Hi,
I'm developing my first shoot'em up in C++ with OpenGL for graphics and Newton Game Dynamics for physics (collisions).
I'm still creating the prototype and I'm now thinking to the way to program/script the behavior of the enemies. I'd like
to receive advises/tips about this subject. My goal is to keep the gfx simple (I've no artist) but to add a lot of action: the enemy waves
must be numerous and various.
Thanks in advance for your answer(s),
G43L
Enemy waves
Re: Enemy waves
First off, this Newton Game Dynamics thing seems like extreme overkill for a shmup. Ditch that.
Second, LUA is a quick and dirty way to script enemy behaviors. http://www.lua.org/about.html
Second, LUA is a quick and dirty way to script enemy behaviors. http://www.lua.org/about.html
Re: Enemy waves
Hi,
I've chosen NGD because it can be used as a collision system only in a very simple way...
As my "sprites" are 3D shapes, I find it easier to use this lib. What do you advise for
collisions instead of using NGD?
Thanks for pointing to LUA. I'll look at it more closely later.
I've chosen NGD because it can be used as a collision system only in a very simple way...
As my "sprites" are 3D shapes, I find it easier to use this lib. What do you advise for
collisions instead of using NGD?
Thanks for pointing to LUA. I'll look at it more closely later.
Re: Enemy waves
Simple bounding boxes are still the best, IMO.
Re: Enemy waves
If you plan to have several hundred bullets on screen at once you should definitely cheap out on the collision detection if you don't want performance to drop insanely.
For shooters you can usually do with either comparing four coordinates or two coordinates and a radius, without giving up accuracy.
For shooters you can usually do with either comparing four coordinates or two coordinates and a radius, without giving up accuracy.
Re: Enemy waves
I don't know yet how many physical objects will be implied in collisions...Sumez wrote:If you plan to have several hundred bullets on screen at once you should definitely cheap out on the collision detection if you don't want performance to drop insanely.
For shooters you can usually do with either comparing four coordinates or two coordinates and a radius, without giving up accuracy.
The method you describe is interesting - where can I find info about it?
Thanks.
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Re: Enemy waves
If you want a fast non AABB collision detection use SAT.