Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-08-02 Thread Cara Quinn
Hi Ryan, yes, essentially this is true. However, see my earlier post to Jim.

YOu'd really want to keep your loop dynamic. So the time between each iteration 
is really a living, changing thing. :)

Yes, the movement vectors for each entity in your game will be longer or 
shorter depending on how you want your entities to travel. The longer the 
vector, the faster the perceived motion.

HTH and have a great weekend!

Cara :)


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On Aug 1, 2013, at 4:10 AM, Ryan Strunk  wrote:

Hi Cara,
I'm curious about the frame rate concept. I assume this would be based on
the time of your game loop? If your game loop is instructed to wait 5
milliseconds at the end to save processing power, then the movement rate
would, in essence, be triggered every 5 milliseconds? For faster characters,
you would just give them greater velocities?
Thanks much,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn
Sent: Tuesday, July 30, 2013 7:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java

Hi Ryan, yes and no.

If you're using collision detection, you can actually have your player's
avatar move and if he's unable to do that then the collision detection
routines can stop him for you. YOu don't even need a flag.

If your player is moving at a slower speed and touches a wall, then gently
stop him. If he is running and touches a wall then give him some damage,
stop him and bounce him back a bit based on his velocity. Does this make
sense?

It's really the job of the collision detection to decide whether or not your
player can move.

Obviously there may be other situations you may want to check for other than
collisions but the concept of attempting the move is what I'm getting at
here.

In a real physical situation sometimes you can't walk because the hill is
too steep. Know what I mean? Nothing is really stopping you but there's a
physical reason. YOu attempt to walk but find you cannot.

So let's look at this another way;

You're velocity is 0. You attempt to walk which simply changes your velocity
to something greater than 0.

The game loop processes your player's movement and if nothing is preventing
you from moving in the direction you want at the speed you want then you do.
Simple as that. If something is in your way then your collision detection
will stop you or move you back to where you were and reassign your velocity
to 0.


Obviously this is really primitive but do you get the idea?

Also, as Ian has mentioned, you would want to also take into account the
timing of your game loop or your frame rate as we've been calling it as
well, to manage your movements. YOu can sort of think of this as a movie.
But it's a dynamic movie with interaction. :)

Does this make sense?

If not then by all means, just shout back out! -And I'm happy to clarify and
I'm sure Thomas, Ian and others will happily do so as well. :)

HTH 

Cara :)
---
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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-08-01 Thread James Bartlett

Hello

I think that sounds like a good idea. even just reading these post I've been 
larning a lot.


bfn
James 



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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-08-01 Thread Ian Reed
I just realized why my little snippet didn't fit so well into the 
conversation of basing things off player velocity.
I used a playerSpeedConstant rather than velocity.  Seems obvious, but 
sometimes I miss the obvious, smile.

So here it is again:
float distanceTravelledThisFrame = secondsElapsedSinceLastFrame * 
playerVelocity;

In this way velocity is measured in distance units per second.
The default distance unit in DirectX is meters so your character moves 
at X meters per second.
I should also note that the secondsElapsedSinceLastFrame variable is a 
float or double and usually around 1 60th of a second, not multiple seconds.


Ian Reed

On 8/1/2013 5:10 AM, Ryan Strunk wrote:

Hi Cara,
I'm curious about the frame rate concept. I assume this would be based on
the time of your game loop? If your game loop is instructed to wait 5
milliseconds at the end to save processing power, then the movement rate
would, in essence, be triggered every 5 milliseconds? For faster characters,
you would just give them greater velocities?
Thanks much,
Ryan




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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-08-01 Thread Ryan Strunk
Hi Cara,
I'm curious about the frame rate concept. I assume this would be based on
the time of your game loop? If your game loop is instructed to wait 5
milliseconds at the end to save processing power, then the movement rate
would, in essence, be triggered every 5 milliseconds? For faster characters,
you would just give them greater velocities?
Thanks much,
Ryan

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn
Sent: Tuesday, July 30, 2013 7:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java

Hi Ryan, yes and no.

If you're using collision detection, you can actually have your player's
avatar move and if he's unable to do that then the collision detection
routines can stop him for you. YOu don't even need a flag.

If your player is moving at a slower speed and touches a wall, then gently
stop him. If he is running and touches a wall then give him some damage,
stop him and bounce him back a bit based on his velocity. Does this make
sense?

It's really the job of the collision detection to decide whether or not your
player can move.

Obviously there may be other situations you may want to check for other than
collisions but the concept of attempting the move is what I'm getting at
here.

In a real physical situation sometimes you can't walk because the hill is
too steep. Know what I mean? Nothing is really stopping you but there's a
physical reason. YOu attempt to walk but find you cannot.

So let's look at this another way;

You're velocity is 0. You attempt to walk which simply changes your velocity
to something greater than 0.

The game loop processes your player's movement and if nothing is preventing
you from moving in the direction you want at the speed you want then you do.
Simple as that. If something is in your way then your collision detection
will stop you or move you back to where you were and reassign your velocity
to 0.


Obviously this is really primitive but do you get the idea?

Also, as Ian has mentioned, you would want to also take into account the
timing of your game loop or your frame rate as we've been calling it as
well, to manage your movements. YOu can sort of think of this as a movie.
But it's a dynamic movie with interaction. :)

Does this make sense?

If not then by all means, just shout back out! -And I'm happy to clarify and
I'm sure Thomas, Ian and others will happily do so as well. :)

HTH 

Cara :)
---
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http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-31 Thread Paul Lemm
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:gamers-boun...@audyssey.org] 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  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:gamers-boun...@audyssey.org] 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 :)
> 
> 
> ---
> Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
> list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at 
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at 
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list, please send E-mail to ga

Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-31 Thread Ian Reed

Hi Tom,

Lol, exactly!  Fortunately dos box would let you adjust the processor 
speed back when I could see well enough to use it.
I had the same experiences with dos games running on a Pentium 100MHz, 
smile.


Ian Reed


On 7/30/2013 7:10 PM, Thomas Ward wrote:

Hi Ian,

Yes, you are quite right. You have to keep track of the amount of time
that has elapsed else your game objects will bounce around the game
like jack rabbits on speed. LOL!

As you said some of the old Dos games didn't do that, and it was
pretty amusing to try and play one of those games on say a Pentium 166
MHZ when the game was designed for say a 50MHZ processor tops. I had
games that would start up, play the music at for or five times normal
speed, and then show me a game over screen all because the frame rate
wasn't based on elapsed time. The author wrote it for a 286 or maybe a
386 never considering what would happen if it were played on a system
twice as fast.

Cheers!




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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-31 Thread Ian Reed

Hi Cara,

Yes, perhaps it is too far for John, but in large part my response was 
directed to Ryan who had asked about the concept.


The idea of putting together lessons is a great one.  I personally have 
already gained benefit from your math primer emails you sent a while ago 
and even looking through Thomas' recent code postings for John.
And making them about concepts and math rather than any specific 
language is definitely the way to go.
That way they benefit the most people and also the most devs can take 
part in creating them.


Ian Reed

On 7/30/2013 6:23 PM, Cara Quinn wrote:

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 :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara




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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-31 Thread Thomas Ward
Hi Cara,

I definitely think some intro lessons would be a good idea. A lot of
people decide they want to write a game in BGT or some other language,
but find that they don't have the math or other technical skills
really necessary to pull off a very simple FPS game etc. I've often
thought that we, the more experienced developers could write articles,
which lays some of these complexities out for a new game programmer.
Especially, since a lot of them assume all they need to do is learn a
programming language and have no idea how to write a collision
detection system, artificial intelligence, or any number of advanced
technical skills that goes into a game like that.

Cheers!

On 7/30/13, Cara Quinn  wrote:
> 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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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-30 Thread Thomas Ward
Hi Ian,

Yes, you are quite right. You have to keep track of the amount of time
that has elapsed else your game objects will bounce around the game
like jack rabbits on speed. LOL!

As you said some of the old Dos games didn't do that, and it was
pretty amusing to try and play one of those games on say a Pentium 166
MHZ when the game was designed for say a 50MHZ processor tops. I had
games that would start up, play the music at for or five times normal
speed, and then show me a game over screen all because the frame rate
wasn't based on elapsed time. The author wrote it for a 286 or maybe a
386 never considering what would happen if it were played on a system
twice as fast.

Cheers!

On 7/30/13, Ian Reed  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
>

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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-30 Thread Cara Quinn
Hi Ryan, yes and no.

If you're using collision detection, you can actually have your player's avatar 
move and if he's unable to do that then the collision detection routines can 
stop him for you. YOu don't even need a flag.

If your player is moving at a slower speed and touches a wall, then gently stop 
him. If he is running and touches a wall then give him some damage, stop him 
and bounce him back a bit based on his velocity. Does this make sense?

It's really the job of the collision detection to decide whether or not your 
player can move.

Obviously there may be other situations you may want to check for other than 
collisions but the concept of attempting the move is what I'm getting at here.

In a real physical situation sometimes you can't walk because the hill is too 
steep. Know what I mean? Nothing is really stopping you but there's a physical 
reason. YOu attempt to walk but find you cannot.

So let's look at this another way;

You're velocity is 0. You attempt to walk which simply changes your velocity to 
something greater than 0.

The game loop processes your player's movement and if nothing is preventing you 
from moving in the direction you want at the speed you want then you do. Simple 
as that. If something is in your way then your collision detection will stop 
you or move you back to where you were and reassign your velocity to 0.


Obviously this is really primitive but do you get the idea?

Also, as Ian has mentioned, you would want to also take into account the timing 
of your game loop or your frame rate as we've been calling it as well, to 
manage your movements. YOu can sort of think of this as a movie. But it's a 
dynamic movie with interaction. :)

Does this make sense?

If not then by all means, just shout back out! -And I'm happy to clarify and 
I'm sure Thomas, Ian and others will happily do so as well. :)

HTH 

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Jul 30, 2013, at 3:12 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:gamers-boun...@audyssey.org] 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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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-30 Thread Cara Quinn
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  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:gamers-boun...@audyssey.org] 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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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-30 Thread Ian Reed
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:gamers-boun...@audyssey.org] 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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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-30 Thread Thomas Ward
Hi Ryan,

Yes, that's the basic idea. You might have a walk flag and when an up
or down arrow is pressed it triggers the walk flag, and your main loop
simply acts upon the walk flag if the flag is true and ignores it if
it is false.


On 7/30/13, 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
>

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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-30 Thread Ryan Strunk
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:gamers-boun...@audyssey.org] 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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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-30 Thread Thomas Ward
Hi Cara,

Yes, that is how most professional game developers do it. The update
the player's position every frame or whatever the frame rate is rather
than using a timer etc.

Cheers!

On 7/30/13, Cara Quinn  wrote:
> 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 :)
> ---
> View my Online Portfolio at:
>
> http://www.onemodelplace.com/CaraQuinn
>
> Follow me on Twitter!
>
> https://twitter.com/ModelCara
>
> On Jul 30, 2013, at 5:11 AM, Thomas Ward  wrote:
>
> Hi Ryan,
>
> Good point. To be honest I didn't think of that. I always trim my
> footstep sounds to be the same length so weather you are walking on a
> concrete floor or a patch of grass your movement is consistant in my
> games. However, I do see your point that a timer would be more
> consistent in general.
>
> Cheers!
>
> On 7/29/13, Ryan Strunk  wrote:
>> I'm not sure why you wouldn't use a timer to calculate movement rate. If
>> you
>> rely on whether the sound is playing or not, you run into a whole host of
>> problems:
>> * If you change the step sound, the game's speed changes.
>> * If your floor footstep is shorter than your grass one, you would move
>> faster on a floor.
>> * If you want to adjust speed either up or down on the fly, you're out of
>> luck.
>> * Literals, especially such obscure ones, are not a good idea.
>> If you're going to have your player move a tile at a time, use a timer,
>> then
>> have the sound stopped and restarted if it's already playing.
>
> ---
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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-30 Thread Cara Quinn
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 :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

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On Jul 30, 2013, at 5:11 AM, Thomas Ward  wrote:

Hi Ryan,

Good point. To be honest I didn't think of that. I always trim my
footstep sounds to be the same length so weather you are walking on a
concrete floor or a patch of grass your movement is consistant in my
games. However, I do see your point that a timer would be more
consistent in general.

Cheers!

On 7/29/13, Ryan Strunk  wrote:
> I'm not sure why you wouldn't use a timer to calculate movement rate. If
> you
> rely on whether the sound is playing or not, you run into a whole host of
> problems:
> * If you change the step sound, the game's speed changes.
> * If your floor footstep is shorter than your grass one, you would move
> faster on a floor.
> * If you want to adjust speed either up or down on the fly, you're out of
> luck.
> * Literals, especially such obscure ones, are not a good idea.
> If you're going to have your player move a tile at a time, use a timer,
> then
> have the sound stopped and restarted if it's already playing.

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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-30 Thread Thomas Ward
Hi Ryan,

Good point. To be honest I didn't think of that. I always trim my
footstep sounds to be the same length so weather you are walking on a
concrete floor or a patch of grass your movement is consistant in my
games. However, I do see your point that a timer would be more
consistent in general.

Cheers!

On 7/29/13, Ryan Strunk  wrote:
> I'm not sure why you wouldn't use a timer to calculate movement rate. If
> you
> rely on whether the sound is playing or not, you run into a whole host of
> problems:
> * If you change the step sound, the game's speed changes.
> * If your floor footstep is shorter than your grass one, you would move
> faster on a floor.
> * If you want to adjust speed either up or down on the fly, you're out of
> luck.
> * Literals, especially such obscure ones, are not a good idea.
> If you're going to have your player move a tile at a time, use a timer,
> then
> have the sound stopped and restarted if it's already playing.

---
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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-29 Thread Ryan Strunk
I'm not sure why you wouldn't use a timer to calculate movement rate. If you
rely on whether the sound is playing or not, you run into a whole host of
problems:
* If you change the step sound, the game's speed changes.
* If your floor footstep is shorter than your grass one, you would move
faster on a floor.
* If you want to adjust speed either up or down on the fly, you're out of
luck.
* Literals, especially such obscure ones, are not a good idea.
If you're going to have your player move a tile at a time, use a timer, then
have the sound stopped and restarted if it's already playing.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Monday, July 29, 2013 7:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java

Hi John,

Okay, I am glad you told me that, because what you want to do is going
to require some basic understanding of trig and geometry to pull off.
I can certainly help you with that, but there is absolutely no way out
of the math requirements for movement in that type of game.

First, simple integers for x and y coordinates won't work in an FPS.
They aren't precise enough for what you want and you'll loose accuracy
and precision. You would be better off using floats or even better yet
doubles for a wider degree of accuracy when moving from coordinate to
coordinate.

Second, you don't have to use timers to update the player's position.
You can simply update the player's position in real time as the up or
down arrow keys are pressed. To keep them at a constant speed you can
check if the step sounds are playing or not. If playing ignore the
command. If not playing play step sound and update position. That's
basically all there is to it.

Finally, as far as handling angles there are two ways of handling
this. You can use the Cartesian calculations with 0 oriented as due
east, or you can use the bearing system where 0 is oriented do north.
If we know how you want to handle this it will be pretty easy to pass
along some formulas for calculating your position.

Cheers!


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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-29 Thread Thomas Ward
Hi John,

Okay, I am glad you told me that, because what you want to do is going
to require some basic understanding of trig and geometry to pull off.
I can certainly help you with that, but there is absolutely no way out
of the math requirements for movement in that type of game.

First, simple integers for x and y coordinates won't work in an FPS.
They aren't precise enough for what you want and you'll loose accuracy
and precision. You would be better off using floats or even better yet
doubles for a wider degree of accuracy when moving from coordinate to
coordinate.

Second, you don't have to use timers to update the player's position.
You can simply update the player's position in real time as the up or
down arrow keys are pressed. To keep them at a constant speed you can
check if the step sounds are playing or not. If playing ignore the
command. If not playing play step sound and update position. That's
basically all there is to it.

Finally, as far as handling angles there are two ways of handling
this. You can use the Cartesian calculations with 0 oriented as due
east, or you can use the bearing system where 0 is oriented do north.
If we know how you want to handle this it will be pretty easy to pass
along some formulas for calculating your position.

Cheers!


On 7/29/13, john  wrote:
> I'm aiming to create a multi-level (multi-stage?) fps game. I
> plan to have a central location between stages, and each stage
> will have it's own map(s). I'm hoping to create a 3d game
> (similar to swamp in navigation). I plan to have about 15
> different types of terrain, and will probably end up manually
> creating the map files, with numbers to designate the type of
> terrain. As far as movement goes, I'm thinking of storing x and y
> in ints, and possibly creating timers to tell when the character
> changes coordinates. I'm not sure how I'm going to handle angles
> though.

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Re: [Audyssey] looking for programming advice: cyntaxdifferencebetween bgt and java

2013-07-29 Thread john
I'm aiming to create a multi-level (multi-stage?) fps game. I 
plan to have a central location between stages, and each stage 
will have it's own map(s). I'm hoping to create a 3d game 
(similar to swamp in navigation). I plan to have about 15 
different types of terrain, and will probably end up manually 
creating the map files, with numbers to designate the type of 
terrain. As far as movement goes, I'm thinking of storing x and y 
in ints, and possibly creating timers to tell when the character
changes coordinates. I'm not sure how I'm going to handle angles 
though.



- Original Message -
From: Thomas Ward Subject: Re: [Audyssey] looking for programming advice: 
cyntaxdifferencebetween bgt and java


Hi John,

As I indicated before it all depends on exactly what type of game 
you
are writing, and what exactly you want to do. If this is just a 
2d
side-scroller than you can get by with declaring a couple of 
variables
to hold your coordinates. Basically, just an x variable to hold 
your
horizontal movement and a y variable for your horizontal 
movement.
However, if you are thinking of an FPS where you will have 360 
degrees

of movement then we will have to work on building at least a trig
based system of movement which isn't complicated to do.

I guess before I can really answer your questions maybe you can 
give
us an outline of the game you want to create in BGT. Once you 
give us
a basic outline of what you plan to do we can give you the best 
advice

possible.

Cheers!

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