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  • How can I render player movement on a 2d plane efficiently?

    - by user422318
    I'm prototyping a 2d HTML5 game with similar interaction to Diablo II. (See an older post of mine describing the interaction here: How can I imitate interaction and movement in Diablo II?) I just got the player click-to-move system working using the Bresenham algorithm but I can't figure out how to efficiently render the player's avatar as he moves across the screen. By the time redraw() is called, the player has already finished moving to the target point. If I try to call redraw() more frequently (based on my game timer), there's incredible system lag and I don't even see the avatar image glide across the screen. I have a game timer based off this awesome timer class: http://www.dailycoding.com/Posts/object_oriented_programming_with_javascript__timer_class.aspx In the future, there will be multiple enemies chasing the player. Fast pace is essential to the experience. What should I do?

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  • Is component-based design an architectural pattern or design pattern?

    - by xEnOn
    When using the component-based paradigm in game development with engines like Unity, is component-based design an architectural pattern, or a design pattern? Can I even say that component-based design is my "main" architectural pattern for my game? I see architectural patterns as being more high-level than design pattern. The component-based design in game development's context (like with Unity engine) seems to fit as an architectural pattern to me. However, on some sites, I read that component-based design is a behavioural pattern, much like other behavioural design patterns, and not so much like an architectural pattern like MVC.

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  • OpenGL ES 2.0: Mixing 2D with 3D

    - by Bunkai.Satori
    Is it possible to mix 2D and 3D graphics in a single OpenGL ES 2.0 game, please? I have plenty of 2D graphics in my game. The 2D graphics is represented by two triangular polygons (making up a rectangle) with texture on them. I use orthographic matrix to render the whole scene. However, I need to add some 3D effects into my game. Threfore, I wish to use perspective camera to render the meshes. Is it possible to mix orthographic and perspective camera in one scene? If yes, is there going to be a large performance cost for this? Is there any recommended approach to do this effectively? I wil have 90% of 2D graphics and only 10% of 3D. Target platform is OpenGL ES 2.0 (iOS, Android). I use C++ to develop. Thank you.

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  • Thread problem with XNA C#

    - by Luis
    I'm development a network card game, and for now i've two players connected but there is a problem with one of them, this one can't do anything on the game. Looks that screen was blocked. I'm think that is because a code i used before. That code is: if (InvokeRequired) { this.Invoke(new MethodInvoker(delegate { ... })); return; } The code above is surrounding code to changing Button values, make connection with server and create game window. Without this code a warning is shown. InvalidOperationException was unhandled Cross-thread operation not valid: Control 'startGameButton' accessed from a thread other than the thread it was created on.

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  • How can I set a time limit for a game?

    - by Haoda Fu
    I am learning the multi-threading and timer in C# now. But it seems I can't find a good solution. For example, I would like to see how many addition problems that I can solve within 1 min. I would like my program to have A digital clock to count for 60 seconds in the top of my Console. Print a math problem in the middle of my console wait for my input. When 60 seconds is done, stop the math problem challenges immediately (most of time, it is still waiting for my input, but we will stop it immediately). Count how many correct problems that I have solved. Two challenges of the program now. a) how can we make sure the print time and math problem do not mess up. b) how can we stop the math challenges part immediately after time is up

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  • How to show other characters in online 2D rpg

    - by Loligans
    I have Player 1 and Player 2 I am using Json to send and retrieve player data between the client and the server, but when another player logs in, and is in the same map, how would I send that data to both players to update the graphics engine to show there are 2 Players on the map? About my game it is a 2D RPG tile based game it is 24x15 Tiles it is Real time Action it should interact anywhere between 10-150 ping players interact with each other when in the same map and can see each other moving around the game world is persistent, and is saved when the server shuts down Right now the server just sends the player Only their information which is inside a Json Object Here is an example of what I am talking about If you notice there are 2 separate characters in 2 separate clients, but they are running on the same server. I am trying to get them to show up on both clients, but I don't know how I should accomplish this. Should I send it as an added value in the Json object? Also what is the name of this process so I can look it up and find more info on it?

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  • Any good web frameworks for asynchronous multiplayer games?

    - by Steven Stadnicki
    I'm trying to craft a site for web-based (original) board games, and my client (currently written in Actionscript, but that's highly fungible) works fine - I can play solitaire games in the client - but it has nothing to connect to. What I'm looking for is a server framework for handling accounts/authentication and game tracking: something that would let players log in, show them a list of their current games, let them invite friends to new games, let them make moves in the games they have open, etc. I'm flexible on language; obviously I'm going to have to write a lot of server code to handle the actual game logic, but that should be straightforward enough. I'm more concerned with how to handle the user (and game) DBs, though suggestions for a good server framework for communicating with the DBs (and serving up, most likely, JSON for client communications) are also welcome. Right now my leaning is towards Ruby (probably with Rails) but as far as I can determine it would be a pretty good chunk of effort to set up the necessary databases, so having something even higher-level would be really useful to me.

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  • Child object free movement on Parent object

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. Okay, I know upon viewing this, some may have little to no clue what I mean, so I'll put it like this to explain what I mean : Imagine a third person game with a simple model of a character. Now, say I have an object as a torso of a character in a game. Now Say I have an object as a head of the character. How could I keep the head as a child of the torso, but at the same time, allow it to move with the camera angle.

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  • Android: Layouts and views or a single full screen custom view?

    - by futlib
    I'm developing an Android game, and I'm making it so that it can run on low end devices without GPU, so I'm using the 2D API. I have so far tried to use Android's mechanisms such as layouts and activities where possible, but I'm beginning to wonder if it's not easier to just create a single custom view (or one per activity) and do all the work there. Here's an example of how I currently do things: I'm using a layout to display the game's background as an image view and the square game area, which is a custom view, centered in the middle. What would you say? Should I continue to use layouts where possible or is it more common/reasonable to just use a large custom view? I'm thinking that this would probably also make it easier to port my code to other platforms.

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  • HTML5-Canvas: worth using ImpactJS or other framework?

    - by John
    I've been making an HTML5 game without any type of external framework. I haven't found a reason to use one so far. However, there is one thing I'm wondering about. On my Galaxy Nexus, I get about ~40fps. While that would usually be a decent framerate, my game is a rather fast paced game with a gamepad. Because of this, it feels very unsatisfying to play when not capped at 60fps. Are there frameworks out there that can improve performance without toning down on graphics? Or is there something I could do myself without necessarily having to use a framework? I've looked over the basic things such as sticking to integer coordinates, but I didn't see an increase in performance whatsoever? I did some testing with jsperf and results were virtually identical. Does this depend more on the browser?

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  • Making an efficient collision detection system

    - by Sri Harsha Chilakapati
    I'm very new to game development (just started 3 months ago) and I'm learning through creating a game engine. It's located here. In terms of collision, I know only brute-force detection, in which case, the game slows down if there are a number of objects. So my question is How should I program the collisions? I want them to happen automatically for every object and call the object's collision(GObject other) method on each collision. Are there any new algorithms which can make this fast? If so, can anybody shed some light on this topic?

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  • Why does my health bar disappear whenever my character takes amage?

    - by iQue
    Im making health bar for my game that looks like this: public void healthBar(Canvas canvas) { float healthScale = happy.getHP() / happy.getMaxHP(); Rect rect = new Rect(20, 20,(120 * (int)healthScale), 40); Paint paint = new Paint(); paint.setColor(Color.RED); canvas.drawRect(20, 20, 220 * healthScale, 40, paint) } this is called every time my game renders. When the game starts it's where I want it, but as soon as my character (happy) takes any damage, it dissapears. And I know that his hp only gets subtracted by 5 every time he gets hit. So this should not happen? example: @Startup: happy.getHP() == 100, happy.getMaxHP == 100. when damaged HP -=5, -> happy.getHP() == 95 -> healthscale == 0,95 -> 220 * 0,95 == new width for Rect(?)

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  • How to use OpenGL functions from multiples thread?

    - by Robert
    I'm writing a small game using OpenGL. I'm implementing basic networking in this game and I'm facing a problem. I have a thread in my client socket class that check for available data, when there are data I raise an event like this : immutable int len = this.m_socket.receive(data); if(len > 0) { this.m_onDataEvent(data); } Then on my game class, I have a function that handle and parse data like this : switch(msgId) { case ProtocolID.CharacterData: // Load terrain with opengl, character model.... Im not able to call opengl functions because my opengl context is created from a different thread. But I really don't know how I can solve this problem, I tried Google but it's really hard to find a solution. I'm using D programming language if it can help.

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  • 2D vector graphic html5 framework

    - by Yury
    I trying to find html5 game framework by following criteria: 1)Real good performance. 2)Good support of vector graphic( objects which contains canvas elements -line, rec,bezierCurve etc.) 3)Easy port to mobile. Optional- Physics Engine. I found 1)Pixi.js- it looks like real good, but i didn't find any info about "vector objects" support. 2) i found "vector objects" support in paper.js I need something like these: http://paperjs.org/examples/chain/ and http://paperjs.org/examples/path-intersections/. But it looks like paper.js- not so good performance as pixi.js. And it is not game engine. Is there any good framework meets these requirements? P.S. I found similar question here Which free HTML5-based game engine meets these requirements?. But it was a long time ago. A lot of new things were created since 2011.

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  • Displaying and updating score in Android (OpenGL ES 2)

    - by user16547
    I'm using a FrameLayout where I have a GLSurfaceView at the bottom and a few Views on top of it. One of those Views is a TextView that displays the current score. Here's how I'm updating the score TextView based on what happens in my game loop: whenever an event happens that increases the score, I call activity.runOnUiThread(updater), where activity is the activity that has the above FrameLayout (my main game activity) and updater is just a Runnable that increments the score. From my understanding, using runOnUiThread() from the OpenGL thread is standard practice - otherwise you'll get an exception, I can't remember its name. The problem is that there's a very noticeable lag between the event and the score update. For example the character gets a coin, but the coin count is not updated quickly. I tried summing all the score events from my game loop and calling runOnUiThread() only once per loop, but it doesn't seem to make much of a difference - the lag is still noticeable. How can I improve my design to avoid this lag?

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  • WF4 &ndash; Guess the number game!

    - by MarkPearl
    I posted yesterday how really good WF4 was looking. Today I thought I would show some real basics that I was able to figure out. This will be a simple example, I am going to make a flowchart workflow – which will prompt the user to guess the number until they guess the right number. Lets begin… Make a new project and make it a Workflow console Application. Then select the Workflow file and drag a FlowChart (2) to point 3. This will now show a green start circle in the designer form. We are going to work with primitives to start with. We are now going to drag a few objects onto the Workflow, We drag the WriteLine, Assign & Decision items onto the designer. Once they are dragged onto the designer we will want to link them up. The order that they are linked is critical since this will determine the order of the solution. In this case, we want the system to first ask “Guess a number”, then to wait for the user to input some code, and then to display “You got it” if they got it right, and “Try again” if they got it wrong. So we now link the arrows to the objects. This is done by moving the mouse pointer over the start objects and clicking on one of the toggles and then dragging it to the next object and releasing the button over one of the toggles. This will place an arrow from the source object to the target object. Okay… pretty simple stuff – now we just need these primitive objects to do stuff. Lets start with the WriteLine primitive. We place the text in inverted commas in the Text field. Because this field accepts any valid VB expression we could have put variables etc. in there if we wanted to. The next thing we want to do is allow the user to input a number. This brings up an interesting problem, if a user were to type in a number, there would need to be someway to declare a variable to hold that value for the life of the workflow. We can achieve this by declaring a variable. To declare a variable, move your cursor over the variables tab at the bottom of the workflow, and then type the name of the new variable in the “Create Variable” field and set it as shown in the image above. Now that we have a variable, we want to call the Console.Readline method and assign the inputted value from the Console to that variable. The code that cannot be seen is actually this – Convert.ToInt32(Console.ReadLine()) We now have a workflow that first prompts the user for a number, then allows the user to type in a number. We are almost done, we just need to make the system react to the value inputted. There are a few ways we could do this, I am going to use the Decision item. So select the Decision object on the designer and then view its properties (F4 for me), and in the condition field place a condition. For simplicity sake I have decided that if the user guesses 10, they will have guessed the number. This is now the completed workflow. Its really easy to understand and shows some really powerful principles for Business applications. You can run the application and see what it does. Imagine writing business solutions that do not worry about the exact flow of objects, but simply allows a business analyst or someone to configure the solution to work exactly as the business rules would dictate. And if the rules changed six months later all they would need to do is re-drag some of the flows. Now I do not know if WF4 will allow for this, but it feels like it is a step in the right direct.

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  • Sending state diffs (deltas) and unreliable connections

    - by spaceOwl
    We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop. The state updates are broadcasted using unreliable UDP. To minimize state data sending, we've come up with a system that will send only deltas (whatever state data that was changed). This method however is flawed, since a lost packet will mean that other players will not receive the delta, making the game behave in an unexpected way. For example: Assume that state is comprised of: { positionX, positionY, health } Frame 1 - positionX changed --> send a packet with positionX only. Frame 2 - health changed // lost ! Frame 3 - positionY changed --> send a packet with positionY only. // Other players don't know about health change. How can one overcome this issue then? sending the entire data is not always feasible.

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  • What encryption algorithm/package should I use in a betting game?

    - by user299648
    I have a betting type site where I publish a number (between 0-100) that is encrypted. Then after a period of time, I would review what the number is and prove it with a key to decrypt the encrypted number to prove that I'm not cheating. I also want it to be easily verifiable by an average user. What encryption algorithm/technique/package should I use? I'm no expert on cryptography. There seems to be so many options out there and I'm not sure what to use. python friendly is a plus.

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  • How can I access bitmaps created in another activity?

    - by user22241
    I am currently loading my game bitmaps when the user presses 'start' in my animated splash screen activity (the first / launch activity) and the app progresses from my this activity to the main game activity, This is causing choppy animation in the splashscreen while it loads/creates the bitmaps for the new activity. I've been told that I should load all my bitmaps in one go at the very beginning. However, I can't work out how to do this - could anyone please point me in the right direction? I have 2 activities, a splash screen and the main game. Each consist of a class that extends activity and a class that extends SurfaceView (with an inner class for the rendering / logic updating). So, for example at the moment I am creating my bitmaps in the constructor of my SurfaceView class like so: public class OptionsScreen extends SurfaceView implements SurfaceHolder.Callback { //Create variables here public OptionsScreen(Context context) { Create bitmaps here } public void intialise(){ //This method is called from onCreate() of corresponding application context // Create scaled bitmaps here (from bitmaps previously created) }

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  • How do I plot individual pixels using the XNA APIs?

    - by izb
    If I wanted to fill my game screen with individually coloured pixels, how would I do this? For example, if I wanted to write a 'game of life'-type game where each pixel was a cell, how would I achieve this using XNA? I've tried just calling SetData() on a Texture2D object using a screen-sized array of Color values, but it complains with: You may not call SetData on a resource while it is actively set on the GraphicsDevice. Unset it from the device before calling SetData. How do I do as it asks? Or better still... is there an alternative, better, efficient way to fill a screen with arbitrary pixels?

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  • Is it possible to map mouse coordinates to isometric tiles with this coordinate system?

    - by plukich
    I'm trying to implement mouse interaction in a 2D isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful things like this. However, this game's coordinate system is "jagged" (for lack of a better word), and looks like this: Is it even possible to map mouse coordinates to this successfully, since the y-axis can't be drawn on this tile-map as a straight line? I've thought about doing odd-y-value translations and even-y-value translations with two different matrices, but that only makes sense going from tile to screen.

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  • Debugging-Setting Consoles in Games

    - by ShrimpCrackers
    Right now I have the graphical and input portions of a console for my game (command parsing hasn't been implemented yet). I was wondering how you would go about making changes to properties in game objects. For example, if I typed in the console: skeletonMonster maxHP 20 That would change all of the existing in-game skeletons' max hit points to 20. After you parse this information what are some ways to change the value? How can I change the variable(s) without violating information hiding? I'd like to implement this so I don't have to change variables in the code and recompile every time while playtesting.

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  • Can you set up a gaming LAN using OpenVPN installed in a VMware guest OS and be playing the game on the host OS?

    - by Coder
    I would like to setup a gaming VPN. Ie. I have some games that work over LAN and would like to play them with people that are not on my LAN. I know I can do this with OpenVPN. My ultimate goal would be to run OpenVPN portably on my host OS and not even need any virtualization. As such i don't want to install it on my host, but i'm fine with running it portably. I'm even fine with temporarily adding registry keys, and then running a .reg file to remove these entries once i'm done. To this effect i have installed OpenVPN on a virtual machine and diffed the registry. I then manually (using a .reg file) added all the keys that seem important on my host OS and copied the installation folder of OpenVPN onto my host machine. Then i try to run openVPN GUI 1.0.3 as a test and it says "Error opening registy for reading (HKLM\SOFTWARE\OpenVPN). OpenVPN is probably not installed". I verified that that key is indeed in the registry with all subkeys and it looks correct. I have tried running the GUI as an administrator and in compatibility mode with no success. I am running Windows 7. If this fails then i would be happy with installing OpenVPN on a virtual machine in VMWare but they key is that i will be running the game installed on my host machine. The first question for this option is if this is even possible. The second is, that I can't get the VM to have internet access if I use bridging but i can if i use NAT. Is it possible to do this game VPN setup with VMWare guest OS running using NAT? Summary of questions: -Is it possible to run openVPN portably and if so what did i miss above? -If it's not possible to run it portably, then can setup a gaming LAN by installing OpenVPN in a guest OS with NAT and how can i do this? -If the above is not possible then can i install OpenVPN in a guest using bridging and if so how can i set this up with a Windows 7 host and Windows XP guest as currently i can't get the guest to be able to access the internet in bridging mode, but it working in NAT mode. -In general is there any good documentation on setting up a gaming LAN with OpenVPN (i am using 2.1.4) as i have never set up a VPN of any sort before so any help would be much appreciated. Thanks!

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  • XNA: Runtime differences in ClickOnce install versus development version

    - by Sean Colombo
    I have a game written in XNA, and I use ClickOnce installers to distribute the game to testers. I keep once computer as a test machine which does NOT have development environments installed, so that I can test the installed version. We've found a reproducible bug in our game, but the bug ONLY occurs on the non-development machines that use the ClickOnce installer. The bug is related to some of our code for moving around 3D objects and is not tied to Networking or GamerServices. Are there known differences in the ClickOnce runtime and the version on dev? Are there any best-practices for debugging something like this?

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  • Grid based collision - How many cells?

    - by Fibericon
    The game I'm creating is a bullet hell game, so there can be quite a few objects on the screen at any given time. It probably maxes out at about 40 enemies and 200 or so bullets. That being said, I'm splitting up the playing field into a grid for my collision checking. Right now, it's only 8 cells. How many would be optimal? I'm worried that if I use too many, I'll be wasting CPU power. My main concern is processing power, to make the game run smoothly. RAM is not a big concern for me.

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