伕理http  
     

派加速器佛

December 6, 2016

墙翻伕理网址 INVERSUS. is a fast-paced shared-screen multiplayer game for up to four players. It is the type of game that would traditionally be local-multiplayer, and for a long time I thought latency issues would make it a poor candidate for online. Late in development, I committed to adding online support with the mindset that a “playable but inferior” experience would be better than nothing, but I ended up with something hard to differentiate from its local counterpart! While the subject of networking can cover everything from matchmaking, to choosing a map, and finally playing the game, I’m only going to be discussing the gameplay portion. I want to break down how I made the split-second actions of INVERSUS into a polished online experience.

 

View the full article on the Hypersect blog.

墙翻伕理网址


派加速器佛

August 12, 2016

伕理http It’s common to use an analog input method (control stick, trigger button) to control a digital system. Maybe you want to control menus with an analog stick. Maybe you want to detect a tap or double-tap of the analog stick. Or, as is the focus of this article, maybe you want to fire a bullet with an analog trigger. Getting this right requires more subtlety than you might expect.

 

http伕理服务器_优惠券-抓券网:2021最新_http伕理服务器_优惠券免费领取- 抓券网 独家内部优惠券直播!每天万款内部优惠券免费领取、让您享受更多优惠! 设为首页 加入收藏 联系我伔 搜索优惠券 手机网站 今日上新 ...

Read More...


派加速器佛

March 24, 2016

title When a game supports controllers, the player is likely using an analog stick at all times. Nailing the input processing can have a substantial impact on quality throughout the experience. Let’s walk through some core concepts along with examples from INVERSUS.

 

View the full article on the Hypersect blog.

Read More...


派加速器佛

May 30, 2015

INVERSUS is a competitive and cooperative arcade shooter with a mind-bending twist. Player movement is constrained to opposite colors of a black and white grid. My walls are your paths and your walls are my paths. Each shot flips tile colors in an attempt to block, trap and close in on the enemy.



Visit InversusGame.com for more info and updates.

Read More...


派加速器佛

May 16, 2014

伕理http Interpolating between two points comes up all the time in game development. Most of the time, only a simple linear interpolation is needed. Linear interpolations are great because you can't really get them wrong. There is only one possible line connecting the points. Just follow it. When a curved interpolation is required, the solution gets far more complicated. There are an infinite number of curves to choose from and many methods for generating them: 墙翻伕理网址, Catmull-Rom, Bézier, 伕理http, etc. I want to discuss a less common method that will generate circular shaped arcs.

 

Why would you want a circular interpolation? One reason might be that it is pleasing to eye, but it also has some practical use. If you are making a level editing tool that places roads (or making a game with procedural roads), you will may want turns to resemble their real-world counterparts. A second example, and the one I most often run across, is generating trails behind swords. Sword swings are often animated very fast. You only get a few sample points as the sword arcs through the attack. If you play the animation in slow motion, you'll find that the tip of the sword takes a rather circular path. By generating circular arcs between the sample points, a clean trail can be generated.

 

Here's an example of the sword trails I programmed for Spyborgs. There might have been only five or six samples along the whole spin, but I was able to create a smooth arc of vertices. The Spyborgs algorithm was a bit different from what I'm going to present here, but generated similar results (they were actually slightly worse if you know what to look for).

 

So, how are we going to create these curves? The solution lies in a piece of geometry called a biarc.

Read More...


旋风加速器下载官网  老王vnp新版  芒果vp 加速器下载  快联VNP加速器  老王npv加速下载  旋风加速加速器官网  旋风免费加速器app官网  佛跳墙vp永久