Hi,

I'm currently trying to learn to write games using BGT, and although I'm
nowhere near to being able to write complex games let alone an FPS and
considering the math that would go with a project like that, I do really
like your ideas on lessons/intros  on the mathematical  side. Like I said I
know I'm nowhere near to needing that for what I'm doing currently but I
could definitely see it being useful in the future, so I for one would be
interested  in something like that  and would definitely read it.   Even
with this post a lot of it has gone over my head but it's been really
interesting to listen to peoples concepts and different ways of approaching
things.

Paul 


-----Original Message-----
From: Gamers [mailto:[email protected]] On Behalf Of Cara Quinn
Sent: Wednesday, July 31, 2013 1:23 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java

thanks Ian, for adding that. :) I was wanting to turn Ryan and others on to
the concept of viewing a game in real time with a frame rate and dynamic
velocities rather than relying on timers which might complicate
understanding of game mechanics rather than help it.

As Thomas said, obviously some spoon feeding is in order so moving ahead
slowly is a good thing.

I agree with you, having movement vectors and such be consistent over
varying frame rates is a necessity. I'm wondering if we're not already going
way too far for John. :)

I was honestly wondering if I'd missed something in the discussion with my
couple of notes. So I thought I'd ask.

Just as a general note, it seems this topic comes up from time to time which
is good. I'm wondering if we want to start actually putting together some
lessons for 3D game development? If we do, we can refer back to these again
and again. Also, rather than needing to be language specific, these can
really be conceptual to get people started on putting games together or even
supplement the understanding of the more experienced devs on the list. I
think sharing ideas and styles can be a really good thing. It helps me all
the time in my day to day professional development work.

Anyway, just a thought.

Thanks,

Cara :)
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On Jul 30, 2013, at 4:52 PM, Ian Reed <[email protected]> wrote:

And if I can add to that concept you can also base that speed on the amount
of time elapsed since the last frame.
That way if you are holding forward you move at the same speed regardless of
whether you are getting 30, 60, or 100 frames per second.
So for example:
float distanceTravelledThisFrame = secondsElapsedSinceLastFrame *
playerSpeedConstant;

Some very old dos games had speed problems when run on a faster computer
because they were updating your position based on how many times the
processing loop ran in a second rather than how much actual time had
elapsed.
You may remember games like Space Quest that had a speed setting so you
could adjust this to be reasonable for your computer.
But they didn't have enough settings to keep up with the rapid speed
improvements of computers, smile.

Ian Reed


On 7/30/2013 4:12 PM, Ryan Strunk wrote:
> Hi Cara,
> I haven't pondered this. Are you saying, for example, that you could 
> give the player a forward velocity of 0.1, and as long as walking is 
> true, update that every time through the game loop? Then if the 
> velocity is 0, he just wouldn't move?
> Fascinating concept. I wouldn't mind some clarification.
> All the best,
> Ryan
> 
> -----Original Message-----
> From: Gamers [mailto:[email protected]] On Behalf Of Cara 
> Quinn
> Sent: Tuesday, July 30, 2013 3:27 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] looking for programming advice:
> cyntaxdifferencebetween bgt and java
> 
> Hey there y'all,
> 
> Maybe I'm missing something here, but rather than using a timer at 
> all, would it not be more appropriate to simply calculate a velocity 
> vector each frame which could either stay static or change depending 
> on the player's surroundings. This way the player's movement could be 
> calculated and performed every frame. No timer necessary.
> 
> thanks for the great thread!
> 
> Smiles,
> 
> Cara :)
> 
> 
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