[PAID] Have idea but no time: looking for algorithm / working prototype
by Axel · in Jobs · 11/08/2010 (9:21 am) · 2 replies
Hi,
basically I'm an experienced developer (mostly with Unity3D and C#), but now I'm having two major problems: I'm new to Torque 2D and I had and have basically problems with math related stuff. Currently I spent hours after hours learning Torquescript - with no problems at all. But my basic game idea requires an algorithm I'm not getting into with ease. At least not without "wasting" a alot of time. Ok, time is money and here is what I'm willing to pay for. ;)
I'm looking for a quote for the following Torque 2D project:
- fully working prototype (no artwork needed of course - but I want to play around with your project)
- well documented source code (can be done in code)
- needs to work with iTorque 2D and Torque 2D
I will try to explain the expected behavior. As you know you can create 2D polygon / vector objects within TGB or Torquescript. I'm looking for a way to cut any TGB polygon in half by simply drawing a straight line with your mouse. This action results in two new polygons, basically the former vector object cutted into two unique parts. Each of these new polygon objects needs to contain fully rigidbody physics (convex, depending on its unique form).
The algorithm needs to work recursive, so a cutted polygon results in two polygons - and each of the new polygons can be cutted again (by drawing a new line). And so on. And in case the line drawn by the mouse touches more then a single polygon object then each polygon hit by the line must be handled.
I will try to visualize the behavior a litte:
step 1:

step 2:

step 3:

I already did this in Unity3D, but my algorithm is buggy and I want to start over with a real 2D engine.
So, if you call yourself a math guru and T2D evangelist you are welcome to send me your quote. :)
Thanks in advance!
Axel
basically I'm an experienced developer (mostly with Unity3D and C#), but now I'm having two major problems: I'm new to Torque 2D and I had and have basically problems with math related stuff. Currently I spent hours after hours learning Torquescript - with no problems at all. But my basic game idea requires an algorithm I'm not getting into with ease. At least not without "wasting" a alot of time. Ok, time is money and here is what I'm willing to pay for. ;)
I'm looking for a quote for the following Torque 2D project:
- fully working prototype (no artwork needed of course - but I want to play around with your project)
- well documented source code (can be done in code)
- needs to work with iTorque 2D and Torque 2D
I will try to explain the expected behavior. As you know you can create 2D polygon / vector objects within TGB or Torquescript. I'm looking for a way to cut any TGB polygon in half by simply drawing a straight line with your mouse. This action results in two new polygons, basically the former vector object cutted into two unique parts. Each of these new polygon objects needs to contain fully rigidbody physics (convex, depending on its unique form).
The algorithm needs to work recursive, so a cutted polygon results in two polygons - and each of the new polygons can be cutted again (by drawing a new line). And so on. And in case the line drawn by the mouse touches more then a single polygon object then each polygon hit by the line must be handled.
I will try to visualize the behavior a litte:
step 1:
step 2:
step 3:
I already did this in Unity3D, but my algorithm is buggy and I want to start over with a real 2D engine.
So, if you call yourself a math guru and T2D evangelist you are welcome to send me your quote. :)
Thanks in advance!
Axel
Torque 3D Owner Mat Valadez
Default Studio Name