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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
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?
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
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
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
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
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
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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