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  • General usage question of vbo

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: - Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" - Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? - How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • World orientation in OpenGLES clarification

    - by Dev2rights
    I have a 3d tile map made up of individual billboards in OpenGLES. Each is a 2 triangles mesh and has a 3D Vector to determine its position and another defining its rotation from the origin at (0,0,0). Im trying to work out how to rotate the entire tile map around a point be that the origin or some arbitrary point in space. Im guessing i need to set up a Model Matrix instead for each tile. Then set up a world matrix for the world. Then on updating i would translate the world matrix and change the orientation and multiply it with each model matrix before rendering. Is this correct ?

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  • The most efficient method of drawing multiple quads in OpenGL

    - by CPatton
    I'm not very keen with OpenGL and I was wondering if someone could give me some insight on this. I'm a 'seasoned' programmer, I've read the redbook about VBOs and the like, but I was wondering from a more experienced person about the best/most efficient way of achieving this. I've been producing this 2d tile-based game engine to be used in several projects. I have a class called "ScreenObject" which is mainly composed of a Dictionary<Point, Tile> The Point key is to show where to render the Tile on the screen, and the Tile contains one or more textures to be drawn at that point. This ScreenObject is where the tiles will be modified, deleted, added, etc.. My original method of drawing the tiles in the testing I've done was to iterate through the ScreenObject and draw each quad at each location separately. From what I've read, this is a massive waste of resources. It wasn't horribly slow in the testing, but after I've completed the animation classes and effect classes, I'm sure it would be extremely slow. And one last thing, if you wouldn't mind.. As I said before, the Tile class can contain multiple textures to be drawn at the Point location on the screen. I recognize possibly two options for me here. Either add a quad at that location for each texture to be drawn, or, somehow.. use a multiple texture for the same quad (if it's possible). Even if each tile contained one texture only, that would be 64 quads to be drawn on the screen. Most of the tiles will contain 2-5 textures, so the number of total quads would increase dramatically with this method. Would it be feasible to add a quad for each new texture, or am I ignoring a better way to do this? Just need some help understanding this if you don't mind :) I've tried to be as concise as possible, and I'd greatly appreciate any responses.. and even some criticism. Programming is often a learning process and one who develops seems to never stops learning. Thanks for your time.

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  • PGU Tiles collision detection

    - by user280454
    Hi, I've been using PGU(Phil's Pygame Utilities) for a while. It has a dictionary called tdata, which is passed as an argument while loading tiles tdata = { tileno:(agroup, hit_handler, config)} I'm making a pacman clone in which I have 2 groups : player and ghost, for which I want to collision detection with the same type of tile. For example, if the tile no is 2, I want this tile to have agroups as both player and ghost. I tried doing the following: tdata = {0x02 :('player', tile_hit_1, config), 0x02 : ('ghost', tile_hit_2, config)} However, on doing this, it only gives collision detection for ghost, not the player. Any ideas on how I can do collision detection for both the player and the ghost with the same type of tile?

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  • Is there a faster alternative to using textures in XNA?

    - by Matthew Bowen
    I am writing a map editing program for a 2D game using XNA. To create a Texture2D for all of the tiles that a map requires takes too long. Are there any alternatives to using textures for drawing with XNA? I attempted to create just one texture per tile set instead of a texture for every tile in a tile set, but there is a limit to the size of textures and I could not fit all the tiles of a tile set into one texture. Currently the program contains all the would-be textures in memory as Bitmap objects. Is there a way to simply draw a Bitmap object to the screen in XNA? I have searched but I cannot find any information on this. This approach would avoid having to create textures altogether, however any tinting or effects I would have to do to the bitmap directly. Any help would be very much appreciated. Thanks

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  • zoom a JPanel and all of its components

    - by user253530
    I have a big JPanel which holds many TileMapping objects (TileMapping extends JPanel). I want to zoom the big JPanel and all of its components to be scaled aswell. A TileMapping has an image which of course has to be zoomed as well. here is my TileMapping class public class TileMapping extends JPanel { private double zoom = 1.0; private Mapping mapping; private int height; private int width; private int xCoord; private int yCoord; TileMapping(Mapping m, int w, int h, int x, int y) { super(); mapping = m; height = h; width = w; this.xCoord = x; this.yCoord = y; this.setPreferredSize(new Dimension(w, h)); } public int getXcoord() { return xCoord; } public int getYcoord() { return yCoord; } public Mapping getMapping() { return mapping; } public void setMapping(Mapping m) { mapping = m; } public void originalSize() { zoom = 1; } public void zoomIn() { zoom += 0.2; } public void zoomOut() { zoom -= 0.2; } @Override public void paintComponent(Graphics g) { Graphics2D g2d = (Graphics2D) g; if (mapping.getImage() != null) { BufferedImage bg = mapping.getImage(); g2d.scale(zoom, zoom); g2d.drawImage(bg, 0, 0, width, height, this); } else { g2d.scale(zoom, zoom); this.setBackground(Color.white); } } } I need to know how i should continue this on the main JPanel which is populated using this code: This is part of a MapWindow class. if you carefully read the code you will understand what i'm talking about. Basically this is a Tile MapEditor and I am simulating a Tile as a JPanel which holds the mapping object (mapping is a binding between an ASCII character and an image) you place. private void populateMapPanel(Map map) { GridBagConstraints c = new GridBagConstraints(); mapPanel.setLayout(new GridBagLayout()); for (int i = 0; i < map.getMapGrid().getRows(); i++) { for (int j = 0; j < map.getMapGrid().getColumns(); j++) { tile = new TileMapping(map.getMapItem(i, j), cellSize, cellSize, i, j); tile.setBorder(new LineBorder(Color.black)); tile.addMouseListener(this); tile.addMouseMotionListener(this); c.gridx = i; c.gridy = j; mapPanel.add(tile, c); } } mapPanel.validate(); mapPanel.repaint(); } I need to know how to do the following: 1. When the user presses Zoom In the mapPanel should zoom in and also all the images in the smaller panels. 2. when the user click and drag over the TileMappings an image should be painted on them and this image should get scaled of course if the mapPanel is zoomed. Pseudo code, ideas, hints, java code ...anything would be helpful. Thank you

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  • Qt drag & drop button; drop not detecting

    - by Thomas Verbeke
    I'm creating a 2D game in QT and i'm trying to implement a drag & drop into my program. For some reason the drop is not registered: qDebug should print a message on dropping but this doesn't happen. #include "dialog.h" #include "ui_dialog.h" #include "world.h" #include <vector> Dialog::Dialog(QWidget *parent) : QDialog(parent), ui(new Ui::Dialog) { ui->setupUi(this); scene = new QGraphicsScene(this); ui->graphicsView->setScene(scene); MySquare *item; QGraphicsRectItem *enemyItem; World *myWorld = new World(); std::vector<Tile*> tiles = myWorld->createWorld(":/texture.jpg"); int count = 0; foreach (Tile *tile, tiles){ count++; item = new MySquare(tile->getXPos()*4,tile->getYPos()*4,4,4); item->setBrush(QColor(tile->getValue()*255,tile->getValue()*255,tile->getValue()*255)); item->setAcceptDrops(true); scene->addItem(item); } player = new MySquare(10,20,10,10); player->setAcceptDrops(true); scene->addItem(player); //drag & drop part QPushButton *pushButton = new QPushButton("Click Me",this); connect(pushButton,SIGNAL(pressed()),this,SLOT(makeDrag())); setAcceptDrops(true); } void Dialog::makeDrag() { QDrag *dr = new QDrag(this); // The data to be transferred by the drag and drop operation is contained in a QMimeData object QMimeData *data = new QMimeData; data->setText("This is a test"); // Assign ownership of the QMimeData object to the QDrag object. dr->setMimeData(data); // Start the drag and drop operation dr->start(); } mysquare.cpp #include "mysquare.h" MySquare::MySquare(int _x,int _y, int _w, int _h) { isPlayer=false; Pressed=false; setFlag(ItemIsMovable); setFlag(ItemIsFocusable); setAcceptDrops(true); color=Qt::red; color_pressed = Qt::green; x = _x; y = _y; w = _w; h = _h; } QRectF MySquare::boundingRect() const { return QRectF(x,y,w,h); } void MySquare::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget) { QRectF rec = boundingRect(); QBrush brush(color); if (Pressed){ brush.setColor(color); } else { brush.setColor(color_pressed); } painter->fillRect(rec,brush); painter->drawRect(rec); } void MySquare::mousePressEvent(QGraphicsSceneMouseEvent *event) { Pressed=true; update(); QGraphicsItem::mousePressEvent(event); qDebug() << "mouse Pressed"; } void MySquare::mouseReleaseEvent(QGraphicsSceneMouseEvent *event) { Pressed=false; update(); QGraphicsItem::mousePressEvent(event); qDebug() << "mouse Released"; } void MySquare::keyPressEvent(QKeyEvent *event){ int x = pos().x(); int y = pos().y(); //key handling QGraphicsItem::keyPressEvent(event); } void MySquare::dropEvent(QDropEvent *event) { qDebug("dropEvent - square"); // Unpack dropped data and handle it the way you want qDebug("Contents: %s", event->mimeData()->text().toLatin1().data()); } void MySquare::dragMoveEvent(QDragMoveEvent *event){ qDebug("dragMoveEvent - square "); event->accept(); } void MySquare::dragEnterEvent(QDragEnterEvent *event){ event->setAccepted(true); qDebug("dragEnterEvent - square"); event->acceptProposedAction(); } void MySquare::setBrush(QColor _color){ color = _color; color_pressed = _color; update(); //repaint } edit; there is no problem with qDebug() i'm just using it to test them i'm inside the drag events..which i'm not

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  • apache tiles ordering problem

    - by ivar
    I have a problem with the order of rendering tiles. The menu gets rendered first and then the body of our webpage gets rendered. Each tile has it`s own controller that handles everything that tile needs to do. There are two forms. One in the menu and one in the body. Each one changes something in the menu and in the body. The problem is that if a form in the body changes something the menu gets rendered first and then the body controller handles form things and puts data to session, but menu is already done and the session was empty. I cant turn body and menu around becaouse there are other forms that work the other way around. How to deal with this problem? I do want every tile to have its own controller that deals with everything that tile does.

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  • deactivate ' pin to start ' on Application List page when pinning an app via code using C#?

    - by Ahmed Ali
    i'm creating a windows phone app ,where i've put a button to pin the app to start screen , but when press and hold the app icon on application list screen i find that the pin to start option can be used ShellTile TileToFind = ShellTile.ActiveTiles.FirstOrDefault(x => x.NavigationUri.ToString().Contains("MainPage.xaml")); // Create the Tile if we didn't find that it already exists. if (TileToFind == null) { // Create the Tile object and set some initial properties for the Tile. // The Count value of 12 shows the number 12 on the front of the Tile. Valid values are 1-99. // A Count value of 0 indicates that the Count should not be displayed. StandardTileData NewTileData = new StandardTileData { BackgroundImage = new Uri("300.png", UriKind.Relative), Title = "apptitle", BackTitle = "title", BackContent = "testing ", BackBackgroundImage = null }; // Create the Tile and pin it to Start. This will cause a navigation to Start and a deactivation of our app. ShellTile.Create(new Uri("/MainPage.xaml", UriKind.Relative), NewTileData); } else { MessageBox.Show("Already Pinned"); } how can i disable the user from pinning the application again from application list screen

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  • standard geographic tilizing/binning method?

    - by monkut
    I'm trying to learn and understand more about mapping and displaying values on a map. (GIS) At the moment I'M looking to take some values and apply those values to a tile or bin on a map. Ideally I'd like the tile sizes to be uniform, like 100 meters, 500 meters, etc. Is there a standard method for creating uniform tile sizes? Or Are what are common accepted method to deal with this kind of data display? (Currently I'm using geodjango and it's related toolset geos, proj4, etc)

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  • How to append() an element and set its style with css() at the same time with jQuery

    - by Acorn
    I tried: $('#canvas').append('<div class="tile"></div>').css({left: leftPos, top: topPos});, but that sets the style of #canvas rather than the appended element. I then tried: $('#canvas').append(('<div class="tile"></div>').css({left: leftPos, top: topPos}));, but that gives the error "Object <div class="tile"></div> has no method 'css'". How can I add the element and set its style at the same time?

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  • Java Download Concurrent Data

    - by xger86x
    Hi, i'm developing an app which download map tiles around different places in a city. To do this, i have one thread for each place in which i select the tiles and create a thread to download each. Well, the question is how to avoid creating a thread for a tile that already exists in the thread pool. Should not just check if the file exists, since it is possible that the thread for that tile already exists (other place already need that tile) but the file has not been created- Any idea? Thanks

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  • C# .NET Why does my inherited listview keep drawing in LargeIcon View ?? Because Microsoft is Evil!!

    - by Bugz R us
    I have a inherited Listview which standard has to be in Tile Mode. When using this control, the DrawItem gives e.bounds which are clearly bounds of largeIcon view ?? When debugging to check the view it is actually set to, it says it's in Tile view ?? Yet e.DrawText draws LargeIcon view ?? ......... Edit: ................. This seems only to happen when the control is placed upon another usercontrol? ......... Edit 2: ................. It gets stranger ... When i add buttons next to the list to change the view at runtime, "Tile" is the same as "LargeIcon", and "List" view is the same as "SmallIcons" ??? I've also completely removed the ownerdraw ... .......... Edit 3: ................. MSDN Documentation: Tile view Each item appears as a full-sized icon with the item label and subitem information to the right of it. The subitem information that appears is specified by the application. This view is available only on Windows XP and the Windows Server 2003 family. On earlier operating systems, this value is ignored and the ListView control displays in the LargeIcon view. Well I am on XP ya damn liars ?!? Apparently if the control is within a usercontrol, this value is ignored too ... pff I'm getting enough of this Microsoft crap .... you just keep on hitting bugs ... another day down the drain ... public class InheritedListView : ListView { //Hiding members ... mwuahahahahaha //yeah i was still laughing then [BrowsableAttribute(false)] public new View View { get { return base.View; } } public InheritedListView() { base.View = View.Tile; this.OwnerDraw = true; base.DrawItem += new DrawListViewItemEventHandler(DualLineGrid_DrawItem); } void DualLineGrid_DrawItem(object sender, DrawListViewItemEventArgs e) { View v = this.View; //**when debugging, v is Tile, however e.DrawText() draws in LargeIcon mode, // e.Bounds also reflects LargeIcon mode ???? ** }

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  • [JavaScript] Function making a slight miscalculation.

    - by Stanni
    Hi, To begin with, I have a database that holds map data for a game I am creating. A script on my page uses JSON to retrieve a certain amount of that data from the database and store it in an array. When the data is retrieved it goes through a function that finds out how many individual tiles are used in that particular area. Here is the code: var xmlhttp = new XMLHttpRequest; xmlhttp.onreadystatechange = function(){ if(xmlhttp.readyState == 4){ var map = JSON.parse(xmlhttp.responseText); var mapTiles = new Array; for(var count = 0; count < map.length; count ++){ if(map[count]){ if(map[count]['tile'] in mapTiles == false){ mapTiles.push(map[count]['tile']); } } } alert(mapTiles); } } For each time the script finds a tile number that isn't already in the mapTiles array it adds it to it. Currently, the script is fetching 1024 records that all but one contain the tile value of '1' the other of which contains the tile value of '2'. This means that when I alert the mapTiles array it should display "1, 2" but instead it displays "1, 1, 2". So there is a slight error in the script but I cannot find it.

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  • Pathfinding results in false path costs that are too high

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • (Unity)Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when i was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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  • collision detection problems - Javascript/canvas game

    - by Tom Burman
    Ok here is a more detailed version of my question. What i want to do: i simply want the have a 2d array to represent my game map. i want a player sprite and i want that sprite to be able to move around my map freely using the keyboard and also have collisions with certain tiles of my map array. i want to use very large maps so i need a viewport. What i have: I have a loop to load the tile images into an array: /Loop to load tile images into an array var mapTiles = []; for (x = 0; x <= 256; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "images/prototype/"+x+".jpg"; mapTiles.push(imageObj); } I have a 2d array for my game map: //Array to hold map data var board = [ [1,2,3,4,3,4,3,4,5,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [17,18,19,20,19,20,19,20,21,22,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [33,34,35,36,35,36,35,36,37,38,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [49,50,51,52,51,52,51,52,53,54,1,1,1,1,1,1,1,1,1,1,1,1,1,197,198,199,1,1,1,1], [65,66,67,68,146,147,67,68,69,70,1,1,1,1,1,1,1,1,216,217,1,1,1,213,214,215,1,1,1,1], [81,82,83,161,162,163,164,84,85,86,1,1,1,1,1,1,1,1,232,233,1,1,1,229,230,231,1,1,1,1], [97,98,99,177,178,179,180,100,101,102,1,1,1,1,59,1,1,1,248,249,1,1,1,245,246,247,1,1,1,1], [1,1,238,1,1,1,1,239,240,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [216,217,254,1,1,1,1,255,256,1,204,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [232,233,1,1,1,117,118,1,1,1,220,1,1,119,120,1,1,1,1,1,1,1,1,1,1,1,119,120,1,1], [248,249,1,1,1,133,134,1,1,1,1,1,1,135,136,1,1,1,1,1,1,59,1,1,1,1,135,136,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,216,217,1,1,1,1,1,1,60,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,232,233,1,1,1,1,1,1,1,1,1,1,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,248,249,1,1,1,1,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,1,1,216,217,1,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,149,150,151,1,1,1,1,1,1,1,1,1,1,232,233,1,1,1], [12,12,12,12,12,12,12,13,1,1,1,1,165,166,167,1,1,1,1,1,1,119,120,1,1,248,249,1,1,1], [28,28,28,28,28,28,28,29,1,1,1,1,181,182,183,1,1,1,1,1,1,135,136,1,1,1,1,1,1,1], [44,44,44,44,44,15,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,59,1,1,197,198,199,1,1,1,1,119,120,1], [1,1,1,1,1,27,28,29,1,1,216,217,1,1,1,1,1,1,1,1,213,214,215,1,1,1,1,135,136,1], [1,1,1,1,1,27,28,29,1,1,232,233,1,1,1,1,1,1,1,1,229,230,231,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,248,249,1,1,1,1,1,1,1,1,245,246,247,1,1,1,1,1,1,1], [1,1,1,197,198,199,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,213,214,215,28,29,1,1,1,1,1,60,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,229,230,231,28,29,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,119,120,1,1,1,1,1], [1,1,1,245,246,247,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,135,136,1,1,60,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ]; I have my loop to place the correct tile sin the correct positions: //Loop to place tiles onto screen in correct position for (x = 0; x <= viewWidth; x++){ for (y = 0; y <= viewHeight; y++){ var width = 32; var height = 32; context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); } } I Have my player object : //Place player object context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); I have my viewport setup: //Set viewport pos viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; I have my player movement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerY > 0) playerY--; break; case 38: // Up if (playerX > 0) playerX--; break; case 39: // Right if (playerY < worldWidth) playerY++; break; case 40: // Down if (playerX < worldHeight) playerX++; break; } My Problem: I have my map loading an it looks fine, but my player position thinks it's on a different tile to what it actually is. So for instance, i know that if my player moves left 1 tile, the value of that tile should be 2, but if i print out the value it should be moving to (2), it comes up with a different value. How ive tried to solve the problem: I have tried swap X and Y values for the initialization of my player, for when my map prints. If i swap the x and y values in this part of my code: context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); The map doesnt get draw correctly at all and tiles are placed all in random positions or orientations IF i sway the x and y values for my player in this line : context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); The players movements are inversed, so up and down keys move my player left and right viceversa. My question: Where am i going wrong in my code, and how do i solve it so i have my map looking like it should and my player moving as it should as well as my player returning the correct tileID it is standing on or moving too. Thanks Again ALSO Here is a link to my whole code: prototype

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  • Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when I was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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  • Having trouble with pathfinding

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • Isometric Collision Detection

    - by Sleepy Rhino
    I am having some issues with trying to detect collision of two isometric tile. I have tried plotting the lines between each point on the tile and then checking for line intercepts however that didn't work (probably due to incorrect formula) After looking into this for awhile today I believe I am thinking to much into it and there must be a easier way. I am not looking for code just some advise on the best way to achieve detection of overlap

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  • Android Array Lag?

    - by Mike
    I am making a platform game for Android. It is sort of a tile based game. I added bullets and enemies with AI and a bunch of tile types. I created a simple map with no Enemies. Everything was running well and smooth until I shot a bunch of bullets randomly everywhere. A couple of hundreds of bullets later, the FPS lowered. I made a test to find out if the bullets were the problem so I made another simple map with just a tile to stand on and left it for a while. Minutes later, I played around with it a bit to check if the FPS changed and it didnt. I reloaded the same map and shot a lot of bullets. Minutes later, the FPS was visibly lower even after the number of bullets were zero. Points to note: Programmed FPS is 30 Tested on a Samsung Galaxy Y and Samsung Galaxy W Any tile, enemy, bullet that is off screen is not drawn to prevent lag Bullets collide with Tiles (if they dont collide with in 450 frames, they are removed from the array) I used List bullets = new ListArray(); I used bullets.add(new Bullet(x, y, params...)); I used for(...){ if(...){ bullets.remove(i); } } Code for bullet: private void drawBullets(Canvas canvas) { for (int i = 0; i < bullets.size(); i++) { Bullet b = bullets.get(i); b.update(canvas); //updates physics if (b.t > blm) { //if the bullet is past its expiry bullets.remove(i); i--; } else { if (svx((b.x)) > 0 && svx(b.x) < width && svy((b.y)) > 0 && svy(b.y) < height) { // if bullet is not off screen b.draw(canvas); // draw the bullet } } } } I tried searching for solutions and references but I have no luck. I'm guessing that the lag has something to do with the Array and the Bullets or Classes that I've loaded? I'm not sure! Someone please help! Thanks in advance! :)

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  • Collision Detection on floor tiles Isometric game

    - by Anivrom
    I am having a very hard to time figuring out a bug in my code. It should have taken me 20 minutes but instead I've been working on it for over 12 hours. I am writing a isometric tile based game where the characters can walk freely amongst the tiles, but not be able to cross over to certain tiles that have a collides flag. Sounds easy enough, just check ahead of where the player is going to move using a Screen Coordinates to Tile method and check the tiles array using our returned xy indexes to see if its collidable or not. if its not, then don't move the character. The problem I'm having is my Screen to Tile method isn't spitting out the proper X,Y tile indexes. This method works flawlessly for selecting tiles with the mouse. NOTE: My X tiles go from left to right, and my Y tiles go from up to down. Reversed from some examples on the net. Here's the relevant code: public Vector2 ScreentoTile(Vector2 screenPoint) { //Vector2 is just a object with x and y float properties //camOffsetX,Y are my camera values that I use to shift everything but the //current camera target when the target moves //tilescale = 128, screenheight = 480, the -46 offset is to center // vertically + 16 px for some extra gfx in my tile png Vector2 tileIndex = new Vector2(-1,-1); screenPoint.x -= camOffsetX; screenPoint.y = screenHeight - screenPoint.y - camOffsetY - 46; tileIndex.x = (screenPoint.x / tileScale) + (screenPoint.y / (tileScale / 2)); tileIndex.y = (screenPoint.x / tileScale) - (screenPoint.y / (tileScale / 2)); return tileIndex; } The method that calls this code is: private void checkTileTouched () { if (Gdx.input.justTouched()) { if (last.x >= 0 && last.x < levelWidth && last.y >= 0 && last.y < levelHeight) { if (lastSelectedTile != null) lastSelectedTile.setColor(1, 1, 1, 1); Sprite sprite = levelTiles[(int) last.x][(int) last.y].sprite; sprite.setColor(0, 0.3f, 0, 1); lastSelectedTile = sprite; } } if (touchDown) { float moveX=0,moveY=0; Vector2 pos = new Vector2(); if (player.direction == direction_left) { moveX = -(player.moveSpeed); moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("left")); } else if (player.direction == direction_upleft) { moveX = -(player.moveSpeed); moveY = 0; Gdx.app.log("Movement", String.valueOf("upleft")); } else if (player.direction == direction_up) { moveX = -(player.moveSpeed); moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("up")); } else if (player.direction == direction_upright) { moveX = 0; moveY = player.moveSpeed; Gdx.app.log("Movement", String.valueOf("upright")); } else if (player.direction == direction_right) { moveX = player.moveSpeed; moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("right")); } else if (player.direction == direction_downright) { moveX = player.moveSpeed; moveY = 0; Gdx.app.log("Movement", String.valueOf("downright")); } else if (player.direction == direction_down) { moveX = player.moveSpeed; moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("down")); } else if (player.direction == direction_downleft) { moveX = 0; moveY = -(player.moveSpeed); Gdx.app.log("Movement", String.valueOf("downleft")); } //Player.moveSpeed is 1 //tileObjects.x is drawn in the center of the screen (400px,240px) // the sprite width is 64, height is 128 testX = moveX * 10; testY = moveY * 10; testX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; testY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; moveX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; moveY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; pos = ScreentoTile(new Vector2(moveX,moveY)); Vector2 pos2 = ScreentoTile(new Vector2(testX,testY)); if (!levelTiles[(int) pos2.x][(int) pos2.y].collides) { Vector2 newPlayerPos = ScreentoTile(new Vector2(moveX,moveY)); CenterOnCoord(moveX,moveY); player.tileX = (int)newPlayerPos.x; player.tileY = (int)newPlayerPos.y; } } } When the player is moving to the left (downleft-ish from the viewers point of view), my Pos2 X values decrease as expected but pos2 isnt checking ahead on the x tiles, it is checking ahead on the Y tiles(as if we were moving DOWN, not left), and vice versa, if the player moves down, it will check ahead on the X values (as if we are moving LEFT, instead of DOWN). instead of the Y values. I understand this is probably the most confusing and horribly written post ever, but I'm confused myself so I'm having a hard time explaining it to others lol. if you need more information please ask!! I'm so frustrated after over 12 hours of working on it I'm about to give up.

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  • Libnoise producing completely random noise

    - by Doodlemeat
    I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise. Here's a to the image produced by my game. I am diving the map into several chunks, but I can't seem to find any problem doing that since libnoise supports tileable noise. The code can be found below. Every chunk is 8x8 tiles large. Every tile is 64x64 pixels. I am also providing a link to download the entire project. It was made in Visual Studio 2013. Download link This is the code for generating a chunk Chunk *World::loadChunk(sf::Vector2i pPosition) { sf::Vector2i chunkPos = pPosition; pPosition.x *= mChunkTileSize.x; pPosition.y *= mChunkTileSize.y; sf::FloatRect bounds(static_cast<sf::Vector2f>(pPosition), sf::Vector2f(static_cast<float>(mChunkTileSize.x), static_cast<float>(mChunkTileSize.y))); utils::NoiseMap heightMap; utils::NoiseMapBuilderPlane heightMapBuilder; heightMapBuilder.SetSourceModule(mNoiseModule); heightMapBuilder.SetDestNoiseMap(heightMap); heightMapBuilder.SetDestSize(mChunkTileSize.x, mChunkTileSize.y); heightMapBuilder.SetBounds(bounds.left, bounds.left + bounds.width - 1, bounds.top, bounds.top + bounds.height - 1); heightMapBuilder.Build(); Chunk *chunk = new Chunk(this); chunk->setPosition(chunkPos); chunk->buildChunk(&heightMap); chunk->setTexture(&mTileset); mChunks.push_back(chunk); return chunk; } This is the code for building the chunk void Chunk::buildChunk(utils::NoiseMap *pHeightMap) { // Resize the tiles space mTiles.resize(pHeightMap->GetWidth()); for (int x = 0; x < mTiles.size(); x++) { mTiles[x].resize(pHeightMap->GetHeight()); } // Set vertices type and size mVertices.setPrimitiveType(sf::Quads); mVertices.resize(pHeightMap->GetWidth() * pHeightMap->GetWidth() * 4); // Get the offset position of all tiles position sf::Vector2i tileSize = mWorld->getTileSize(); sf::Vector2i chunkSize = mWorld->getChunkSize(); sf::Vector2f offsetPositon = sf::Vector2f(mPosition); offsetPositon.x *= chunkSize.x; offsetPositon.y *= chunkSize.y; // Build tiles for (int x = 0; x < mTiles.size(); x++) { for (int y = 0; y < mTiles[x].size(); y++) { // Sometimes libnoise can return a value over 1.0, better be sure to cap the top and bottom.. float heightValue = pHeightMap->GetValue(x, y); if (heightValue > 1.f) heightValue = 1.f; if (heightValue < -1.f) heightValue = -1.f; // Instantiate a new Tile object with the noise value, this doesn't do anything yet.. mTiles[x][y] = new Tile(this, pHeightMap->GetValue(x, y)); // Get a pointer to the current tile's quad sf::Vertex *quad = &mVertices[(y + x * pHeightMap->GetWidth()) * 4]; quad[0].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + y * tileSize.y); quad[1].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + y * tileSize.y); quad[2].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); quad[3].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); // find out which type of tile to render, atm only air or stone TileStop *tilestop = mWorld->getTileStopAt(heightValue); sf::Vector2i texturePos = tilestop->getTexturePosition(); // define its 4 texture coordinates quad[0].texCoords = sf::Vector2f(texturePos.x, texturePos.y); quad[1].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y); quad[2].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y + 64); quad[3].texCoords = sf::Vector2f(texturePos.x, texturePos.y + 64); } } } All the code that uses libnoise in some way are World.cpp, World.h and Chunk.cpp, Chunk.h in the project.

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  • Build-Essentials installation failing

    - by Brickman
    I am having trouble accessing the several critical header files that show to be a part of the build process. The "Ubuntu Software Center" shows "Build Essentials" as installed: Next I did the following two commands, which did not improve the problem: ~$ sudo apt-get install build-essential [sudo] password for: Reading package lists... Done Building dependency tree Reading state information... Done build-essential is already the newest version. 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. :~$ sudo apt-get install -f Reading package lists... Done Building dependency tree Reading state information... Done 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. :~$ Dump of headers after installation attempts. > /usr/include/boost/interprocess/detail/atomic.hpp > /usr/include/boost/interprocess/smart_ptr/detail/sp_counted_base_atomic.hpp > /usr/include/qt4/Qt/qatomic.h /usr/include/qt4/Qt/qbasicatomic.h > /usr/include/qt4/QtCore/qatomic.h > /usr/include/qt4/QtCore/qbasicatomic.h > /usr/share/doc/git-annex/html/bugs/git_annex_unlock_is_not_atomic.html > /usr/src/linux-headers-3.11.0-15/arch/alpha/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/arc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/arm/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/arm64/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/avr32/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/blackfin/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/cris/include/arch-v10/arch/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/cris/include/arch-v32/arch/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/cris/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/frv/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/h8300/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/hexagon/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/ia64/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/m32r/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/m68k/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/metag/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/microblaze/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/mips/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/mn10300/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/parisc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/powerpc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/s390/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/score/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/sh/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/sparc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/tile/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/x86/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/arch/xtensa/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-15/include/asm-generic/atomic.h > /usr/src/linux-headers-3.11.0-15/include/asm-generic/bitops/atomic.h > /usr/src/linux-headers-3.11.0-15/include/asm-generic/bitops/ext2-atomic.h > /usr/src/linux-headers-3.11.0-15/include/asm-generic/bitops/non-atomic.h > /usr/src/linux-headers-3.11.0-15/include/linux/atomic.h > /usr/src/linux-headers-3.11.0-15-generic/include/linux/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/alpha/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/arc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/arm/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/arm64/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/avr32/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/blackfin/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/cris/include/arch-v10/arch/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/cris/include/arch-v32/arch/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/cris/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/frv/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/h8300/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/hexagon/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/ia64/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/m32r/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/m68k/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/metag/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/microblaze/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/mips/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/mn10300/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/parisc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/powerpc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/s390/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/score/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/sh/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/sparc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/tile/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/x86/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/arch/xtensa/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-17/include/asm-generic/atomic.h > /usr/src/linux-headers-3.11.0-17/include/asm-generic/bitops/atomic.h > /usr/src/linux-headers-3.11.0-17/include/asm-generic/bitops/ext2-atomic.h > /usr/src/linux-headers-3.11.0-17/include/asm-generic/bitops/non-atomic.h > /usr/src/linux-headers-3.11.0-17/include/linux/atomic.h > /usr/src/linux-headers-3.11.0-17-generic/include/linux/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/alpha/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/arc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/arm/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/arm64/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/avr32/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/blackfin/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/cris/include/arch-v10/arch/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/cris/include/arch-v32/arch/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/cris/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/frv/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/h8300/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/hexagon/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/ia64/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/m32r/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/m68k/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/metag/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/microblaze/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/mips/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/mn10300/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/parisc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/powerpc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/s390/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/score/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/sh/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/sparc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/tile/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/x86/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/arch/xtensa/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-18/include/asm-generic/atomic.h > /usr/src/linux-headers-3.11.0-18/include/asm-generic/bitops/atomic.h > /usr/src/linux-headers-3.11.0-18/include/asm-generic/bitops/ext2-atomic.h > /usr/src/linux-headers-3.11.0-18/include/asm-generic/bitops/non-atomic.h > /usr/src/linux-headers-3.11.0-18/include/linux/atomic.h > /usr/src/linux-headers-3.11.0-18-generic/include/linux/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/alpha/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/arc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/arm/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/arm64/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/avr32/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/blackfin/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/cris/include/arch-v10/arch/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/cris/include/arch-v32/arch/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/cris/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/frv/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/h8300/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/hexagon/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/ia64/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/m32r/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/m68k/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/metag/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/microblaze/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/mips/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/mn10300/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/parisc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/powerpc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/s390/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/score/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/sh/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/sparc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/tile/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/x86/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/arch/xtensa/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-19/include/asm-generic/atomic.h > /usr/src/linux-headers-3.11.0-19/include/asm-generic/bitops/atomic.h > /usr/src/linux-headers-3.11.0-19/include/asm-generic/bitops/ext2-atomic.h > /usr/src/linux-headers-3.11.0-19/include/asm-generic/bitops/non-atomic.h > /usr/src/linux-headers-3.11.0-19/include/linux/atomic.h > /usr/src/linux-headers-3.11.0-19-generic/include/linux/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/alpha/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/arc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/arm/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/arm64/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/avr32/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/blackfin/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/cris/include/arch-v10/arch/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/cris/include/arch-v32/arch/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/cris/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/frv/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/h8300/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/hexagon/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/ia64/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/m32r/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/m68k/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/metag/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/microblaze/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/mips/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/mn10300/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/parisc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/powerpc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/s390/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/score/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/sh/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/sparc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/tile/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/x86/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/arch/xtensa/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-20/include/asm-generic/atomic.h > /usr/src/linux-headers-3.11.0-20/include/asm-generic/bitops/atomic.h > /usr/src/linux-headers-3.11.0-20/include/asm-generic/bitops/ext2-atomic.h > /usr/src/linux-headers-3.11.0-20/include/asm-generic/bitops/non-atomic.h > /usr/src/linux-headers-3.11.0-20/include/linux/atomic.h > /usr/src/linux-headers-3.11.0-20-generic/include/linux/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/alpha/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/arc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/arm/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/arm64/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/avr32/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/blackfin/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/cris/include/arch-v10/arch/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/cris/include/arch-v32/arch/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/cris/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/frv/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/h8300/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/hexagon/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/ia64/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/m32r/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/m68k/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/metag/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/microblaze/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/mips/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/mn10300/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/parisc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/powerpc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/s390/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/score/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/sh/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/sparc/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/tile/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/x86/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/arch/xtensa/include/asm/atomic.h > /usr/src/linux-headers-3.11.0-22/include/asm-generic/atomic.h > /usr/src/linux-headers-3.11.0-22/include/asm-generic/bitops/atomic.h > /usr/src/linux-headers-3.11.0-22/include/asm-generic/bitops/ext2-atomic.h > /usr/src/linux-headers-3.11.0-22/include/asm-generic/bitops/non-atomic.h > /usr/src/linux-headers-3.11.0-22/include/linux/atomic.h > /usr/src/linux-headers-3.11.0-22-generic/include/linux/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/alpha/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/arc/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/arm/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/arm64/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/avr32/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/blackfin/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/cris/include/arch-v10/arch/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/cris/include/arch-v32/arch/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/cris/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/frv/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/hexagon/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/ia64/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/m32r/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/m68k/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/metag/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/microblaze/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/mips/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/mn10300/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/parisc/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/powerpc/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/s390/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/score/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/sh/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/sparc/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/tile/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/x86/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/arch/xtensa/include/asm/atomic.h > /usr/src/linux-headers-3.14.4-031404/include/asm-generic/atomic.h > /usr/src/linux-headers-3.14.4-031404/include/asm-generic/bitops/atomic.h > /usr/src/linux-headers-3.14.4-031404/include/asm-generic/bitops/ext2-atomic.h > /usr/src/linux-headers-3.14.4-031404/include/asm-generic/bitops/non-atomic.h > /usr/src/linux-headers-3.14.4-031404/include/linux/atomic.h > /usr/src/linux-headers-3.14.4-031404-generic/include/linux/atomic.h > /usr/src/linux-headers-3.14.4-031404-lowlatency/include/linux/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/alpha/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/arc/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/arm/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/arm64/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/avr32/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/blackfin/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/cris/include/arch-v10/arch/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/cris/include/arch-v32/arch/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/cris/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/frv/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/h8300/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/hexagon/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/ia64/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/m32r/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/m68k/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/metag/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/microblaze/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/mips/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/mn10300/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/parisc/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/powerpc/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/s390/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/score/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/sh/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/sparc/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/tile/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/x86/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/arch/xtensa/include/asm/atomic.h > /usr/src/linux-lts-saucy-3.11.0/include/asm-generic/atomic.h > /usr/src/linux-lts-saucy-3.11.0/include/asm-generic/bitops/atomic.h > /usr/src/linux-lts-saucy-3.11.0/include/asm-generic/bitops/ext2-atomic.h > /usr/src/linux-lts-saucy-3.11.0/include/asm-generic/bitops/non-atomic.h > /usr/src/linux-lts-saucy-3.11.0/include/linux/atomic.h > /usr/src/linux-lts-saucy-3.11.0/ubuntu/lttng/lib/ringbuffer/vatomic.h > /usr/src/linux-lts-saucy-3.11.0/ubuntu/lttng/wrapper/ringbuffer/vatomic.h > /usr/src/linux-lts-saucy-3.11.0/ubuntu/lttng-modules/lib/ringbuffer/vatomic.h > /usr/src/linux-lts-saucy-3.11.0/ubuntu/lttng-modules/wrapper/ringbuffer/vatomic.h Yes, I know there are multiple headers of the same type here, but they are different versions. Version "linux-headers-3.14.4-031404" shows to be the latest. Ubuntu shows "Nothing needed to be installed." However, the following C/C++ headers files show to be missing for Eclipse and QT4. #include <linux/version.h> #include <linux/module.h> #include <linux/socket.h> #include <linux/miscdevice.h> #include <linux/list.h> #include <linux/vmalloc.h> #include <linux/slab.h> #include <linux/init.h> #include <asm/uaccess.h> #include <asm/atomic.h> #include <linux/delay.h> #include <linux/usb.h> This problem appears on my 32-bit version of Ubuntu and on both of my 64-bit versions. What I am doing wrong?

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  • [OpenGL ES - Android] Better way to generate tiles

    - by Inoe
    Hi ! I'll start by saying that i'm REALLY new to OpenGL ES (I started yesterday =), but I do have some Java and other languages experience. I've looked a lot of tutorials, of course Nehe's ones and my work is mainly based on that. As a test, I started creating a "tile generator" in order to create a small Zelda-like game (just moving a dude in a textured square would be awsome :p). So far, I have achieved a working tile generator, I define a char map[][] array to store wich tile is on : private char[][] map = { {0, 0, 20, 11, 11, 11, 11, 4, 0, 0}, {0, 20, 16, 12, 12, 12, 12, 7, 4, 0}, {20, 16, 17, 13, 13, 13, 13, 9, 7, 4}, {21, 24, 18, 14, 14, 14, 14, 8, 5, 1}, {21, 22, 25, 15, 15, 15, 15, 6, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {26, 0, 0, 0, 0, 0, 0, 3, 2, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1} }; It's working but I'm no happy with it, I'm sure there is a beter way to do those things : 1) Loading Textures : I create an ugly looking array containing the tiles I want to use on that map : private int[] textures = { R.drawable.herbe, //0 R.drawable.murdroite_haut, //1 R.drawable.murdroite_milieu, //2 R.drawable.murdroite_bas, //3 R.drawable.angledroitehaut_haut, //4 R.drawable.angledroitehaut_milieu, //5 }; (I cutted this on purpose, I currently load 27 tiles) All of theses are stored in the drawable folder, each one is a 16*16 tile. I then use this array to generate the textures and store them in a HashMap for a later use : int[] tmp_tex = new int[textures.length]; gl.glGenTextures(textures.length, tmp_tex, 0); texturesgen = tmp_tex; //Store the generated names in texturesgen for(int i=0; i < textures.length; i++) { //Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), textures[i]); InputStream is = context.getResources().openRawResource(textures[i]); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } // Get a new texture name // Load it up this.textureMap.put(new Integer(textures[i]),new Integer(i)); int tex = tmp_tex[i]; gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); } I'm quite sure there is a better way to handle that... I just was unable to figure it. If someone has an idea, i'm all ears. 2) Drawing the tiles What I did was create a single square and a single texture map : /** The initial vertex definition */ private float vertices[] = { -1.0f, -1.0f, 0.0f, //Bottom Left 1.0f, -1.0f, 0.0f, //Bottom Right -1.0f, 1.0f, 0.0f, //Top Left 1.0f, 1.0f, 0.0f //Top Right }; private float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; Then, in my draw function, I loop through the map to define the texture to use (after pointing to and enabling the buffers) : for(int y = 0; y < Y; y++){ for(int x = 0; x < X; x++){ tile = map[y][x]; try { //Get the texture from the HashMap int textureid = ((Integer) this.textureMap.get(new Integer(textures[tile]))).intValue(); gl.glBindTexture(GL10.GL_TEXTURE_2D, this.texturesgen[textureid]); } catch(Exception e) { return; } //Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); gl.glTranslatef(2.0f, 0.0f, 0.0f); //A square takes 2x so I move +2x before drawing the next tile } gl.glTranslatef(-(float)(2*X), -2.0f, 0.0f); //Go back to the begining of the map X-wise and move 2y down before drawing the next line } This works great by I really think that on a 1000*1000 or more map, it will be lagging as hell (as a reminder, this is a typical Zelda world map : http://vgmaps.com/Atlas/SuperNES/LegendOfZelda-ALinkToThePast-LightWorld.png ). I've read things about Vertex Buffer Object and DisplayList but I couldn't find a good tutorial and nodoby seems to be OK on wich one is the best / has the better support (T1 and Nexus One are ages away). I think that's it, I've putted a lot of code but I think it helps. Thanks in advance !

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