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SharpenedSpoonv2 posted:In trying to make a very simple Geometry Wars clone in between 'good'/original ideas, I wanted to make enemies tilt towards their direction of travel. Turns out making 3D things rotate in 3D, but move in 2D is hard :V If you didn't work it out yet, I'm thinking this comes from translation then rotation. Try rotation then translation. You'll be rotating around the origin, so if you translate first the origin is far away, leading to the orbiting effect!
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# ¿ May 22, 2014 08:49 |
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# ¿ Apr 28, 2024 18:41 |
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I was trying to bend traintracks Edit: In progress fixing it to work without deformation in the last gif, but something is still Very Wrong Edit2: Bah, still can't get it Jewel fucked around with this message at 01:06 on Dec 22, 2014 |
# ¿ Dec 21, 2014 11:00 |
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Going to bed so I'll paste what I wrote up on my blog and get back to any further questions later!quote:There’s some deformation in between transitions, but any other methods I try have far worse. This method was done using polar coordinates, where the angle was the x coord (0 to 1 space) converted to 0 -> 90 degrees, and the length was the y coord. From there the new x or y coords is just cos or sin(angle) * length. But yes, this is entirely just procedural on point data, not necessarily any special "tracks" or "sleepers". That's one of the reasons I wouldn't really use this in anything too, it's more efficient to just model it because you get cleaner non-tapered sleepers.
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# ¿ Dec 22, 2014 15:23 |
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betalarmannen posted:First one looks correct - I guess the problem lies in saving the blocks as polygons and then transforming those polygons. Any system is going to warp them, and it will look wrong. I'd save the blocks as just two endpoints through all the transformations, and add thickness later. It's not the sleepers that's the deformation, I know they'll always deform and it's not realistic, I'm talking about at the 45 degree angle the exposed end of the track is all squashed and short. Though that endpoint tracking + thickness idea is neat.
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# ¿ Dec 24, 2014 11:10 |
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LP0 ON FIRE posted:It's weird. It's like a rectangular area clears out what's drawn earlier, but on the way down it keeps what was there the frame previously. What is actually going on? I'm guessing it clears where you currently are not where you last were which means on the way down it leaves a trail.
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# ¿ Jan 9, 2015 01:13 |
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# ¿ Apr 28, 2024 18:41 |
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DeathBySpoon posted:
This is really cute and I love the style and want to play this a ton!!
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# ¿ Aug 12, 2015 01:21 |