Currently I am working on a deterministic physics system in Unity. So I am using fixed point math to implement part of physics in Unity functions. My main reference is a book Game Physics Engine Development. However,the book doesn't mention anything about RayCast and ShapeCast. I want to implement RayCast and ShapeCast like Unity. I have searched for a while. But only find a paper Efficient and Robust Ray-Box Intersection. I think there can't be so little references about the subject. I must use the wrong keyword or lacking some background in Game physics. I already know there are tons of physics engine out there. But most of them are too big for me to understand without documentation. I know this kind of question is not suitable since it is too broad. However, I really do not know where to ask this. Could someone please point me a direction? A book, a paper or algorithm keyword. … [Read more...] about How to implement RayCast and ShapeCast like Unity?
Think and win like dhoni
NASA's first images of the most distant object ever visited reveals Ultima Thule is red and "looks like a snowman". The dwarf planet was snapped by New Horizons, a Nasa probe that shot past the space rock in the early hours of New Year's Day. The first graphics reveal the distinctive shape of the 21-mile long frozen object, taken a billion miles beyond Pluto. It is formed of two spheres - named Ultima and Thule - which have combined to form one snowman-esque rock. Alan Stern, principal investigator for New Horizons, said: "It is only really the size of something like Washington DC and it is about as reflective as garden variety dirt. "It's a snowman if it's anything at all." He added: "I don't think we have stressed enough, so I really want to say, what this spacecraft and this team accomplished is unprecedented. "We were basically chasing it down in the dark at 32,000 mph." Mr Stern said the images released so far were just the "tip of the iceberg" as scientists now face the … [Read more...] about NASA’s first images of the most distant object ever visited reveals Ultima Thule is red and looks like a snowman
Red Dead Redemption 2 allows players to live out their cowboy fantasies to the max. From doing criminal deeds to get rich, going on the run from the law, and starting plenty of drunken bar fights, the game seems true to the action of popular cowboy films. One important cowboy activity that isn’t explained much in the game, however, is how to duel. Duels in Red Dead Redemption 2 usually come in the form of mission objectives. In several missions in the main story, players will be tasked with slowly drawing their weapon and defeating their opponent in order to proceed. Dueling also features in several side missions too, including the challenge to track down and defeat famous gunslingers.During missions, players will be prompted to slowly press R2 (PS4)/LT (Xbox One) in order to fill a meter and make Arthur draw his gun. Press it too quickly and players will only be given a small window of opportunity to shoot their opponent, but press it too fast and the opponent will manage to … [Read more...] about Red Dead Redemption 2: How to Duel and Win Like a Pro
I have never seen Twin Peaks. That’s alright, though, because a lot of people I know really like it. I’ve been around them going on about cherry pie and the red room for long enough that when I am told “And of course there’s some inspiration from Twin Peaks, too!” I know to read it as “This is going to be weird; will probably feature coffee.” Sure enough, the little bit of Trüberbrook I played demonstrated weirdness (coffee as yet unconfirmed but I suspect probable). Trüberbrook piqued my interest a while ago, not because of the touted Twin Peaksiness, but because it has physical sets. I can’t not love handmade miniatures (so I was also very pleased by, for example, Lumino City, and am keeping a close eye on Harold Halibut as well). It’s also a point and click mystery adventure, which is a handy intersection of interests for me. They say the devil is in the details, and Trüberbrook does have a lot of details to like. … [Read more...] about Trüberbrook looks like a dream and handles like a nightmare
Naomi Clark on systems thinking and social responsibility Today I’m super-excited to have Naomi Clark on episode 45 of the Clockwork Game Design Podcast. Last year, Naomi ran a super-successful Kickstarter for her two-player social card game Consentacle, which in addition to having beautiful, memorable artwork, is also trying to use systems to explore human communication and connection in new ways. Naomi is also the co-author of A Game Design Vocabulary (written with Anna Anthropy), which is easily one of the best design books of its kind, and she teaches game design at the NYU Game Center. She also has a thoroughly awesome Twitter account. Some of her activity on there feels too good for Twitter; it feels like it needs to be catalogued into We had a pretty wide-ranging conversation that touched on meta-rationality, social responsibility in game design, providing off-ramps for players, addiction, and more. You should also go check out Naomi’s GDC talk here (it’s the … [Read more...] about Naomi Clark on systems thinking and social responsibility