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Slick Forums • View topic - Physical queries for the math challenged

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PostPosted: Sun Aug 10, 2008 5:00 am 
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I thought I'd share something I've written with y'all. It's an approach to collision detection I adopted when I wrote my last game, Forte. This is the first article of two which describes how to build the basic data object and perform basic collision detection.

I think this article is ideally suited for the programmer who is weak at math and wishes to write a game with physical queries such as ray casting to support various AI operations. I've managed to get pretty far without vector math and very simple information about collisions; I wrote this tutorial to illustrate how to do complex things without implementing complex math.

Anyway, here's the link:


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PostPosted: Sun Aug 31, 2008 3:09 am 
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Hi again, sadly I haven't had much time lately to do real game programming but I have found some time to write about game programming. I wanted to share my second article in this series (and most likely the last). This one deals with ray casting a powerful technique which is useful for programming path finding and game AI among other things. You can find the article here .

Please leave comments ot let me know what you think!

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PostPosted: Mon Sep 01, 2008 9:41 am 
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Nice one manunderground.

I checked out your articles which are very good and then also went through the tutorial you referenced as well.

I played with very simple raycasting a while ago and your article plus the tutorial got me thinking about doing something with it again. I ran through the tutorial this evening and created a slick version of a simple raycaster which can be seen .

I'm just working on some texture mapping to make it a little more exciting. I was impressed with the speed I could get and I think it would be cool to create something along the lines of W3D. Very 1990s I know, but in terms of 3D its about as good as I think I'd get :)

MikeD

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PostPosted: Mon Sep 01, 2008 1:33 pm 
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Nicely written article. I'll be sure to come back to it the next time I need to implement some of that stuff. I think people really read and appreciate these kinds of sort of low leve/sort of high level tutorials, so keep it up ;)

@miked - very cool! I'm also impressed with the speed (although I guess wolf32 ran okay on my old 286, so I shouldn't be too surprised)


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PostPosted: Mon Sep 01, 2008 3:59 pm 
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:D you are correct twood, given what W3D and Duke Nukem 3D were doing on a 286 with this technique, the basics I have on a 2.4Ghz Core 2 Duo should not be surprising. I think I was more surprised that given my bad Math skills and lack of understanding of a lot of what I implemented on the Math side, it seems to be working ok :D

We shall see how it looks when I have worked out the texture mapping, rendering a ceiling and floor and maybe even sprites :)

I don't necessarily see this ending up as a complete project, but is a fun 1990 tech demo at least.

MikeD

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PostPosted: Mon Sep 01, 2008 4:57 pm 
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Have to say Mike that is really cool! I am actually going to investigate integrating Box2d w/ Slick since it looks like it supports ray casting out of the box (at least on if the forum is to be trusted). I was thinking I'd use that to create a game w/ real time shadows, using ray casting to determine where the shadows fall. If things don't work out I'll have to pilch some code from this awesome demo! I'm really glad you guys have found my stuff helpful! When I started game programming I couldn't believe that there was no information for some of these things so I'm trying to leave a trail behind for others.

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