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 1 
 on: 2016-05-24 07:21:54 
Started by BurntPizza - Last post by Roquen
Ran across this algo visualizer: http://jasonpark.me/AlgorithmVisualizer/

 2 
 on: 2016-05-24 06:14:36 
Started by bmanmcfly - Last post by VaTTeRGeR
In case you mean 3d terrain:

You could drop your triangles in a spatial data structure of any kind and then get the nearest ones and do ray to triangle collision to determine the intersection point.

https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/math/Intersector.java#L383

This could be overkill, but it handles all kinds of terrain  (split/irregular structure)

 3 
 on: 2016-05-24 04:34:21 
Started by pw - Last post by ziozio
Similar comments to previous post, I am struggling on the basic 1 level. You make 1 mistake or get taken out by a car behind and its game over. I have also yet to see the lead car make any mistakes or get slowed down by anything.

 4 
 on: 2016-05-24 02:59:45 
Started by bmanmcfly - Last post by bmanmcfly
In order to keep a player "stuck" to the ground.

As it stands, I get contact when the player lands, determine the distance ratio for the vertex the player is on.

The issue is, when crossing to the next vertex, the player will go into an airborne state (or just follow the same path walking through the air). 

I've looked to how others have handled similar problems, and it seems to be one of those that people keep close to the vest. 

I figured there are three possible ways to tackle the issue, and while I try to implement these (or the one that works best), I was hopeful that others might be willing to give some insights into which might be best, or if these are not well thought out. (I wouldn't bother asking if it weren't for the limited time I get to work on the game).

Anyway;

option 1: When I loading the map polygons, get the vertex that would be walk-able, get the start and end points for that vertex loaded into an array. 
This would wind up with an array of point vectors and when the player exits the current vertex it would grab the next point to determine the direction of the vertex. 

The foreseeable issue with this is to determine whether the polygons are actual neighbors with a common start point or if its a gap in the terrain that would lead to a drop.

option 2: Would be to explicitly define, in an array of arrays of points that would define the ground segments, when the player lands on a segment of ground it would figure out which array it belongs to and if they go past the first or last point in that array that they would drop (unless its a wall).

This is a more brute force approach, and would probably be tedious to define, perhaps I could use custom properties in tiled to define that...

option 3: I would keep the polygons for collision detection, but then, use polylines over the walk-able terrain, then it seems it would be simple to get the next points once the player goes beyond the current line segment.

The only issue I have with this is it seems a bit redundant.

Well, as I was writing this, it seems clear to me now that option 3 is going to be the best bet and the simplest to implement, so I'll try that one first...

any comments on these approaches is still appreciated though, so I'll post it anyway.

Thanks, from the neighborhood novice.

 5 
 on: 2016-05-24 01:36:39 
Started by pw - Last post by bmanmcfly
I took a try at your game, congrats on getting it out there.

One note, there were about 50 other games called "racing 2d" and similar variations, perhaps coming up with a different title that will be a little bit more unique might draw extra people to download your version.

I tried about 5 times at the first level and here's a few comments for you, don't take criticism harshly, I'm generally not a fan of racing games to start.

- The controls were quite tough, it was the third race by the time I went a full race without leaving the track
- The computer racers followed the racing line that would be ideal, so, beating the computer, even on the first level was a steep learning curve
- The attacks were hard to avoid from computer players, but mostly hard to aim to get them
- when choosing a level, it felt a little unresponsive, would be helpful to have an indication to show that the level had started to load
- on my screen the ingame text was quite small

Some positives;
- The graphics were nice (although maybe have all different colors for computer cars)
- Good use of the level selection, loading screens, etc...
- did not crash or anything at any point

did not try the multiplayer at all, so can't comment there.

 6 
 on: 2016-05-23 19:28:51 
Started by BurntPizza - Last post by basil_
Okay, but then why is the right one x-mirrored?  Smiley

 Grin

 7 
 on: 2016-05-23 17:14:26 
Started by BurntPizza - Last post by matt_p
Started (for the third time) switching to Android Studio on thursday night with some success (had always some problems with some dependencies and gradle) and went to London on friday for a city trip - got home yesterday at almost midnight and fixed all my open Android Studio related issues today --> now I'm back on track with my project  Grin

 8 
 on: 2016-05-23 15:20:12 
Started by Neoptolemus - Last post by elect
For info: i am updating the tutorials, because this started from the oglDev tutorial, as soon as I am done I will go on with jAssimp.

But if anyone can help, don't hesitate please

 9 
 on: 2016-05-23 12:56:27 
Started by BurntPizza - Last post by SHC
Okay, but then why is the right one x-mirrored?  Smiley

The triangle rotates around the y-axis, and it is a matter of starting time.

 10 
 on: 2016-05-23 12:24:01 
Started by BurntPizza - Last post by Drenius
You can see the same test running on Chrome (HTML5), Windows (LWJGL 3) and Android at the same time.

Okay, but then why is the right one x-mirrored?  Smiley

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