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  • Implmenting RLE into a tilemap or how to create a large 3D array?

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages. Edit: As Will posted, RLE sounds like the best method for achieving a fast 3D array. However I'm struggling to understand how I would even start to implement it? Would I create a 4D array the 4th being something which controls how many to skip? Or would the x-axis simply change altogether and have large gaps in between - for example [5][y][z] would skip 5 tiles? Is there something really obvious here which I am missing? The number of z levels I'm trying to have is around 66, it would be preferably that I can have up to or more than 1000 in x and y.

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  • Libgdx ParallaxScrolling and TiledMaps

    - by kirchhoff
    I implemented ParallaxScrolling for my SideScroller project, everything is working but the tiled map (the most important part!). I've been trying out everything but it doesn't work (see the code below). I'm using ParallaxCamera from GdxTests, it's working perfectly for the background layers. I can't explain myself properly in english, so I recorded 2 videos: Before parallaxScrolling After parallaxScrolling As you can see, now the platforms appear in the middle of the Y-axis. I've got a Map class with 2 tiled maps, so I need two renderers too: private TiledMapRenderer renderer1; private TiledMapRenderer renderer2; public void update(GameCamera camera) { renderer1.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); renderer2.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); } In bold, the code I think I should change. I've tried changing parameters, even adding hardcoded values, etc, but one of two: 1. Nothing happens. 2. Platforms disappear. Here is some aditional code. The render method: world.update(delta); parallaxBackground.update(camera); clear(0.5f, 0.7f, 1.0f, 1); batch.setProjectionMatrix(camera.calculateParallaxMatrix(0, 0)); batch.disableBlending(); batch.begin(); batch.draw(background, -(int)background.getRegionWidth()/2, -(int)background.getRegionHeight()/2); batch.end(); batch.enableBlending(); parallaxBackground.draw(batch, camera); renderer.render(batch);

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  • Why is Javascript used in MongoDB and CouchDB instead of other languages such as Java, C++?

    - by startup007
    I asked this question on SO but was suggested to try here. So here it goes: My understanding of Javascript so far has been that it is a client-side language that capture events and makes a web-page dynamic. But on reading the comparison between MongoDB and CouchDB I noticed that both are using Javascript. This makes me wonder the reason behind the choice of JavaScript over other conventional languages. I guess I am trying to understand the role of JavaScript and its advantages over other languages. Update: I am not asking about the languages / drivers supported by the two databases. The comparison says: Both CouchDB and MongoDB make use of Javascript. CouchDB uses Javascript extensively including in the building of views. MongoDB also supports running arbitrary javascript functions server-side and uses javascript for map/reduce operations. My lack of understanding pertains to why is Javascript being used at all for the backend work. Why is it preferred for building views in CouchDB, or for using map/reduce operations? Why C/C++ or Java were not used? What are the advantages in using Javascript for such back-end work?

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  • Precision loss when transforming from cartesian to isometric

    - by Justin Skiles
    My goal is to display a tile map in isometric projection. This tile map has 25 tiles across and 25 tiles down. Each tile is 32x32. See below for how I'm accomplishing this. World Space World Space to Screen Space Rotation (45 degrees) Using a 2D rotation matrix, I use the following: double rotation = Math.PI / 4; double rotatedX = ((tileWorldX * Math.Cos(rotation)) - ((tileWorldY * Math.Sin(rotation))); double rotatedY = ((tileWorldX * Math.Sin(rotation)) + (tileWorldY * Math.Cos(rotation))); World Space to Screen Space Scale (Y-axis reduced by 50%) Here I simply scale down the Y value by a factor of 0.5. Problem And it works, kind of. There are some tiny 1px-2px gaps between some of the tiles when rendering. I think there's some precision loss somewhere, or I'm not understanding how to get these tiles to fit together perfectly. I'm not truncating or converting my values to non-decimal types until I absolutely have to (when I pass to the render method, which only takes integers). I'm not sure how to guarantee pixel perfect rendering precision when I'm rotating and scaling on a level of higher precision. Any advice? Do I need to supply for information?

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  • How to highlight non-rectangular hotspots?

    - by HuseyinUslu
    So my question is highly related to Creating non-rectangular hotspots and detecting clicks. Yet again, I've irregular hot-spots (think the game Risk). So basically, we can detect clicks on these hot-spots easily using color key mapping as discussed in above question which I don't have any problems implementing (which is also covered here in details). The problem is about highlighting these irreguar hotspots. So let me explain the question a bit more - the above color key mapping guide uses this as a world map: Then the author color-maps the imaginary countries: Now we can now detect the country the pointer is over. In the same article author mentions outlining countries on mouse-over. Though to get the effect, he creates unique border assets for each country - like: For the game I'm working on I'm using the same color-key mapping idea to detect hot-spots, but I didn't like the way of highlighting hot-spots. Coloring all the hot-spots is already a time-consuming job for me - as I have 25+ hot-spots for each map. Further, the need to have 25 unique border/highlight asset per hot-spot doesn't sound right. Anyone have a better idea/suggestion on highlighting these hot-spots?

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  • Algorithm to reduce calls to mapping API

    - by aidan
    A random distribution of points lies on a map. This data lies behind an API, and I want to grab the complete set of points within a given bounding box. I can query the API with the bounding box and the API will return the set of points that fall within that box. The problem is that the API will limit the result set to 10 items, with no pagination and no indication if there are more points that have been omitted. So I made a recursive algorithm that takes a bounding box and requests the points that lie within it. If the result set is exactly 10 items, then I split the bounding box into four quadrants and recurse. It works fine but my question is this: if want to minimize the number of API calls, what is the optimal way to split the bounding box? Splitting it into quadrants was just an arbitrary decision. When there are a lot of points on the map, I have to drill down many levels before I start getting meaningful results. So I imagine it might be faster to split the box into, say, 9, 16, or more sections. But if I do that, then I eventually get to a point where a lot of requests are returning 0 results which isn't so efficient. Also, does the size of the limit on the results set affect the answer? (This is all assuming that I have no prior knowledge of nominal point density in the bounding box)

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  • Ubuntu 13.04 client cannot connect to Raspbian samba share

    - by envoyweb
    I have a client Ubuntu 13.04 machine trying to connect to a server running Raspbian with samba and samba-common-bin installed on the server I can see my share and when I try to login I get this error: Unable to access location: Failed to write windows share Cannot allocate memory. I have installed ntfs-3g for the usb hard drive that already auto mounts on the server so I never had to create a directory or edit fstab. Testparm on the server states the following: [global] workgroup = ENVOYWEB server string = %h server map to guest = Bad User obey pam restrictions = Yes pam password change = Yes passwd program = /usr/bin/passwd %u passwd chat = *Enter\snew\s*\spassword:* %n\n *Retype\snew\s*\spassword:* %n\n *password\supdated\ssuccessfully* . unix password sync = Yes syslog = 0 log file = /var/log/samba/log.%m max log size = 1000 dns proxy = No usershare allow guests = Yes panic action = /usr/share/samba/panic-action %d idmap config * : backend = tdb [homes] comment = Home Directories valid users = %S create mask = 0700 directory mask = 0700 browseable = No [printers] comment = All Printers path = /var/spool/samba create mask = 0700 printable = Yes print ok = Yes browseable = No [print$] comment = Printer Drivers path = /var/lib/samba/printers [BigDude] comment = Sharing BigDude's Files path = /media/BigDude/ valid users = @users read only = No create mask = 0755 testparm on the client which is running ubuntu is as follows [global] workgroup = ENVOYWEB server string = %h server (Samba, Ubuntu) map to guest = Bad User obey pam restrictions = Yes pam password change = Yes passwd program = /usr/bin/passwd %u passwd chat = *Enter\snew\s*\spassword:* %n\n *Retype\snew\s*\spassword:* %n\n *password\supdated\ssuccessfully* . unix password sync = Yes syslog = 0 log file = /var/log/samba/log.%m max log size = 1000 dns proxy = No usershare allow guests = Yes panic action = /usr/share/samba/panic-action %d idmap config * : backend = tdb [printers] comment = All Printers path = /var/spool/samba create mask = 0700 printable = Yes print ok = Yes browseable = No [print$] comment = Printer Drivers path = /var/lib/samba/printers

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  • Having troubles with LibNoise.XNA and generating tileable maps

    - by Jon
    Following up on my previous post, I found a wonderful port of LibNoise for XNA. I've been working with it for about 8 hours straight and I'm tearing my hair out - I just can not get maps to tile, I can't figure out how to do this. Here's my attempt: Perlin perlin = new Perlin(1.2, 1.95, 0.56, 12, 2353, QualityMode.Medium); RiggedMultifractal rigged = new RiggedMultifractal(); Add add = new Add(perlin, rigged); // Initialize the noise map int mapSize = 64; this.m_noiseMap = new Noise2D(mapSize, perlin); //this.m_noiseMap.GeneratePlanar(0, 1, -1, 1); // Generate the textures this.m_noiseMap.GeneratePlanar(-1,1,-1,1); this.m_textures[0] = this.m_noiseMap.GetTexture(this.graphics.GraphicsDevice, Gradient.Grayscale); this.m_noiseMap.GeneratePlanar(mapSize, mapSize * 2, mapSize, mapSize * 2); this.m_textures[1] = this.m_noiseMap.GetTexture(this.graphics.GraphicsDevice, Gradient.Grayscale); this.m_noiseMap.GeneratePlanar(-1, 1, -1, 1); this.m_textures[2] = this.m_noiseMap.GetTexture(this.graphics.GraphicsDevice, Gradient.Grayscale); The first and third ones generate fine, they create a perlin noise map - however the middle one, which I wanted to be a continuation of the first (As per my original post), is just a bunch of static. How exactly do I get this to generate maps that connect to each other, by entering in the mapsize * tile, using the same seed, settings, etc.?

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  • How to get httpd to forward to multiple tomcats for different urls, including / ?

    - by Nick Foote
    Ok So I've got multiple tomcat instances setup on several AJP ports, I also have Apache httpd listening on port 8090 (cos I've got another app already using 8080 at the moment). I've successfully mapped urls such as mydomain.com:8090/demo and mydomain.com:8090/preprod to their respective tomcat instances using Jk Mount and the following vhosts config; <VirtualHost *:8090> JkMount /preprod* preprod JkMount /demo* demo </VirtualHost> But I also want the "root" address to map to another tomcat instance, what will become live/production, ie I want mydomain.com:8090/ to map a 3rd tomcat instance. At the moment nothing happens or changes if I just add to the above config a line; JkMount /* rootwar if I browse to mydomain.com:8090 I just get the same boring apache httpd landing page letting me know its running (ie index.html in httpd/htdocs) Is it possible to use JkMount to redirect the "root" address stuff to a tomcat instance? I can see that a rule like /* will also match URLs like mydomain.com/preprod but I was hoping the rules are applied in order so if /* appears at the end it effectively would be a "if its not one of the other environments, then direct to root/production" Just to be clear I'm trying to setup the following; mydomain.com:8090/preprod --> myApp running in tomcat1 mydomain.com:8090/demo --> myApp running in tomcat2 mydomain.com:8090 --> myApp running in tomcat3

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  • Can I delete Generic kernel if I use Generic

    - by user206049
    I currently can't update my release as there is not enough space on boot. I just have the one kernel version there, but seem to have both the Generic and Low Latency versions. uname -r just shows 3.8.0-32-lowlatency ls -lah /boot shows -rw-r--r-- 1 root root 899K Oct 2 00:00 abi-3.8.0-32-generic -rw-r--r-- 1 root root 899K Oct 7 09:27 abi-3.8.0-32-lowlatency -rw-r--r-- 1 root root 152K Oct 2 00:00 config-3.8.0-32-generic -rw-r--r-- 1 root root 152K Oct 7 09:27 config-3.8.0-32-lowlatency drwxr-xr-x 3 root root 2.0K Jan 1 1970 efi drwxr-xr-x 5 root root 1.0K Oct 22 10:05 grub -rw-r--r-- 1 root root 32M Oct 22 09:51 initrd.img-3.8.0-32-generic -rw-r--r-- 1 root root 32M Oct 22 10:05 initrd.img-3.8.0-32-lowlatency drwxr-xr-x 2 root root 12K Feb 25 2013 lost+found -rw-r--r-- 1 root root 173K Dec 5 2012 memtest86+.bin -rw-r--r-- 1 root root 175K Dec 5 2012 memtest86+_multiboot.bin -rw------- 1 root root 3.0M Oct 2 00:00 System.map-3.8.0-32-generic -rw------- 1 root root 3.0M Oct 7 09:27 System.map-3.8.0-32-lowlatency -rw------- 1 root root 5.2M Oct 2 00:00 vmlinuz-3.8.0-32-generic -rw------- 1 root root 5.2M Oct 7 09:27 vmlinuz-3.8.0-32-lowlatency So what can I do to allow me to update? Apparently I need 174m on boot and am 40m short.

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  • Application Scope v's Static - Not Quite the same

    - by Duncan Mills
    An interesting question came up today which, innocent as it sounded, needed a second or two to consider. What's the difference between storing say a Map of reference information as a Static as opposed to storing the same map as an application scoped variable in JSF?  From the perspective of the web application itself there seems to be no functional difference, in both cases, the information is confined to the current JVM and potentially visible to your app code (note that Application Scope is not magically propagated across a cluster, you would need a separate instance on each VM). To my mind the primary consideration here is a matter of leakage. A static will be (potentially) visible to everything running within the same VM (OK this depends on which class-loader was used but let's keep this simple), and this includes your model code and indeed other web applications running in the same container. An Application Scoped object, in JSF terms, is much more ring-fenced and is only visible to the Web app itself, not other web apps running on the same server and not directly to the business model layer if that is running in the same VM. So given that I'm a big fan of coding applications to say what I mean, then using Application Scope appeals because it explicitly states how I expect the data to be used and a provides a more explicit statement about visibility and indeed dependency as I'd generally explicitly inject it where it is needed.  Alternative viewpoints / thoughts are, as ever, welcomed...

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  • Graph data structures and journal format for mini-IDE

    - by matec
    Background: I am writing a small/partial IDE. Code is internally converted/parsed into a graph data structure (for fast navigation, syntax-check etc). Functionality to undo/redo (also between sessions) and restoring from crash is implemented by writing to and reading from journal. The journal records modifications to the graph (not to the source). Question: I am hoping for advice on a decision on data-structures and journal format. For the graph I see two possible versions: g-a Graph edges are implemented in the way that one node stores references to other nodes via memory address g-b Every node has an ID. There is an ID-to-memory-address map. Graph uses IDs (instead of addresses) to connect nodes. Moving along an edge from one node to another each time requires lookup in ID-to-address map. And also for the journal: j-a There is a current node (like current working directory in a shell + file-system setting). The journal contains entries like "create new node and connect to current", "connect first child of current node" (relative IDs) j-b Journal uses absolute IDs, e.g. "delete edge 7 - 5", "delete node 5" I could e.g. combine g-a with j-a or combine g-b with j-b. In principle also g-b and j-a should be possible. [My first/original attempt was g-a and a version of j-b that uses addresses, but that turned out to cause severe restrictions: nodes cannot change their addresses (or journal would have to keep track of it), and using journal between two sessions is a mess (or even impossible)] I wonder if variant a or variant b or a combination would be a good idea, what advantages and disadvantages they would have and especially if some variant might be causing troubles later.

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  • Simplest way to render image over top of another with another image used as mask in OpenGL?

    - by Adam Naylor
    The effect I'm looking for is to have a single large background image that is always visible (at full alpha) and then show a second image (what I call a light map or specular map) that is partially shown over the top based on a third image (which is effectively a mask). The effect is similar to this effect except instead of simply darkening or lightening the background image using the third image it needs to mask the second without effecting the first at all. The third image is the only one that moves therefore hard baking the third images alpha into the second image isn't an option. If my explanation isn't clear I'll provide visual examples when I have more time. I'd prefer not to go down a shader route as I haven't taught myself this area yet so unless I have too I'd rather try to achieve this with simple alpha blending. Happy to use a shader approach. Cheers. Additional These third images are obviously light sources being cast onto the first image showing the specular information from the second image to simulate the light 'shining' off the objects in the first image. The solution I implement will need to allow two light sources to potentially overlap so my current thoughts are that the alpha values of the two images will need to be combined (Added?) to produce a final image which masks the second image? Don't worry about things like coloured lights. For this technique the lights are all considered white.

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  • Pathfinding with MicroPather : costs calculations with sectors and portals

    - by Adan
    Hello, I'm considering using micropather to help me with pathfinding. I'm not using a discrete map : I'm working in 2d with sectors and portales. However, I'm just wondering what is the best way to compute costs with this library in this context. Just to be more clear about geometrical shapes I'm using : sectors are basically convex polygons, and portals are segments that lies on sector's edge. Micropather exposes a pure virtual Graph class that you must inherate and overrides 3 functions. I understand how pathfinding works, so there's no problem in overriding those functions. Right now, my implementation give me results, i.e I'm able to find a path in my map, but I'm not sure I'm using an optimal solution. For the AdjacentCost method : I just take the distance between sector's centers as the cost. I think a better solution should be to use the portal between the two sectors, compute its center, and then the cost should be : distance( sector A center, portal center ) + distance ( sector B center, portal center ). I'm pretty sure the approximation I'm using with just sector's center is enough for most cases, but maybe with thin and long sectors that are perpendicular, this approximation could mislead the A* algorithm. For the LeastCostEstimate method : I just take the midpoint of the two sectors. So, as you understand, I'm always working with sectors' centers, and it's working fine. And I'm pretty sure there's a better way to work. Any suggestions or feedbacks? Thanks in advance!

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  • Splitting a tetris game apart - where to put time-management?

    - by nightcracker
    I am creating a tetris game in C++ & SDL, and I'm trying to do it "good" by making it object-oriented and keeping scopes small. So far I have the following structure: A main with some lowlevel SDL set up and handling input A game class that keeps track of score and provides the interface for main (move block down, etc) A map class that keeps track of the current game field, which blocks are where. Used by the game class. A block class that consists of the current falling block, used by game. A renderer class abstracting low level SDL to a format where you render "tetris blocks". Used by map and block. Now I have a though time where to place the time-management of this game. For example, where should be decided when a block bumps the bottom of the screen how long it takes the current block locks in place and a new block spawns? I also have an other unrelated question, is there some place where you can find some standard data on tetris like standard score tables, rulesets, timings, etc?

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  • A Star Path finding endless loop

    - by PoeHaH
    I have implemented A* algorithm. Sometimes it works, sometimes it doesn't, and it goes through an endless loop. After days of debugging and googling, I hope you can come to the rescue. This is my code: The algorythm: public ArrayList<Coordinate> findClosestPathTo(Coordinate start, Coordinate goal) { ArrayList<Coordinate> closed = new ArrayList<Coordinate>(); ArrayList<Coordinate> open = new ArrayList<Coordinate>(); ArrayList<Coordinate> travelpath = new ArrayList<Coordinate>(); open.add(start); while(open.size()>0) { Coordinate current = searchCoordinateWithLowestF(open); if(current.equals(goal)) { return travelpath; } travelpath.add(current); open.remove(current); closed.add(current); ArrayList<Coordinate> neighbors = current.calculateCoordAdjacencies(true, rowbound, colbound); for(Coordinate n:neighbors) { if(closed.contains(n) || map.isWalkeable(n)) { continue; } int gScore = current.getGvalue() + 1; boolean gScoreIsBest = false; if(!open.contains(n)) { gScoreIsBest = true; n.setHvalue(manhattanHeuristic(n,goal)); open.add(n); } else { if(gScore<n.getGvalue()) { gScoreIsBest = true; } } if(gScoreIsBest) { n.setGvalue(gScore); n.setFvalue(n.getGvalue()+n.getHvalue()); } } } return null; } What I have found out is that it always fails whenever there's an obstacle in the path. If I'm running it on 'open terrain', it seems to work. It seems to be affected by this part: || map.isWalkeable(n) Though, the isWalkeable function seems to work fine. If additional code is needed, I will provide it. Your help is greatly appreciated, Thanks :)

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  • Combining pathfinding with global AI objectives

    - by V_Programmer
    I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in tactics and resource management (create troops, determine who have strategical advantage, detect important objectives, etc) and a individual component, focused in assign the work to each unit, examine its possibilites and move the unit. Now I'm facing an important problem. The map where the action take place is a grid-based map. Each terrain has different movement cost. I read about pathfinding and I think A* is a very good option to determine a good route between two points. However, imagine I have an unit with movement = 5 (i.e, it can move 5 tiles of movement cost = 1). My tactical AI has found an objective at a distance d = 20 tiles (Manhattan distance) from my unit. My problem is the following: the unit won't be able to reach the objective in one turn. So the AI will have to store a list of position and execute them in various turns. I don't know how to solve this. PS. In my unit code, I have a list called "selectionMarks" which stores all the possible places where the unit can go in this turn. This places are calculed recursively using a "getSelectionMarks" function. Any help is appreciated :D

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  • canvas tile grid, hover effects, single tilesheet, etc

    - by user121730
    I'm currently in the process of building both the client and server side of an html5, canvas, and WebSocket game. This is what I have thus far for the client: http://jsfiddle.net/dDmTf/7/ Current obstacles The hover effect has no idea what to put back after the mouse leaves. Currently it's just drawing a "void" tile, but I can't figure out how to redraw a single tile without redrawing the whole map. How would I go about storing multiple layers within the map variable? I was considering just using a multi-dimensional array for each layer (similar to what you see as the current array), and just iterating through it, but is that really an efficient way of doing it? Side note The tile sheet being used for the jsfiddle display is only for development. I'll be replacing it as things progress in the engine. I hope you can help! Hopefully you guys can help me, I've been struggling to get through things, since I'm learning how things kind of stuff works as I go. If you guys have any pointers for my JavaScript, feel free. As I'm more or less learning advanced usage as I go, I'm sure I'm doing plenty of things wrong. Note: I will continue to update this post as the engine improves, but updating the jsfiddle link and updating the obstacles list by striking things that have been solved, or adding additions. Thanks!

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  • Java Slick2d - Mouse picking how to take into account camera

    - by Corey
    When I move it it obviously changes the viewport so my mouse picking is off. My camera is just a float x and y and I use g.translate(-cam.cameraX+400, -cam.cameraY+300); to translate the graphics. I have the numbers hard coded just for testing purposes. How would I take into account the camera so my mouse picking works correctly. double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } That is my mouse picking code

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  • Problem with a* implementation in pygame

    - by piyush3dxyz
    Yesterday i decide to make RTS game in pygame(pygame is best).I figured out many components of RTS game like unit selecting,health,resources but only 1 thing i still not understand.. which is a* pathfinding in pygame... I also done little bit of research on wiki,articles and papers...but still cant figure out problem.... function A*(start,goal) closedset := the empty set // The set of nodes already evaluated. openset := {start} // The set of tentative nodes to be evaluated, initially containing the start node came_from := the empty map // The map of navigated nodes. g_score[start] := 0 // Cost from start along best known path. // Estimated total cost from start to goal through y. f_score[start] := g_score[start] + heuristic_cost_estimate(start, goal) while openset is not empty current := the node in openset having the lowest f_score[] value if current = goal return reconstruct_path(came_from, goal) remove current from openset add current to closedset for each neighbor in neighbor_nodes(current) if neighbor in closedset continue tentative_g_score := g_score[current] + dist_between(current,neighbor) if neighbor not in openset or tentative_g_score <= g_score[neighbor] came_from[neighbor] := current g_score[neighbor] := tentative_g_score f_score[neighbor] := g_score[neighbor] + heuristic_cost_estimate(neighbor, goal) if neighbor not in openset add neighbor to openset return failure here is the pseudocode for wiki a* implementation......

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  • Sprite sorting issues

    - by TheBroodian
    I apologize for the vague title, I'm not sure how else to phrase this problem. I am using tIDE to assist me in my game's world development. To give a dynamic effect to map layers within tIDE, it has events that can be wired up to draw sprites before or after the draw of layers, to create foreground or background effects during runtime. This all works fine and well, however, the only way that I understand that this works, is by calling tIDE's internal spritebatch to create this effect. This creates a problem for me, because within tIDE's source code, its spritebatch's call block is set to SpriteSortMode.Deferred, and my characters have particle elements that I would like to draw in front of and behind themselves, via a drawdepth value. I can use a separate instance of spritebatch and call my character's draw method, and set sprite sorting there, but then my character is drawn ontop of all layers in my tIDE map. Which is even worse to me than my particles not being drawn as I want them to be. So, in summary, I want all of my crap to work, but at the moment the only way I can figure to do that is to ghetto rig the spritebatch within my characters' draw methods by calling a spritebatch.End();, then starting a new call to Begin() with SpriteSortMode.BackToFront, doing all of my characters' draw logic, and then calling another spritebatch.End(); followed once again by a new spritebatch.Begin(). Obviously that is pretty undesirable, but I don't know any other feasible alternatives. Anybody got any wisdom they could impart unto me as to how I could handle this?

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  • Only one user can connect to Ubuntu samba server

    - by StaticMethod
    I setup a samba server on 12.04 LTS, and it works great for one user but not the others. I am trying to map a network drive from a windows 7 laptop. I can successfully authenticate with one user, but the other two both get "Access is denied" errors. Here is my smb.conf file. [global] server string = %h server (Samba, Ubuntu) map to guest = Bad User obey pam restrictions = Yes pam password change = Yes passwd program = /usr/bin/passwd %u passwd chat = *Enter\snew\s*\spassword:* %n\n *Retype\snew\s*\spassword:* %n\n *password\supdated\ssuccessfully* . unix password sync = Yes syslog = 0 log file = /var/log/samba/log.%m max log size = 1000 dns proxy = No usershare allow guests = Yes panic action = /usr/share/samba/panic-action %d idmap config * : backend = tdb [printers] comment = All Printers path = /var/spool/samba create mask = 0700 printable = Yes print ok = Yes browseable = No [print$] comment = Printer Drivers path = /var/lib/samba/printers [share] comment = Ubuntu File Server Share path = /srv/share read only = No create mask = 0755 I know that the service is successfully reading from the /etc/passwd file because if I change the Linux password for the user that works, I have to use the new password when I connect. I changed all the users so they are all members of the same groups (all three users are admins anyway). I only ever have one user connected at a time. Here are the permissions on the shared folder /srv$ ls -l drwxrwxrwx 1 nobody nogroup 16 Feb 22 17:05 share Any ideas?

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  • Whole continent simulation [on hold]

    - by user2309021
    Let's suppose I am planning to create a simulation of an entire continent at some point in the past (let's say, around 0 A.D). Is it feasible to spawn a hundred million actors that interact with each other and their environments? Having them reproduce, extract resources, etc? The fact is that I actually want to create a simulation that allows me to zoom in from a view of the entire continent up to a single village, and interact with it. (Think as if you could keep zooming in the campaign map of any Total War game and the transition to the battle map was seamless, not a change of the "game mode"). By the way, I have never made a game in my entire life (I have programmed normal desktop applications, though), so I am really having trouble wrapping my head around how to implement such a thing. Even while thinking about how to implement a simple population simulator, without a graphical interface, I think that the O(n) complexity of traversing an array and telling all people to get one year older each time the program ticks is kind of stupid. Any kind help would be greatly appreciated :) EDIT: After being put on hold, I shall specify a question. How would you implement a simulation of all basic human dynamics (reproduction, resource consumption) in an entire continent (with millions of people)?

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  • I don't understand why one of my vbo is overwritten by another

    - by Alays
    to create a vbo I use this function: public void loadVBO(){ vboID = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buf, GL15.GL_STATIC_DRAW); // Put the position coordinates in attribute list 0 GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 0); // Put the color components in attribute list 1 GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4); GL20.glVertexAttribPointer(2, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4+4*4); // Put the texture coordinates in attribute list 2 GL20.glVertexAttribPointer(3, 4, GL11.GL_FLOAT, false,4*4+4*4+4*4+2*4 , 4*4+4*4+4*4); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } to display a vbo I use this function: public void displayVBO(){ GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboID); GL20.glEnableVertexAttribArray(0); GL20.glEnableVertexAttribArray(1); GL20.glEnableVertexAttribArray(2); GL20.glEnableVertexAttribArray(3); GL11.glDrawArrays(GL_TRIANGLES, 0, buf.capacity()); GL20.glDisableVertexAttribArray(0); GL20.glDisableVertexAttribArray(1); GL20.glDisableVertexAttribArray(2); GL20.glDisableVertexAttribArray(3); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); } So when I call map.loadVBO() and then ocean.loadVBO(), I think the second call overwrite the first vbo I don't know how ... When I call map.display() and ocean.display(), I have the ocean draw 2 times .... Thanks.

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  • How to highlight non-rectengular hotspots?

    - by HuseyinUslu
    So my question is highly related to Creating non-rectangular hotspots and detecting clicks. Yet again, I've irregular hot-spots (think the game Risk). So basically, we can detect clicks on these hot-spots easily using color key mapping as discussed in above question which I don't have any problems implementing (which is also covered here in details). The problem is about highlighting these irreguar hotspots. So let me explain the question a bit more - the above color key mapping guide uses this as a world map; then the author color-maps the imaginary countries; which we can now detect the country the pointer is over. In the same article author mentions outlining countries on mouse-over; though to get the effect, he creates unique border assets for each country - like; So for the game I'm working on I'm using the same color-key mapping idea to detect hot-spots, but I didn't like the way of highlighting hot-spots. Coloring all the hot-spots is already a great work for me - as I've 25+ hot-spots for each map - further more the need to have 25 unique border/highlight asset per hot-spot doesn't sound right. Anyone have a better idea/suggestion on highlighting these hot-spots?

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