Tuesday, 17 August 2010
The issue however is that changes to the collection should be represented in the main area of the form immediately, but the CollectionEditor control seems to leave the collection in an undefined state until the form is closed.
I can understand what the CollectionEditor form is trying to do, it is waiting until the user clicks on OK or Cancel before writing the changes to the actual collection. However it doesn't do this, it partly mucks up the collection when the user changes items or adds them, but doesn't touch the actual collection when the user removes or rearranges items.
Monday, 16 August 2010
Tuesday, 18 May 2010
There will be two main parts to the class. The first part is how to set it up during game loading, and the second is how to use it during the game to check what the player is doing. I use the concept of "Actions", which can describe a particular action the user wants to do, for example selecting a menu item, asking a character to jump, or steering a car to the left.
Tuesday, 4 May 2010
What is needed is a more robust, systematic method to solve problems like this, then a computer can solve it, and computers don't make mistakes. The method I will derive results in two relatively simple steps to solve any resistor network, no matter how complex. The first step is to set up a matrix that describes which nodes are connected together, the second step is to invert the matrix and solve.
Wednesday, 21 April 2010
Previously my camera class simply set up the view and projection matrices based on various input. These matrices are then used by the other components in the game to draw themselves. I have now added an extra property to the class, AnaglyphType, to determine whether the scene is rendered as a left/right stereo pair. Also extra code is added to the game loop to draw the scene into two textures, then combine them with a pixel shader.
Monday, 12 April 2010
I find nothing more frustrating in car games than when the developer has implemented some ridiculously unrealistic model for how the car moves. For most games, especially flash-based mini-games, simulation grade 3D physics are not required, but still the car should move and turn roughly like you'd expect a real car to.
Have a quick go at this car parking game, or this one, try to turn into a parking space, something doesn't feel right. More specifically the rear wheels are sliding sideways whenever you turn - this does not (normally) happen in a real car, and it makes this game very hard for all of us used to controlling a real car. I'll show you here how to get better physics than this in just half a dozen lines of code.
Sunday, 11 April 2010
I think this one came out pretty well, the rotors on the top of this model helicopter really look like they're coming out towards you!