Unanswered Questions
734 questions with no upvoted or accepted answers
9
votes
1
answer
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Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?
In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
6
votes
0
answers
281
views
How can I call a native mobile API in Construct 2?
How can I use mobile API features in a Construct 2 game (HTML 5/JavaScrit engine)?
I didn't find anything about that on the net, unlike other game frameworks like Corona Enterprise or Cocos2d.
6
votes
0
answers
213
views
How can I create a set of collision points for an arbitrary mesh?
In my project I am working on automatically deforming an arbitrary mesh with respect to another arbitrary mesh, within the context of user generated content, similar to this deformer being developed ...
5
votes
1
answer
1k
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Creating a Roguelike game in C
I'm trying to create a simple rogue-like game in ncurses in a C program.
The idea here is that, I'd parse a file like this:
...
5
votes
1
answer
184
views
How can I determine "exact moment" of collision with ray casting?
I'm currently brainstorming how the physics for my game engine is going to be handled.
It's top down and I'm thinking of using ray casting for collision detection.
I've reached two potential problems (...
4
votes
0
answers
173
views
Support function of Minkowski Difference
I am watching this and if you stop at 7:25, you will find an implementation of the support function. The goal of the function is to give you the farthest point in a given direction. My question is how ...
4
votes
0
answers
218
views
Phaser: InvalidStateError
I am using the Phaser framework for game development, but while working on it I face a bug which is annoying, I have the following message:
InvalidStateError: An attempt was made to use an object ...
4
votes
1
answer
3k
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How can I move a vehicle using speed and steering angle?
I want to drive a vehicle in x and y coordinate area with range from (0,0) to (6000,5000). I am using Visual Components (using Python API).
On input I have speed data and steering angle of wheels ...
4
votes
0
answers
314
views
Determine user mouse selection of 3D Object for multiple viewports
I am currently working on setting up some world objects for my level editor and am running into a bit of a snag. When I get the hit location from the mouse raycast, I would like to determine what part ...
4
votes
0
answers
181
views
Understanding unknown mesh data structure
I have a large number of old mesh files in a custom, undocumented binary format. I have managed to parse almost everything but am left with one group of structures, described below, that I don't ...
4
votes
1
answer
274
views
Issues with player movement and character interaction within Pygame
I am working on a small game that deals the main character, which is a cat, and dogs that chase it. The dogs are able to wander around like they are supposed to do, but the cat will only move a small ...
4
votes
1
answer
356
views
Correct order of entity updates and collision detection
I'm trying to simulate a number of units walking in a single file. My update loop looks like this:
...
4
votes
0
answers
70
views
Why does interactive cloth not appear in game view in unity5 Pro?
I used interactive cloth fir flags in unity5 Pro version and it appears in scene view but does not appear in game view while playing. What can I do for that please somebody help me out?
4
votes
1
answer
1k
views
HTML5 Canvas - Drawing with Floats
I'm trying to implement a game where you have car moving along a line in HTML5 Canvas. Using a little bit of trigonometrie I managed to get the right x and y coordinates to add to the coordinates of ...
3
votes
0
answers
1k
views
Wall sliding collision resolution with multiple objects
TLDR
My collision resolution algorithm with wall sliding works perfect for multiple walls but it fails when the angle of the corner of two walls is less than 90 degrees. (acute angles) and the player ...