Overview of four types of curves that can be used in game development. Basic parabola for moving objects in an arc. Sine function for moving objects in a wave motion. Physics using velocity and acceleration for simulating actions such as jumping and falling. Bezier curve for moving objects along a curved path. Examples of functions for each curve type and how to calculate coordinates in a spreadsheet. Demonstration of how to implement each curve type in Monogame with C# and review of source code.
Overview of I-frames, invincibility, stun lock, and knock back. How these are implemented in games, statistics from examples of classic games, and demo project showing various methods for implementing invincibility time.
The great Iron Throne is under siege by Barison, The Hammer of God. These being is said to be the most powerful nuclear missile every devised. You must fend off Barison for as long as you can by sending missiles at him and his escorts.
Knox Game Design will be meeting at Panera Bread on North Peters Rd on Friday April 1, 2022 for a Spring ’22 Game Jam kickoff. The theme announcement is at 9pm Eastern Time, so we will plan to arrive around 7pm for the countdown.
Explanation of calculating collision between basic 3D objects (rectangular solids/cubes and spheres). Methods used can be applied to any programming language or game development environment. Review of demo Ruby code to detect collision between rectangular solids and spheres.
Explanation of Dijkstra’s algorithm for finding the shortest path in a graph based on a selected starting node. Walkthrough of an example of the algorithm. Demo of implementation of Dijkstra’s algorithm in Unity and C#.