Creating enemy with vision radius and blind spots - flutter

I’m using flutter and flame to create a game similar to sneak ops. I’m wondering how to go about creating an enemy that has a vision radius or area, that is obstructed by objects.

There is nothing built into Flame for this currently, but in the next version we'll have raycasting that can be used for this.

Related

How to make Unity OVR hand collide with objects?

I want to make the OVRCameraRig hands from the Oculus Integration SDK sample to collide with objects. I mean I want it to use realistic physics and have the hand stopped by a cube or any gameobject without going throught it to make it much more realistic.
I tried to use the "Hand Physics Capsules" built in script for the right and left hand, that puts colliders and rigidbodys on the hand but it does not works as I want it. This method just pushes away the cube but does not stops the vr hands from going throught the cube and I don't want the cube to do any movement.
Thank you all for the help in advance.
Unity version: 2021.3.15f1
Oculus Integration SDK: 46.0

How to create a more complex animation in flutter like the movement of water droplet in a container?

I was wondering if it is possible to create more complex animations using Flutter SDK, for example, the movement of water droplets over a surface, or other natural objects' movement simulations! If it is possible, can you please guide me to the corresponding resources? Thanks.

Flutter Flame game - animation speed (update duration)

for those who are familiar with using Flame in Flutter for game development, I'm wondering if you can just advise me whether I'm on the right track, or not - because I'm not sure if what I'm seeing in my testing is what I expected. I started out with Flame because I thought it seemed like a relatively simple way to make the basic game that I'm aiming to make.
I'm making a basic game where there are four boundaries defined on each edge of the screen, and a ball will bounce around the four boundaries. The boundaries are defined as widgets (because I want to control the properties of each - sometimes they'll be "electrified", meaning the ball shouldn't collide with them). And the ball is a widget as well, of course. I've got some basic code done where I can drag a line from the ball to indicate the direction that I want to start bouncing, and then the ball will bounce around the boundaries (just using basic angle of incidence = angle of reflection to determine the direction of movement).
The code to do the movement is in the "update" method of the ball widget - however, what I'm finding is that the time between updates is somewhere around 200-300 milliseconds, so if I want to show the ball moving at any kind of pace, it has to jump a good number of pixels at each "update" tick - and thus the movement looks "jerky".
Am I doing this the right way? Is there a different (better) approach that will make the movement appear smoother? Or, I'm wondering whether the duration of the "update" ticks is a result of running the code via debug in an Android emulator? (I'm using Android Studio for the emulation, and Visual Studio Code to build the project). I know I don't have actual code here in the question, because essentially I don't have an issue with my code not running - I would just like to understand if that duration of "update" ticks is "normal", and if the resulting "jerky" animation is just to be expected - or do I need to look at a different approach? Thanks in advance!
You should preferably not be using widgets for moving game parts, you should be using Flame components. So you could have for example 4 SpriteComponents as the walls and then the ball as another SpriteComponent and then you can use the collision detection system to act upon when the ball touches one of the walls.
https://docs.flame-engine.org/main/collision_detection.html

Unity 3d - Explosion Area Damage

I've developed an airplane 3D shooter game. In this game, I want to make my plane shot a bomb. When the bomb gets to the enemies it will explode and give damage in the area of explosion.
I have already searched for a tutorial to make this code and the animation of explosion. But I couldn't find it. Please tell me about something that could solve this problem. I'm developing my game using C#.
For the explosion animation, you could use a particle system. There are many pre-made ones in the Asset Store, such as this one: https://www.assetstore.unity3d.com/en/#!/content/42285
For detecting what is affected in the explosion's area of effect, do a SphereCast (https://docs.unity3d.com/ScriptReference/Physics.SphereCast.html) from the point of impact and then do whatever you want with any of the objects touched by the sphere.

chipmunk stack fall effect

I am using chipmunk cocos 2d iphone ,in which i have to show stack fall effect when the objects are placed on the edge of other
object.My idea is to develop the effect like "Tower Box " game. I would like to know which properties of shape or body will create effect like "Tower Box " game .please let me know how can I fall that stack.
Cocos2d provides you with a few preset project options.
One of these is Cocos2d with Box2d, another is Cocos2d with Chipmunk. It is completely up to you which physics engine you use, I have experience with both and personally, would recommend Box2d.
If you create one of these projects, it generates some example code for you, and in the case of Box2d (i haven't used an auto generated chipmunk project), you get a nice little app that spawns loads of boxes and shows them falling with gravity. You should take a look at the code behind creating the physics bodies on the boxes and adapt it to suit your application (spawn a box at a touch location, perhaps?). You could then add some logic that checks, on collision, the alignment of the falling box with the top of the stack, and either let it continue falling, or use a fixture to attach it to the box below.
For more information about using physics in a cocos2d app, as well as general cocos2d usage, check out this blog, it's what taught me in the beginning: http://www.raywenderlich.com/ [edit: just noticed there are no chipmunk tutorials on there, but the theory should be applicable to both. I found Box2d easier to use than Chipmunk]
What physics effects have you got on the stack so far? What problem have you encountered that made you question the physics properties of the objects?
For these effects you need a physics library. For 2d games box2d is quite good.