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  • Python optimization problem?

    - by user342079
    Alright, i had this homework recently (don't worry, i've already done it, but in c++) but I got curious how i could do it in python. The problem is about 2 light sources that emit light. I won't get into details tho. Here's the code (that I've managed to optimize a bit in the latter part): import math, array import numpy as np from PIL import Image size = (800,800) width, height = size s1x = width * 1./8 s1y = height * 1./8 s2x = width * 7./8 s2y = height * 7./8 r,g,b = (255,255,255) arr = np.zeros((width,height,3)) hy = math.hypot print 'computing distances (%s by %s)'%size, for i in xrange(width): if i%(width/10)==0: print i, if i%20==0: print '.', for j in xrange(height): d1 = hy(i-s1x,j-s1y) d2 = hy(i-s2x,j-s2y) arr[i][j] = abs(d1-d2) print '' arr2 = np.zeros((width,height,3),dtype="uint8") for ld in [200,116,100,84,68,52,36,20,8,4,2]: print 'now computing image for ld = '+str(ld) arr2 *= 0 arr2 += abs(arr%ld-ld/2)*(r,g,b)/(ld/2) print 'saving image...' ar2img = Image.fromarray(arr2) ar2img.save('ld'+str(ld).rjust(4,'0')+'.png') print 'saved as ld'+str(ld).rjust(4,'0')+'.png' I have managed to optimize most of it, but there's still a huge performance gap in the part with the 2 for-s, and I can't seem to think of a way to bypass that using common array operations... I'm open to suggestions :D

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  • Sliding Response after a Point-Square Collision

    - by mars
    In general terms and pseudo-code, what would be the best way to have a collision response of sliding along a wall if the wall is actually just a part of an entire square that a point is colliding into? The collision test method used is a test to see if the point lies in the square. Should I divide the square into four lines and just calculate the shortest distance to the line and then move the point back that distance?If so, then how can I determine which edge of the square the point is closest to after collision?

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  • How would MVVM be for games?

    - by Benny Jobigan
    Particularly for 2d games, and particularly silverlight/wpf games. If you think about it, you can divide a game object into its view (the graphic on the screen) and a view-model/model (the state, ai, and other data for the object). In silverlight, it seems common to make each object a user control, putting the model and view into a single object. I suppose the advantage of this is simplicity. But, perhaps it's less clean or has some disadvantages in terms of the underlying "game engine". What are your thoughts on this matter? What are some advantages and disadvantages of using the MVVM pattern for game development? How about performance? All thoughts are welcome.

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  • How to set background image in Java?

    - by Dew
    I am developing a simple platform game using Java using BlueJ as the IDE. Right now I have player/enemy sprites, platforms and other items in the game drawn using polygons and simple shapes. Eventually I hope to replace them with actual images. For now I would like to know what is the simplest solution to setting an image (either URL or from local source) as the 'background' of my game window/canvas? I would appreciate it if it isn't something long or complex as my programming skills aren't very good and I want to keep my program as simple as possible. Kindly provide example codes with comments to elaborate on their function, and also if it's in its own class, how to call on relevant methods used by it on other classes. Thank you very much.

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  • Calculate angle of moving ball after collision with angled or sloped wall that is a 2D line segment

    - by Ben Mc
    If you have a "ball" inside a 2D polygon, made up of say, 4 line segments that act as bounding walls, how do you calculate the angle of the ball after the collision with the irregularly sloped wall? I know how to make the ball bounce if the wall is horizontal, vertical, or at a 45 degree angle. I also have my code setup to detect a collision with the wall. I've read about dot products and normals, but I cannot figure out how to implement these in Java / Android. I'm completely stumped and feel like I've looked up everything 10 pages deep in Google 10 times now. I'm burned out trying to figure this out, I hope someone can help.

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  • Level editor for 3D games with open format or API?

    - by furtelwart
    I would like to experiment with machine generated levels for a 3D game. I'm very open which game this will be. I just like the idea to run through a generated map. For this approach, it would be great if I can use an API or an open format for level designs. Is there an open source level system that can be used in several game engines (ego shooter or whatever)? I don't know if I explained my point clearly, so please add a comment with your question. I will try to clearify my point.

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  • How to get points that intersect the treadline?

    - by chutsu
    Basically I did the Cavendish experiment, and I have a damped sinusoidal wave plotted on Excel. With Position (mm) against Time (s). My problem is that I have added a tread line through the wave function, and wish to calculate the points of which the wave function intersects the tread line. From this I will then be able to calculate the time period. At the moment I'm just having difficulty getting the intersects.. Thanks

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  • Determining if and where a photon will collide with a polygon in 3D space.

    - by Peter
    The problem is straight forward: 1) We have a photon traveling from Point 1 (x,y,z) to Point 2 (x,y,z), both of which could be located anywhere in 3D space. 2) We have a polygon that is both rotated randomly on the x-axis and/or y-axis and also located anywhere in 3D space. 3) We want to find: a) if the photon will collide with the polygon at all and b) if it does where will that be (x,y,z)? An image of the problem: http://dl.dropbox.com/u/3150177/Programming/3D/Math/Photon%20Path/Photon%20Path.png The aim of this is to calculate how the photon's path should be altered from an interaction(s) with the polygon(s). I am reading up on this subject now but I was wondering if anyone could give me a head start. Thanks in advance.

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  • how to avoid clutch billiard balls?

    - by Nait87
    I'm working on the simple behaviour of billiard balls in a collision with each other. All works normal, but there was a problem when facing a few easy balls is the effect of coupling balls and they're cool with each other. Tell me how to prevent this. bool MGBilliard::CollisingBall(CCPoint curr_point, CCPoint next_point) { float dx = next_point.x - (curr_point.x + dvdt.x); float dy = next_point.y - (curr_point.y - dvdt.y); float d = dx*dx+dy*dy; return d <= BALL_RADIUS * BALL_RADIUS; } double MGBilliard::angleCollisionBalls(Ball* current, Ball* next) { double na; double dx = fabs(next->location.x - current->location.x); double dy = fabs(next->location.y - current->location.y); na = atan(fabs(dy/dx)); if(atan(fabs(current->location.y/current->location.x)) < atan(fabs(next->location.y/next->location.x))) na = current->angle - na; else if(atan(fabs(current->location.y/current->location.x)) > atan(fabs(next->location.y/next->location.x))) na = current->angle + na; return na; } for(unsigned int i = 0;i<BALL_COUNT;++i) { if(vBalls[i]->speed > 0){ vBalls[i]->speed += vBalls[i]->acceleration; float dsdt = vBalls[i]->speed*dt; dvdt.x = dsdt*cos(vBalls[i]->angle); dvdt.y = dsdt*sin(vBalls[i]->angle); vBalls[i]->location.x += dvdt.x; vBalls[i]->location.y += dvdt.y; for(unsigned int j = 1; j < BALL_COUNT; ++j) { if(i == j) continue; if(CollisingBall(vBalls[i]->spriteBall->getPosition(),vBalls[j]->spriteBall->getPosition())) { vBalls[j]->speed = 600; double angle; angle = angleCollisionBalls(vBalls[i],vBalls[j]); vBalls[i]->angle = (float)-angle; vBalls[j]->angle = (float)angle; } } } }

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  • Refactor C++ code to use a scripting language?

    - by Justin Ardini
    Background: I have been working on a platformer game written in C++ for a few months. The game is currently written entirely in C++, though I am intrigued by the possibility of using Lua for enemy AI and possibly some other logic. However, the project was designed without Lua in mind, and I have already written working C++ code for much of the AI. I am hoping Lua can improve the extensibility of the game, but don't know if it would make sense to convert existing C++ code into Lua. The question: When, if ever, is it appropriate to take fully functional C++ code and refactor it into a scripting language like Lua? The question is intentionally a bit vague, so feel free give answers that are not relevant to the given background.

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  • How to check if aspect ratio auto adjustment is enabled in monitor

    - by kFk
    Game application is written in C++ and uses DirectX 8. I am getting a maximum monitor resolution to calculate it's aspect ratio. Then I use this value to fix game rendering (scale and set clipping to receive normal 4:3 image with black borders on wide screen monitors). How can I check if monitor is using aspect ratio auto adjustment now? Because my scaling plus monitor scaling makes resulting image overscaled. Thanks EDIT: I saw correct different monitor resolution handling with or without aspect ratio auto adjustment in "Royal Envoy" casual game. But don't know how do they do this.

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  • Level designing with Cocos2d and Box2d

    - by Majster
    I want to learn how to make levels using cocos2d and box2d (for iOS). I am talking about a 2d platformer such as Limbo or Braid or something like that. How can I design and build levels like this? I have seen Level Helper for cocos2d but its not free and I don't think it makes physic objects for box2d. How is this accomplished in real games? How to make camera move with character and so on. Any starting points would be much appreciated.

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  • using arrays to get best memory alignment and cache use, is it necessary?

    - by Alberto Toglia
    I'm all about performance these days cause I'm developing my first game engine. I'm no c++ expert but after some research I discovered the importance of the cache and the memory alignment. Basically what I found is that it is recommended to have memory well aligned specially if you need to access them together, for example in a loop. Now, In my project I'm doing my Game Object Manager, and I was thinking to have an array of GameObjects references. meaning I would have the actual memory of my objects one after the other. static const size_t MaxNumberGameObjects = 20; GameObject mGameObjects[MaxNumberGameObjects]; But, as I will be having a list of components per object -Component based design- (Mesh, RigidBody, Transformation, etc), will I be gaining something with the array at all? Anyway, I have seen some people just using a simple std::map for storing game objects. So what do you guys think? Am I better off using a pure component model?

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  • Collision Handling in Javascript - Particles Get Stuck

    - by Conner Ruhl
    I am trying to recreate this, and I have been fairly successful. I am having issues with the collision handling though. Although the collision handling seems to work, it has very strange behavior. Here is what I have so far. This is the code that handles collisions: var dx = particle2.getX() - particle1.getX(); var dy = particle2.getY() - particle1.getY(); var angle = Math.atan2(dy, dx); var newP2X = particle1.getX() + (particle1.getRadius() + particle2.getRadius()) * Math.cos(angle); var newP2Y = particle1.getY() + (particle1.getRadius() + particle2.getRadius()) * Math.sin(angle); particle2.setX(newP2X); particle2.setY(newP2Y); var p1Vxi = particle1.getVx(); var p1Vyi = particle1.getVy(); var p1Mass = particle1.getMass(); var p2Vxi = particle2.getVx(); var p2Vyi = particle2.getVy(); var p2Mass = particle2.getMass(); var vxf = (p1Mass * p1Vxi + p2Mass * p2Vxi) / (p1Mass + p2Mass); var vyf = (p1Mass * p1Vyi + p2Mass * p2Vyi) / (p1Mass + p2Mass); particle1.setVx(vxf); particle1.setVy(vyf); particle2.setVx(vxf); particle2.setVy(vyf); EDIT: I have tried to change it to inelastic collisions like suggested, but for some reason the balls collide erratically. Check it out here. Any help is much appreciated!

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  • Is it acceptable to design my GLSurfaceView as a main control class?

    - by Omega
    I'm trying to structure a game I'm making in Android so that I have a sound, flexible design. Right now I'm looking at where I can tie my games rules engine and graphics engine together and what should be in between them. At a glance, I've been eying my implementation of GLSurfaceView, where various screen events are captured. My rationale would be to create an instance of my game engine and graphics engine here and receive events and state changes to trigger updates of either where applicable. Further to this, in the future, the GLSurfaceView implementation could also store stubs for players during a network game and implementations of computer opponents and dispatch them appropriately. Does this seem like a sensible design? Are there any kinds of improvements I can make? Thanks for any input!

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  • How to implement Pentago AI algorithm

    - by itsho
    Hi, i'm trying to develop Pentago-game in c#. right now i'm having 2 players mode which working just fine. the problem is, that i want One player mode (against computer), but unfortunately, all implements of minimax / negamax are for one step calculated. butin Pentago, every player need to do two things (place marble, and rotate one of the inner-boards) I didn't figure out how to implement both rotate part & placing the marble, and i would love someone to guide me with this. if you're not familiar with the game, here's a link to the game. if anyone want's, i can upload my code somewhere if that's relevant. thank you very much in advance

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  • How to calculate deceleration rate of a flipping coin (in c)?

    - by Horace Ho
    A flipping coin on table will slow down and drop to the table surface, facing up or down. How can I calculate the flip-per-second declaration rate over time? For example, assuming the coin is at 10 flipping per second when it starts how long will it take to stop? For each second (9, 8, 7, 6 ... 3, 2, 1, stop), how is the flipping rate changed? Friction can be approximated as some real world objects (say, a metallic coin on a wooden table). Thanks!

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  • Game loop and time tracking

    - by David Brown
    Maybe I'm just an idiot, but I've been trying to implement a game loop all day and it's just not clicking. I've read literally every article I could find on Google, but the problem is that they all use different timing mechanisms, which makes them difficult to apply to my particular situation (some use milliseconds, other use ticks, etc). Basically, I have a Clock object that updates each time the game loop executes. internal class Clock { public static long Timestamp { get { return Stopwatch.GetTimestamp(); } } public static long Frequency { get { return Stopwatch.Frequency; } } private long _startTime; private long _lastTime; private TimeSpan _totalTime; private TimeSpan _elapsedTime; /// <summary> /// The amount of time that has passed since the first step. /// </summary> public TimeSpan TotalTime { get { return _totalTime; } } /// <summary> /// The amount of time that has passed since the last step. /// </summary> public TimeSpan ElapsedTime { get { return _elapsedTime; } } public Clock() { Reset(); } public void Reset() { _startTime = Timestamp; _lastTime = 0; _totalTime = TimeSpan.Zero; _elapsedTime = TimeSpan.Zero; } public void Tick() { long currentTime = Timestamp; if (_lastTime == 0) _lastTime = currentTime; _totalTime = TimestampToTimeSpan(currentTime - _startTime); _elapsedTime = TimestampToTimeSpan(currentTime - _lastTime); _lastTime = currentTime; } public static TimeSpan TimestampToTimeSpan(long timestamp) { return TimeSpan.FromTicks( (timestamp * TimeSpan.TicksPerSecond) / Frequency); } } I based most of that on the XNA GameClock, but it's greatly simplified. Then, I have a Time class which holds various times that the Update and Draw methods need to know. public class Time { public TimeSpan ElapsedVirtualTime { get; internal set; } public TimeSpan ElapsedRealTime { get; internal set; } public TimeSpan TotalVirtualTime { get; internal set; } public TimeSpan TotalRealTime { get; internal set; } internal Time() { } internal Time(TimeSpan elapsedVirtualTime, TimeSpan elapsedRealTime, TimeSpan totalVirutalTime, TimeSpan totalRealTime) { ElapsedVirtualTime = elapsedVirtualTime; ElapsedRealTime = elapsedRealTime; TotalVirtualTime = totalVirutalTime; TotalRealTime = totalRealTime; } } My main class keeps a single instance of Time, which it should constantly update during the game loop. So far, I have this: private static void Loop() { do { Clock.Tick(); Time.TotalRealTime = Clock.TotalTime; Time.ElapsedRealTime = Clock.ElapsedTime; InternalUpdate(Time); InternalDraw(Time); } while (!_exitRequested); } The real time properties of the time class turn out great. Now I'd like to get a proper update/draw loop working so that the state is updated a variable number of times per frame, but at a fixed timestep. At the same time, the Time.TotalVirtualTime and Time.ElapsedVirtualTime should be updated accordingly. In addition, I intend for this to support multiplayer in the future, in case that makes any difference to the design of the game loop. Any tips or examples on how I could go about implementing this (aside from links to articles)?

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  • Blackjack game reshuffling problem

    - by Jam
    I am trying to make a blackjack game where before each new round, the program checks to make sure that the deck has 7 cards per player. And if it doesn't, the deck clears, repopulates, and reshuffles. I have most of the problem down, but for some reason at the start of every deal it reshuffles the deck more than once, and I can't figure out why. Help, please. Here's what I have so far: (P.S. the imported cards and games modules aren't part of the problem, I'm fairly sure my problem lies in the deal() function of my BJ_Deck class.) import cards, games class BJ_Card(cards.Card): """ A Blackjack Card. """ ACE_VALUE = 1 def get_value(self): if self.is_face_up: value = BJ_Card.RANKS.index(self.rank) + 1 if value > 10: value = 10 else: value = None return value value = property(get_value) class BJ_Deck(cards.Deck): """ A Blackjack Deck. """ def populate(self): for suit in BJ_Card.SUITS: for rank in BJ_Card.RANKS: self.cards.append(BJ_Card(rank, suit)) def deal(self, hands, per_hand=1): for rounds in range(per_hand): for hand in hands: if len(self.cards)>=7*(len(hands)): top_card=self.cards[0] self.give(top_card, hand) else: print "Reshuffling the deck." self.cards=[] self.populate() self.shuffle() top_card=self.cards[0] self.give(top_card, hand) class BJ_Hand(cards.Hand): """ A Blackjack Hand. """ def init(self, name): super(BJ_Hand, self).init() self.name = name def __str__(self): rep = self.name + ":\t" + super(BJ_Hand, self).__str__() if self.total: rep += "(" + str(self.total) + ")" return rep def get_total(self): # if a card in the hand has value of None, then total is None for card in self.cards: if not card.value: return None # add up card values, treat each Ace as 1 total = 0 for card in self.cards: total += card.value # determine if hand contains an Ace contains_ace = False for card in self.cards: if card.value == BJ_Card.ACE_VALUE: contains_ace = True # if hand contains Ace and total is low enough, treat Ace as 11 if contains_ace and total <= 11: # add only 10 since we've already added 1 for the Ace total += 10 return total total = property(get_total) def is_busted(self): return self.total > 21 class BJ_Player(BJ_Hand): """ A Blackjack Player. """ def is_hitting(self): response = games.ask_yes_no("\n" + self.name + ", do you want a hit? (Y/N): ") return response == "y" def bust(self): print self.name, "busts." self.lose() def lose(self): print self.name, "loses." def win(self): print self.name, "wins." def push(self): print self.name, "pushes." class BJ_Dealer(BJ_Hand): """ A Blackjack Dealer. """ def is_hitting(self): return self.total < 17 def bust(self): print self.name, "busts." def flip_first_card(self): first_card = self.cards[0] first_card.flip() class BJ_Game(object): """ A Blackjack Game. """ def init(self, names): self.players = [] for name in names: player = BJ_Player(name) self.players.append(player) self.dealer = BJ_Dealer("Dealer") self.deck = BJ_Deck() self.deck.populate() self.deck.shuffle() def get_still_playing(self): remaining = [] for player in self.players: if not player.is_busted(): remaining.append(player) return remaining # list of players still playing (not busted) this round still_playing = property(get_still_playing) def __additional_cards(self, player): while not player.is_busted() and player.is_hitting(): self.deck.deal([player]) print player if player.is_busted(): player.bust() def play(self): # deal initial 2 cards to everyone self.deck.deal(self.players + [self.dealer], per_hand = 2) self.dealer.flip_first_card() # hide dealer's first card for player in self.players: print player print self.dealer # deal additional cards to players for player in self.players: self.__additional_cards(player) self.dealer.flip_first_card() # reveal dealer's first if not self.still_playing: # since all players have busted, just show the dealer's hand print self.dealer else: # deal additional cards to dealer print self.dealer self.__additional_cards(self.dealer) if self.dealer.is_busted(): # everyone still playing wins for player in self.still_playing: player.win() else: # compare each player still playing to dealer for player in self.still_playing: if player.total > self.dealer.total: player.win() elif player.total < self.dealer.total: player.lose() else: player.push() # remove everyone's cards for player in self.players: player.clear() self.dealer.clear() def main(): print "\t\tWelcome to Blackjack!\n" names = [] number = games.ask_number("How many players? (1 - 7): ", low = 1, high = 8) for i in range(number): name = raw_input("Enter player name: ") names.append(name) print game = BJ_Game(names) again = None while again != "n": game.play() again = games.ask_yes_no("\nDo you want to play again?: ") main() raw_input("\n\nPress the enter key to exit.")

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  • Resources such as libraries, engines and frameworks to make Javacript-based MMORTS? [closed]

    - by hhh
    I am looking for resources outlined to make a MMORTS with Javascript as the client-side, probably just a simple canvas for the frontend. The guy in the video here mentions that JavaScript is one of the most misunderstood language -- and I do believe that. I think one can make quite cool games with it in the future. So I am now proactively looking for resources and perhaps some ideas. My first idea contained Node.js, C and NetBSD/bozohttpd (or the-4-7-chars' *ix-thing with green-logo -thing, move the q here) but I acknowledge my beginner -style approach -- this issue is broad and not only for one person to make it all-the-time-improved project! So I think perfect for community to tinker. Some games and examples possibly easy to make into MMORTS BrowserQuest here under MPL 2.0 and its content licensed under CC-BY-SA 3.0 (source here) [proprietary] LoU here and built with JS/Qooxdoo/c#/Windows-Server/ISS/etc, source. MY ANSWER BEGINS HERE TO BE MOVED BELOW, REQUIRING RE-OPENING. PLEASE, VOTE TO OPEN IT -- HELP US TO TINKER! My answer Generic Is there an MMO-related research body? Although about Android, certain things also appropriate with JS -game: Are there any 2D gaming libraries/frameworks/engines for Android? Why is it so hard to develop a MMO? Browser based MMO Architecture MMO architecture - Highly Scalable with Reporting capabilities What are the Elements of an MMO Game? Is this the right architecture for our MMORPG mobile game? Looking for architectures to develop massive multiplayer game server Information on seamless MMO server architecture Game-mechanics (search) Question sounding like about LoU: What are the different ways to balance an online multiplayer game where user spend different amounts of time online? Building an instance system What are the different ways to balance an online multiplayer game where user spend different amounts of time online? Hosting is it possible to make a MMO starting with scalable hosting? Should I keep login server apart from game server? MMO techniques, algorithms and resources for keeping bandwidth low? MMO Proxy Server Javascript and Client-based things What do I need to do a MMORTS in JavaScript with small amount of Developers? How to update the monsters in my MMO server using Node.js and Socket.IO Are there any good html 5 mmo design tutorials? Networking Loadbalancing Questions Something about TCP, routers, NAT, etc: How do I start writing an MMO game server? Who does the AI calculations in an MMO? They need someone more knowledgable to work with, a lot of cases where the same words mean different things. Data Structures What data structure should I use for a Diablo/WoW-style talent tree? Game Engine Need an engine for MMO mockup Helper sites http://www.gamedev.net/page/index.html

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  • Freshen the RTS genre

    - by William Michael Thorley
    This isn't really a question, but a request for feedback. RPS (Rock, Paper, Scissors) RTS (Real Time Strategy) Demo version is out: The game is simple. It is an RTS. Why has it been made? Many if not most RTS’s are about economy and large numbers of unit types. The genre hasn’t actually developed the gameplay drastically from the very first RTS’s produced, some lesson have been learned, but the games are really very similar to how they have always been. RPS brings new gameplay to the RTS genre. Through three means: • New combat mechanics: RPS has two unique modes (as well as the old favourite) of resolving weapon fire. These change how combat happens, and make application of the correct units vital to success. From this comes the requirement to run Intel on your enemies. • Fixed Resource Economy: Each player has a fixed amount of energy, This means that there is a definite end to the game. You can attrition your enemy and try to outlast them, or try to outspend your opponent and destroy them. There is a limit to how fast ships can be built, through the generation of construction blocks, but energy is the fast limit on economy. • Game Modes: Game modes add victory conditions and new game pieces. The game is overseen by a controller which literally runs the game. Games are no longer line them up, gun them down. This means that new tactics must be played making skirmish games fresh with novel tactics without adding huge amounts of new game units to learn. I’ve produced RPS from the ground. I will be running a kickstarter in the near future, but right now I want feedback and input from the game developing community. Regarding the concepts, where RPS is going, the game modes, the combat mechanics. How it plays. RPS will give fresh gameplay to the genre so it must be right. It works over the internet or a LAN and supports single player games. Get it. Play it. Tell me about your games. Thank you Demo: https://dl.dropbox.com/u/51850113/RPS%20Playtest.zip Tutorials: https://dl.dropbox.com/u/51850113/RPSGamePlay.zip

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  • What are some great papers/publications relating to game programming?

    - by Archagon
    What are some of your favorite papers and publications that closely relate to game programming? I'm particularly looking for examples that are well-written and illustrated, and/or have had a profound influence on the industry. (Here's one example: in this GDC talk, Bungie's David Aldridge mentions that a paper called "The TRIBES Engine Networking Model" was the starting point for Halo's network code.)

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  • Do game studios hire people based on their math knowledge alone?

    - by Brent Horvath
    I have very little programming skills outside of very basic levels of Java, but I have excellent math and science knowledge. I was wondering what I could offer any potential team if I were to go into video game development? Do people hire people based on their math knowledge alone? I like to do other things such as writing or drawing, but math and science are the only skills in which I really excel in.

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