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1  Games Center / Archived Projects / Re: BreadPong on: 2004-11-28 13:30:47
Quote
its very nice that this discussion gets along frame rates. now i would like to drive it in the area of collision detection  Grin

*if my post isnt placed well here, im sorry, an admin should move it to an own thread then.*

years ago i made a arkanoid clone by myself and i got fast to some collision issues.
best way to animate smoothly is to have a coordinate and a direction vector, which gets scaled based upon the passed time.
this can cause the problem that if the computer is late on drawing and the direction vector gets too long, the ball could jump over small obastacles without noticing any collision. same problem occurs if the ball's speed is very high.
i solved the problem with calculating each pixel of movement and testing collision for these positions (so many tests for one frame). this is a pretty save but expensive way.

i know is started such a thread long time ago, but the
solutions(?) were a little academically (i remeber some words like raycasting - perhaps a little too heavyweight for breakout ...)

Cool


Hey can i look at how  you did collision detection in your arkanoid clone please i am trying to learn how to do the same thing
2  Games Center / Archived Projects / Re: BreadPong on: 2004-11-28 13:23:13
Can we see how you implemented it please ?

I am trying to learn how to do the same thing
3  Game Development / Shared Code / Re: Pixel perfect collision detection on: 2004-11-28 13:20:31
Few questions on your code please.

for(int big=0;big<50;big++)

why only traverse the loop till 50 ?

first = com.sun.j3d.utils.timer.J3DTimer.getValue(); //System.currentTimeMillis();

second = com.sun.j3d.utils.timer.J3DTimer.getValue(); //System.currentTimeMillis();

why do you do this even though it is not needed for collision detection ?

Would be nice if you answer please Smiley

Thanx.
4  Game Development / Shared Code / Re: Pixel perfect collision detection on: 2004-11-28 12:56:46
Quote
Well I tried to post the code but the forum software says it is too long so the link is:

http://www.scottshaver2000.com/ImageFunctions.java


Can we request for a version of  your code that uses single images rather than array so it will be easier to understand it please.

Thanx.
5  Game Development / Networking & Multiplayer / Re: Make Java games in your browser. Hosted for fr on: 2004-11-13 18:50:06
Quote
Hi,
I just finished a rough month making the site Appletmaker.

It lets you post source like other sites but it is also an ONLINE IDE!
Complete with online compiling and hosting for your applets.

It has a step by step tutorial for new users and modding an existing applet.

I have an object based game layer that is supported by the site that allows people to share classes and simply add them to their projects and see them work.

The site also supports stand alone applets and all Java platforms.

Email me stylinsty@yahoo.com if you want help learning java games.
These Java game forums are perfect forums and will be linked from Appletmaker!

Lets make games! Don't know how? I will teach you.
-Steve
http://www.appletmaker.com/appletmaker/



Do you still run your site ? Gives me utter gibberish in IE 6
6  Java Game APIs & Engines / Java 2D / New to Applet Game Programming on: 2004-11-13 18:23:18
Hi,

I am new to applet game programming though i have extensive knowledge of Java. I am currently doing a module on it in university and would be greatly helped if someone suggested on some resources on obtaining more information on this knowledge.

Thanx,

- FaeLLe
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