isigui Posted December 17, 2013 Share Posted December 17, 2013 Hello,I got surely a dummy question and I apologize for that ... but, I wonder how people make endless running game like for example the minion game or jetpack joyride.Taking as example the minion game (image joined), does the character really advance or is it the objects around him which moves, or the textures mapped to the object which change. if this is the case, how to repeat indinitely the ground, for example ... Quote Link to comment Share on other sites More sharing options...
rich Posted December 17, 2013 Share Posted December 17, 2013 Most Endless runners are made up of lots of seamless sections of track, which join together smoothly - then they randomise (or weight) the selection of pieces. Sections can consist of different things - the track itself, the layout of items to collect, baddies, etc. Quote Link to comment Share on other sites More sharing options...
isigui Posted December 18, 2013 Author Share Posted December 18, 2013 Ok, thanks for your response. And if we consider a section (the part of the track, items to collect, baddies etc ...), can you explain briefly how they connect 2 sections together.- If the character C is "running" on section A, when section B is added ?- if the character C is on section A, is it C which moves or section A (and all items composed on section A) ? I'm not sur to be clear but cannot formulate another way .... ;o(( Quote Link to comment Share on other sites More sharing options...
ResonantCraft Posted December 18, 2013 Share Posted December 18, 2013 An easy way to do so is to generate the upcoming path at regular time intervalls, if you have sections of the same length at least and the player moves at a constant speed. However, I'd generally go for a condition based on the distance of the player relative to the start position section he's currently on -> given that your pivot points are placed at the start of your sections, and that you know about how far the player can see, you can safely place your next section before he sees it. Also, the character is the one who'll move on a 3d engine. On a 2d, sprite-based engine, we have had the strange case where we had better performances when the background was moving instead of the camera though. Good luck,Nathan isigui 1 Quote Link to comment Share on other sites More sharing options...
isigui Posted December 18, 2013 Author Share Posted December 18, 2013 ok ResonantCraft, this sounds clear, thank you ! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.