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A Layman’s Guide to Projection in Videogames « Significant Bits Oftentimes when a videogame has a skewed, overhead point of view, we call it isometric. That’s rarely the accurate term, though, and it’s not just pointless semantics. Although Echochrome uses a single projection type, its gameplay is based on constantly rotating and morphing its 3D structures. Projection basically means taking a three dimensional object and displaying it on a 2D plane (i.e., a screen). So what exactly are these projection types? 1). Orthographic projection relies on a lack of perspective and a consistent relationship between its axes. The side, top-down, and bird’s eye Orthographic views, with some faking. Top-down views tend to look a little awkward rendering pyramid-shaped structures. A side-view Orthographic projection is often simulated in platforming games, showing a scene as viewed through the player’s eyes. These views are pretty prevalent in 2D games, especially since so many of them rely on blocky tiles, but they usually end up breaking a few projection rules.

Unity 4.x Cookbook Matt Smith Matt Smith is senior lecturer in computing at the Institute of Technology Blanchardstown, Dublin, Ireland (www.itb.ie). In 1980 (you do the math) Matt started computer programming (on a ZX80) and has been programming ever since. Chico Queiroz Chico Queiroz is a multimedia designer from Rio de Janeiro, Brazil. Sorry, we don't have any reviews for this title yet. CG Society Understanding Steering Behaviors: Pursuit and Evade - Tuts+ So far we have looked at the seek, flee, arrival and wander steering behaviors. In this tutorial, I'll cover the pursuit and the evade behaviors, which make your characters follow or avoid the target. Note: Although this tutorial is written using AS3 and Flash, you should be able to use the same techniques and concepts in almost any game development environment. You must have a basic understanding of math vectors. What Is a Pursuit? A pursuit is the process of following a target aiming to catch it. When pursuing something, the pursuer must follow the target, but it also has to anticipate where the target will be in the near future. Predicting the Future As described in the first tutorials the movement is calculated using Euler integration: As a direct consequence, if the current character's position and velocity are known it is possible to predict where it will be within the next T game updates. The key for a good prediction is the right value for T. Pursuing Improving Pursuit Accuracy

Unity 4.x Game AI Programming A practical guide with step-by-step instructions and example projects to learn Unity3D scriptingLearn pathfinding using A* algorithms as well as Unity3D pro features and navigation graphsImplement finite state machines (FSMs), path following, and steering algorithms Book Details Language : EnglishPaperback : 232 pages [ 235mm x 191mm ]Release Date : July 2013ISBN : 1849693404ISBN 13 : 9781849693400Author(s) : Aung Sithu Kyaw, Clifford Peters, Thet Naing SweTopics and Technologies : All Books, Game Development, Unity Aung Sithu Kyaw Aung Sithu Kyaw is originally from Myanmar, (Burma) and has over seven years of experience in the software industry. Clifford Peters Clifford Peters is a programmer and a computer scientist. Thet Naing Swe Thet Naing Swe is the co-founder and Chief Creative Director of Rival Edge Pte Ltd., based in Singapore. Code Downloads Download the code and support files for this book. Submit Errata Errata - 3 submitted: last submission 17 Apr 2014 The line: should be:

Quick Tip: Cheap 'n' Easy Isometric Levels - Tuts+ If you're hacking a game together for a jam or #1GAM, you're probably not too concerned about doing it "the right way". In this article, I'll share some tips for drawing and coding pseudo-isometric levels quickly and easily. Technically, "isometric" refers to a projection where the angle between the x-, y-, and z-axes (in screen dimensions) is 120°. But forget that! Check this out. Start with a grid like this (I'll call this a Cartesian grid): Rotate it 45°: Squash it 50% vertically: Done! That grid's not going to make much of a game on its own. Here's the object I'll use (from The Noun Project): We don't need to rotate it or squash it to make it fit on the grid; just scale it down appropriately: As you can see, the base (the guy's feet, in this case) should just go in the centre of the grid space. We could use trigonometry or a transformation matrix or something, but there's some simple algebra that'll do the job. Measure the diagonal tile half-width and half-height (in screen dimensions):

Advanced Coroutines (inner workings) | Unity Gems Motivation You should read this article if you really want to know what is going on behind the scenes in coroutines. It will be very useful if you are following the FSM tutorial and you want to get the grimy details on how we can create interruptable coroutines that can be later resumed. This is an advanced subject and you don't really need to know this if you just want to use coroutines. If you want to know when coroutines are called and how to use them to create powerful sequences then you should read the Coroutines article, that's really got some useful tools in it too. Coroutines So a coroutine is basically an interruptable routine that can later be resumed. It's obvious that yield is a part of the C# language - so what is it really for? Code Based Enumerators A while back the designers of the CLR decided that it would be a really good idea if you could enumerate over things that were created by code. IEnumerator & Some Magic Enumerators as Coroutines Hijack! Project

Very Informational Stop Current Coroutine, Then Restart It Trying to trigger a coroutine loop at random intervals, but before it starts, it needs to interrupt and exit the previous instance of it, so only one instance of the loop is running at a time: while (x == true){ Do_Action_Over_A_Number_Of_Frames(); yield;} Tried a bunch of different methods with no luck. Can't use StopCoroutine() since I have multiple instances of it running on other game objects. I can turn off the previous loop by making x=false but then the new loop won't start. I could disable and enable the script that contains the above coroutine but that seems like overkill. I feel like I'm missing something really simple but scoured the Forums and Answers with no luck.

The guide to implementing 2D platformers | Higher-Order Fun Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers. I can think of four major ways in which a platform game can be implemented. Type #1: Tile-based (pure) Character movement is limited to tiles, so you can never stand halfway between two tiles. Flashback, shown with tile boundaries Examples: Prince of Persia, Toki Tori, Lode Runner, Flashback How it works Advantages of this system include simplicity and precision. Type #2: Tile Based (Smooth) Slopes

how to restart coroutine on event Okay, I got this working now with a mixture of the two: a coroutine carrying a timestamp of its own invocation and the parent class carrying a timestamp of the last invocation of its coroutine. When the function gets invoked, it will set both the class timestamp and its own timestamp to be the same. Before each action, it will check whether the two are identical, i.e. if in the meantime another one was invoked. For robustness, the timestamp doesn't store the actual time but the order of invocation.The stamp is big enough for 1000 invocations every second for about 1.5 months... Note that this specific example is bound to a parent class. The example class is not derived from MonoBehaviour so it cannot invoke the coroutine, this is done by the parent class.

Math for Game Developers Video Series I've launched a new Youtube series, Math for Game Developers. Each week I'll be showing how to solve a new problem in game development using math, and I'll be building up a math toolkit that you can use to solve any game dev problem. 1. 2. 3. 4. 5. This is very basic stuff, just showing the basics of vector maths, buteventually I'll be progressing to explaining the math behind moreadvanced things. I hope to help out people who are just starting their game dev career soplease let me know if I can improve the videos (other than the lowquality audio, a problem I'm working on) or if you didn't understandsomething

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