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 2d top-down car physics [on hold] am trying to make a simple top-down racing game (with unity3D/C#) and i feel a little bit stacked when it comes simulate "realistic" physics of a car movement, for now my biggest issue is when the car turn, it always rotate very fastly and with a very unrealistic way, for now all that i can think about is the speed variable, acceleration and maxAcceleration. Please if you can link me to some good articles, tutorials or code example (the language doesn't matter) i will be very grateful thank yo How do I scale a motion capture animation? I used motion capture in my room using the Kinect. As I don't have much space I make compressed running moves, i.e. I put my legs up and down while not moving far forward.How can I stretch the animation, so me walking 1 meters amounts to the skeleton walking 3 meters or similar while not exaggerating movements to the left/right? AABB collision detection not detecting in some cases I'm using simple AABBs in a tile based world, and for some reason the algorithm does not detect collisions when moving towards the left and then down. I actually upload a video to YouTube to demonstrate the problem because I can't figure out a good way to explain my problem. Here it is:AABB collision detection problemAs you can see, the little wireframe tile that moves around is the player, and when I move to the left, and then try to move down on the tiles, the player just slips right throug Grid based graph layout [migrated] I'm looking for a way to lay out undirected connected graphs in 2D grids where each node is placed in its own cell so that no edges will intersect. An example would be to generate a roguelike dungeon with rooms and corridors according to a given graph. Nodes would become rooms, edges would become corridors. Of course all of it would only be possible if the graph is planar.Another variant of the problem would be using a 3D grid. I don't know if arbitrary graphs could be layed out in 3D without Using GLES 2.0 producing a blank screen after the game is quit in LibGDX I am making a 2D tile based game in LibGDX. I am using Scene2D Stage in my Screens. I am also using GLES2.0 in my game. When I changed from GL10 to GL20. On pressing the back button, my game is displaying only the blue screen (i.e. set as gl background)but it is ot displaying my sprite. I have used this class as my Base Screenpublic abstract class AbstractScreen implements Screen { // Game reference private Game game;// Initialprivate String screenName = "Untitled Screen";private f OpenGL ES, orthopgraphics projection and viewport I want to make some simple 2D game on iOS to familiarize myself with OpenGL ES.I started with Ray Wenderlich tutorial (How To Create A Simple 2D iPhone Game with OpenGL ES 2.0 and GLKit). That tutorial is quite good, but I miss some parts of a puzzle.Ray creates orthographic projection using some magic numbers like 480 and 320. It is not clear to me why did he take these numbers, and as far as I can see - sprite is not mapped to the ipad simulator screen one-to-one pixel. I tried to play with Efficient approaches to updating adjacent grid tiles when one tile is disabled? I'm trying to update the surrounding grid of tiles if one of them is disabled (not removed). For example, imagine we have a grid of tiles each with x representing one texture:x, x, x, x, x, xx, x, x, x, x, xx, x, x, x, x, xx, x, x, x, x, xx, x, x, x, x, xx, x, x, x, x, xNow if some of these tiles are disabled, I need to update the surrounding tile textures to a different texture:x, x, x, x, x, xx, y, y, y, x, xx, y, , y, y, yx, y, , y, , yx, y, y, y, , yx, x, x, y, y, yI Java game removing specific block from arraylist [on hold] I am making a minecraft like game. This is a simple game question I have a arraylist of dirt blocks. when you right click you can place dirt blocks anywhere you want, but if you left click one I want to remove that specific block How can I do that.

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