407 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
128 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
567 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 ...
0
votes
3answers
2k 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
726 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
3k 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
788 views
How can I export Blender game logic for controlling actor actions?
How does one export game logic ("Sensors") that Unity references for controlling actions from Blender's "Action Editor" or "Dope Sheet?"
I have a Blender model that has game logic sensors that ...
4
votes
4answers
4k 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 ...
1
vote
1answer
546 views
In 2d game logic, should I use pixels or world coordinates?
Currently in my game I handle the logic (collisions, movement) using pixels but I find it very limiting espiecially when thinking about variable speed.
For example Box2D requires you to use ...
3
votes
4answers
3k views
3-in-a-row or more logic
This is a bit more difficult than it seems and the one other post on here isn't sufficient. You have a row of n items, and each item could be any one of 5 colors. You need to find if there are any ...
1
vote
2answers
568 views
How to handle “weapon slots”?
I'm working on implementing an RPG engine, and I'm trying to figure out the best way to implement equipment. The really tricky part is the hand slots.
It would be easy to give a character one hand ...
3
votes
2answers
450 views
Derive a algorithm to match best position
I have pieces in my game which have stats and cost assigned to them and they can only be placed at a certain location.
Lets say I have 50 pieces.
e.g.
Piece1 = 100 stats, 10 cost, Position A.
Piece2 ...
3
votes
0answers
143 views
Is there a logic game engine to be used in OS game? [closed]
Ludocore is a paper where a research on a logic game engine is presented.
For game I cooperate on -- Opendungeons -- it would seem fine to have separate abstract layer of code which would deal only ...
0
votes
1answer
250 views
Logic For camera Movement
Every time I move the hero on my screen I increment a screenOffsetX and a screenOffsetY.
These add 1 if you move right, -1 if left to the sceenOffsetX. Add the screenOffestY +=1 if down, -=1 if up.
I ...
-4
votes
2answers
212 views
Safe zone implementation in Asteroids [closed]
I would like to implement a safe zone for asteroids so that when the ship gets destroyed, it shouldn't be there unless it is safe from other asteroids.
I tried to check the distance between each ...
0
votes
2answers
774 views
Logic behind a checkers game? [closed]
I'm starting to make a checkers game and I've got all my graphics + the board drawn. Before I moved on to creating the pieces I was wondering what an easy way to tackle the logic side of the movement ...
1
vote
6answers
5k views
Snake game logic
So I'm thinking about making snake game. I started thinking about it. I figured out almost everything, but I have found one fundamental problem I can not fix myself and I need your help. The logic ...
0
votes
2answers
257 views
Logic / Render phases with a single thread
The question I have may generate different opinions from different developers, but I'd still like to have an answer on this.
Its all about the updating and rendering steps of the game loop, and their ...