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  • Developing a long pannable, sprite-animated Windows Store app

    - by Groo
    I am creating my first Windows Store app in XAML, and I cannot seem to find a proper example for the requirements I have (I have spent a couple of days fiddling around, so I apologize if I missed something obvious). Basic idea of the app is to have a large scrollable canvas which would lazily start animating visible parts of the view as soon as user stops panning over a certain content (with some audio played also): My original idea was to use a StackPanel to add a bunch of custom controls, each of which would then animate itself once visible (with a short delay), but I have a couple of concerns: If the entire canvas is ~50 screen widths wide, is it feasible to load all content at the beginning, or do I need to plan doing some lazy loading during scrolling? For example, when I select a certain region in the Bing Travel app, it seems to lazily load tiles as I scroll it towards the end. Since content is stretched 100% vertically, and these animations are vectorized to be resolution independent, I am not sure if XAML (CompositionTarget) will be able to handle this, or I have to go for DirectX (MonoGame or C++) to get rid of flicker. Even better, is there an example for Windows 8 which uses a 100% vertically sized GridView with custom animated controls inside?

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  • Creating an interactive "movie" from a Microsoft PowerPoint 2003 presentation (.ppt file) containing animation

    - by Andrew
    I have created a Microsoft PowerPoint 2003 presentation (a .ppt file) on Windows XP that contains a lot of animation, using PowerPoint's Custom Animation tools. I would like to share this presentation -- animations and all -- with a colleague who has a Mac computer and does not have PowerPoint or Keynote. Is it possible to make a "movie" from my .ppt file that contains a lot of animation? I recall that another colleague once made me a QuickTime "movie" from a PowerPoint file, I think (although I do not remember whether he made it using Windows or Mac). On this "movie," clicking advanced the animation/slide, just as clicking would do in an actual PowerPoint presentation. In that sense, it was not really strictly a movie, since I could interact with it by clicking. Do you know how to make such an interactive "movie" from a PowerPoint 2003 presentation (a .ppt file)? Thank you for your time!

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  • help animating player in corona sdk

    - by andrew McCutchan
    working on a game in the corona sdk with lua and I need help so the player animates on the line drawn. Right now he animates at the beggining and the end but not on the line. here is the player code function spawnPlayerObject(xPlayerSpawn,yPlayerSpawn,richTurn) --spawns Rich where we need him. -- riches sprite sheet and all his inital spirites. We need to adjust this so that animations 3-6 are the only ones that animate when moving horizontally local richPlayer = sprite.newSpriteSet(richSheet1,1,6) sprite.add(richPlayer, "rich", 1,6,500,1) rich = sprite.newSprite(richPlayer) rich.x = xPlayerSpawn rich.y = yPlayerSpawn rich:scale(_W*0.0009, _W*0.0009) -- scale is used to adjust the size of the object. richDir = richTurn rich.rotation = richDir rich:prepare("rich") rich:play() physics.addBody( rich, "static", { friction=1, radius = 15 } ) -- needs a better physics body for collision detection. end and here is the code for the line function movePlayerOnLine(event) --for the original image replace all rich with player. if posCount ~= linePart then richDir = math.atan2(ractgangle_hit[posCount].y-rich.y,ractgangle_hit[posCount].x-rich.x)*180/math.pi playerSpeed = 5 rich.x = rich.x + math.cos(richDir*math.pi/180)*playerSpeed rich.y = rich.y + math.sin(richDir*math.pi/180)*playerSpeed if rich.x < ractgangle_hit[posCount].x+playerSpeed*10 and rich.x > ractgangle_hit[posCount].x-playerSpeed*10 then if rich.y < ractgangle_hit[posCount].y+playerSpeed*10 and rich.y > ractgangle_hit[posCount].y-playerSpeed*10 then posCount = posCount + 1 end end I don't think anything has changed recently but I have been getting an error when testing of " attempt to upvalue "rich" a nil value" on the second line, richDir = etc.

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  • Scrum with Team Foundation Server 2010 Done

    - by Martin Hinshelwood
    Since I have joined SSW as a Solution Architect its Chief Architect, Adam Cogan, has been mentoring me and pushing me to do better. One of the things that I have been wanting to do since the first DDD Scotland was to present a session. For DDD Scotland 2010 Adam suggested that I submit he double session on “Better project Management with Team Foundation Server 2010”. So, with some apprehension I submitted two session as Part A and Part B. Download DDD Scotland -  Scrum with Team Foundation Server 2010 How surprised was I that after the attendees had finished casting their votes that both sessions would be in the top 20 one in the top 5. I an effort to promote diversity in sessions the DDD committee try to make sure that each presenter only have one session. I would have to compress SSW’s presentation into 1 hour. Around this time SSW embarked on it continuing adventures with scrum an Microsoft started heavily investing in Scrum for its internal use. I decided to do a slightly different session, but one that would still meet the agenda and goal of the billed session to provide “Better project management with Team Foundation Server 2010”. And so Scrum with Team Foundation Server 2010 was born. At this stage I really have to thank Aaron Bjork who provided me with many of the slides and animations as I really can’t work Power Point. On the 27th of April I presented the session for the Aberdeen Partner Group and then on 8th May I presented at DDD Scotland. Figure: Some of the presenters and organisers of DDD Scotland I mentioned quite a few of SSW’s Rules to better Scrum Using TFS and I have uploaded my presentation to Skydrive.   Download DDD Scotland -  Scrum with Team Foundation Server 2010 Technorati Tags: DDD Scot,Scrum,TFS 2010,SSW

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  • help animating a player in Corona SDK

    - by andrew McCutchan
    Working on a game in the Corona SDK with Lua and I need help so the player animates on the line drawn. Right now he animates at the beggining and the end but not on the line. Here is the player code: function spawnPlayerObject(xPlayerSpawn,yPlayerSpawn,richTurn) --spawns Rich where we need him. -- riches sprite sheet and all his inital spirites. We need to adjust this so that animations 3-6 are the only ones that animate when moving horizontally local richPlayer = sprite.newSpriteSet(richSheet1,1,6) sprite.add(richPlayer, "rich", 1,6,500,1) rich = sprite.newSprite(richPlayer) rich.x = xPlayerSpawn rich.y = yPlayerSpawn rich:scale(_W*0.0009, _W*0.0009) -- scale is used to adjust the size of the object. richDir = richTurn rich.rotation = richDir rich:prepare("rich") rich:play() physics.addBody( rich, "static", { friction=1, radius = 15 } ) -- needs a better physics body for collision detection. end And here is the code for the line: function movePlayerOnLine(event) --for the original image replace all rich with player. if posCount ~= linePart then richDir = math.atan2(ractgangle_hit[posCount].y-rich.y,ractgangle_hit[posCount].x-rich.x)*180/math.pi playerSpeed = 5 rich.x = rich.x + math.cos(richDir*math.pi/180)*playerSpeed rich.y = rich.y + math.sin(richDir*math.pi/180)*playerSpeed if rich.x < ractgangle_hit[posCount].x+playerSpeed*10 and rich.x > ractgangle_hit[posCount].x-playerSpeed*10 then if rich.y < ractgangle_hit[posCount].y+playerSpeed*10 and rich.y > ractgangle_hit[posCount].y-playerSpeed*10 then posCount = posCount + 1 end end I don't think anything has changed recently but I have been getting an error when testing of "attempt to upvalue "rich" a nil value" on the second line, richDir = etc.

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  • NRF Week - Disney Store Tour

    - by sarah.taylor(at)oracle.com
    Disney has created a real buzz at this year's NRF event. Yesterday morning we began the Oracle Retail Exchange program with a visit to the flagship Disney store in Times Square. Additionally Oracle made a key announcement with Disney  on Oracle Retail's Point of Sale implementation in 330 stores worldwide. Today   Disney's Steve Finney gave a super session on The Magic of Disney at the NRF Big Show. We also saw Disney making an exclusive news announcement about their plans for Global store openings at the Oracle trade show stand - with a little help from Mickey and Minnie Mouse. Disney Stores have been entirely reinvented since the company in 2008 took ownership after previously franchising the retail arm of the business. They have subsequently been a strong Oracle partner and technology has played a key role in their re imagination of the store environment. The new Imagination stores have a 20% higher footfall and margins are up 25%. The Disney brand is synonymous with magical and memorable experiences for children of all ages. The company is achieving a unique retail experience that delights children and shareholders alike! Technology is a key pillar in helping to deliver on both a strong operating model and a unique customer experience - the best thirty minutes in a child's day is their aim. Steve Finney this morning said their technology has to be as reliable as a theme park ride. Store experiences are much more enjoyable when there are short waiting times and children can interact with their favourite characters through magic mirrors, mobile point of sale, touch screens and custom animations that are digitally transmitted to stores globally. The Oracle Retail Point of Sale with iPad touch screens reduces check out times, stores customer data, ensures that promotions are delivered accurately and reduces losses. This means higher levels of guest conversion, increased availability and convenience for customers who want to check availability at other locations. Disney is a pioneer. At NRF's 100th show, we had the privilege of learning from a retailer using technology as a creative force to drive their business forward.

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  • Windows Phone 7 Prototype 002: Animated Page Transitions + Writeable Bitmaps

    Motion is a key part of WP7 application development. Without motion, the WP7 UI is just a bunch of text. Not nearly as exciting. To delight users, you can add some transitions between pages.  The sample app includes some storyboards to animate between two pages. Other people have noted that you can just use the transitioning content control form the SIlverlight toolkit. Peter Torr also had a nice animating frame control in his mix demo code (his blog has some other great code samples for WP7 app dev). I took some of those concepts and the code from the TransitioningContentControl to make a new animating frame control. In this prototype, the frame takes a snapshot of the old content and the new content using writeable bitmaps and animates the snapshots and then replaces those with the actual page. The benefit is smoother animation on pages with lots of controls. Otherwise, if you have a large panorama, it might not animate that cleanly.  Like the other solutions based on the TransitioningContentControl, you can centralize all the animations in one place and not have to handle them on each individual page. Peters code also had a nice snippet for choosing the animation based on the navigation direction so you could just have a forward / backward animation and not have to do anything on each page. You could also probably add some more advanced transitions using pixel shaders or make an default no transition state if you wanted to have some specific animation on a page where individual  controls transitioned out differently like some of the WP7 shell apps. Sample Code 100% guaranteed to work on my emulatorDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Stencyl or flash limitation?

    - by FlightOfGrey
    I have found that Stencyl doesn't seem to be very good at handling very many actors in a game. I had been trying to implement some basic AI at the moment all the behaviours were: wander (pick a random point and move directly to it) and wrap around screen (if it goes off the top of the screen it appears at the bottom). Even with these simple behaviours and calculations the frame rate dropped dramatically when there were more then 50 actors on screen: 10 actors: 60fps 50 actors: 30-50fps 75 actors: ~30fps 100 actors: 15-20fps 200 actors: 8-10fps I had planned on having a maximum of around 200 actors but I see that's no longer an option and implementing a more complicated AI system with flocking behaviour, looking at creating a game in a similar vein to flOw. I understand that a game is perfectly playable at 30fps but this is a super simple test with ultra simple graphics, no animations and no sounds is child's play in terms of calculations to be made. Is this a limitation with Stencyl or is it flash? Should I simply scale the scope of the game down or is there a better game engine that exports to .swf that I should look into?

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  • What is the best book on Silverlight 4?

    - by mbcrump
    Silverlight/Expression 4 Books! I recently stumbled upon a post asking, “What is the best book on Silverlight 4?” In the age of the internet, it can be hard for anyone searching for a good book to actually find it. I have read a few Silverlight 4/Expression books in 2010 and decided to post the “best of” collection. Instead of reading multiple books, you can cut your list down to whatever category that you fit in. With Silverlight 5 coming soon, now is the time to get up to speed with what Silverlight 4 can offer. Be sure to read the full review at the bottom of each section. For the “Beginner” Silverlight Developer: Both of these books contains very simple applications and will get you started very fast. and Book Review: Microsoft Silverlight 4 Step by Step For the guy/gal that wants to “Master” Expression Blend 4: This is a hands-on kind of book. Victor get you started early on with some sample application and quickly deep dives into Storyboard and other Animations. If you want to learn Blend 4 then this is the place to start. Book Review: Foundation Expression Blend 4 by Victor Gaudioso If you are aiming to learn more about the Business side of Silverlight then check out the following two books: and Finally, For the Silverlight 4 guy/gal that wants to “Master” Silverlight 4, it really boils down to the following two books: and   Book Review: Silverlight 4 Unleashed by Laurent Bugnion Book Review: Silverlight 4 in Action by Pete Brown I can’t describe how much that I’ve actually learned from both of these books. I would also recommend you read these books if you are preparing for your Silverlight 4 Certification. For a complete list of all Silverlight 4 books then check out http://www.silverlight.net/learn/books/ and don’t forget to subscribe to my blog.  Subscribe to my feed CodeProject

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  • Correct level of abstraction for a 3d rendering component?

    - by JohnB
    I've seen lots of questions around this area but not this exact question so apologies if this is a duplicate. I'm making a small 3d game. Well to be honest, it's just a little hobby project and likely won't turn out to be an actual game, I'll be happy to make a nice graphics demo and learn about 3d rendering and c++ design. My intent is to use direct3d9 for rendering as I have some little experience of it, and it seems to meet my requirements. However if I've learned one thing as a programmer it's to ask "is there any conceivable reason that this component might be replaced by a different implmentation" and if the answer is yes then I need to design a proper abstraction and interface to that component. So even though I intend to implment d3d9 I need to design a 3d interface that could be implemented for d3d11, opengl... My question then is what level is it best to do this at? I'm thinking that an interface capable of creating and later drawing Vertex buffers and index buffers Textures Vertex and Pixel "shaders" Some representation of drawing state (blending modes etc...) In other words a fairly low level interface where my code to draw for example an animated model would use the interface to obtain abstract vertex buffers etc. I worry though that it's too low level to abstract out all the functionallity I need efficiently. The alternative is to do this at a higher level where the interface can draw objects, animations, landscapes etc, and implement them for each system. This seems like more work, but it more flexible I guess. So that's my question really, when abstracting out the drawing system, what level of interface works best?

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  • 2D graphics - why use spritesheets?

    - by Columbo
    I have seen many examples of how to render sprites from a spritesheet but I havent grasped why it is the most common way of dealing with sprites in 2d games. I have started out with 2d sprite rendering in the few demo applications I've made by dealing with each animation frame for any given sprite type as its own texture - and this collection of textures is stored in a dictionary. This seems to work for me, and suits my workflow pretty well, as I tend to make my animations as gif/mng files and then extract the frames to individual pngs. Is there a noticeable performance advantage to rendering from a single sheet rather than from individual textures? With modern hardware that is capable of drawing millions of polygons to the screen a hundred times a second, does it even matter for my 2d games which just deal with a few dozen 50x100px rectangles? The implementation details of loading a texture into graphics memory and displaying it in XNA seems pretty abstracted. All I know is that textures are bound to the graphics device when they are loaded, then during the game loop, the textures get rendered in batches. So it's not clear to me whether my choice affects performance. I suspect that there are some very good reasons most 2d game developers seem to be using them, I just don't understand why.

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  • How to implement lockstep model for RTS game?

    - by user11177
    In my effort to learn programming I'm trying to make a small RTS style game. I've googled and read a lot of articles and gamedev q&a's on the topic of lockstep synchronization in multiplayer RTS games, but am still having trouble wrapping my head around how to implement it in my own game. I currently have a simple server/client system. For example if player1 selects a unit and gives the command to move it, the client sends the command [move, unit, coordinates] to the server, the server runs the pathfinding function and sends [move, unit, path] to all clients which then moves the unit and run animations. So far so good, but not synchronized for clients with latency or lower/higher FPS. How can I turn this into a true lockstep system? Is the right methodology supposed to be something like the following, using the example from above: Turn 1 start gather command inputs from player1 send to the server turn number and commands end turn, increment turn number The server receives the commands, runs pathfinding and sends the paths to all clients. Next turn receive paths from server, as well as confirmation that all clients completed previous turn, otherwise pause and wait for that confirmation move units gather new inputs end turn Is that the gist of it? Should perhaps pathfinding and other game logic be done client side instead of on the server, if so why? Is there anything else I'm missing? I hope someone can break down the concept, so I understand it better.

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  • Click No Browse: How to Navigate Objects Without Opening Them

    - by thatjeffsmith
    Oracle SQL Developer by default automatically opens the object editor when you click on an object in your connection tree or schema browser. For most folks this is very convenient. But if you are selecting objects to drag them to a model or to the worksheet, this can get annoying as the focus of the screen changes when you don’t want it to. The other scenario this feature might disrupt more than delight is when you want to click around the database in the tree and every time you click on an object, the object editor automatically changes to the selected object. You can disable this automatic browsing behavior in SQL Developer by modifying this preference: Tools Preferences Database ObjectViewer Open Object on Single Click Disable this if you don’t want an object to open when you click on it OK, I do realize my description of the problem may have confused the heck out of you just now. So instead of more words, how about a couple of animations of the object-click behavior with the option ON and OFF? Preference Disabled Click, no open. Double click, open. Preference Enabled (Default) As you click on objects, they are automatically opened

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  • Google Chrome not rendering webpages correctly

    - by sumit_gt
    I am facing some serious web page rendering issues with Chrome. It is more prominent during javascript based animations and stuff on websites like youtube. I have tried removing chrome using (sudo apt-get purge google-chrome-stable) and then reinstalling it. But the problems still persist. The same webpages work correctly on firefox on ubuntu and chrome on windows. The problem only shows up when I use chrome on ubuntu. I think the issue has started after I updated to the latest version of Chrome. I have used Chrome previously on this machine without any problems. I have attached a image that demonstrates the issue. What could possibly be the problem? PS: here's the output of lshw -c video: *-display description: VGA compatible controller product: Madison [Radeon HD 5000M Series] vendor: Hynix Semiconductor (Hyundai Electronics) physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 64 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=fglrx_pci latency=0 resources: irq:46 memory:e0000000-efffffff memory:f0020000-f003ffff ioport:d000(size=256) memory:f0000000-f001ffff Here's the output of lspci -nn: output of lspci -nn

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  • New features for Expression Blend 4 Release Candidate

    - by kaleidoscope
    With Microsoft Expression Blend 4, you can create websites and applications based on Microsoft Silverlight 3 and Microsoft Silverlight 4, and desktop applications based on Windows Presentation Foundation (WPF) 3.5 with Service Pack 1 (SP1) and WPF4. Expression Blend provides new support for prototyping, interactivity through behaviors, special Silverlight functionality, and on-the-fly sample data generation. Expression Blend includes new behaviors that are quickly and easily configured Expression Blend offers new sample data, behaviors, and features of project templates to support the Model-View-ViewModel (MVVM) pattern The MVVM pattern is a way to structure a Silverlight or WPF application so that user interface (UI) objects are as decoupled as possible from the application's data and behavior. This makes it easier for design tasks and development tasks to be performed independently and without breaking each other. Essentially, your UI is the View. You bind objects in the View to properties and commands of the ViewModel, and the View can also call methods on the ViewModel. Compatible with Silverlight 3 and WPF 3.5 with Service Pack 1 (SP1) Interoperate able with Visual Studio. Included New Shapes: The Assets panel in Expression Blend contains a new Shapes category, including presets for the easy creation of arcs, arrows, callouts, and polygons. New Controls: Expression Blend has tooling support for the RichTextBox control in Silverlight. XAML cleanliness :Expression Blend generates less XAML with respect to animations and animation-related properties. MVVM project template: Expression Blend includes a new project template that offers a basic starting point for Model-View-ViewModel pattern applications. Run project with CTRL+F5:To improve consistency with Visual Studio, you can now invoke the Run Project command by pressing either CTRL+F5 or F5 Technorati Tags: Rituraj,Features of Expression Blend4 RC

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  • 5 Mac Applications For Web And Graphic Design

    - by Jyoti
    In this article free applications useful and effective for the development and creation of websites with your Mac computer. Without further ado, here are 5 Excellent Mac Application for Web and Graphic Design. Fotoflexer : Fotoflexer claims to be “The world’s most advanced online image editor”. It offers completely free access to numerous features such as photo effects, graphics, shapes, morphing, and the creation of collages. You can also integrate and share your art with social sites like MySpace, Flickr, Facebook, and more. This can be an important app if the site you are creating is going to use applications. Simple CSS : With Simple CSS you can create Cascading Style Sheets from scratch or edit them right from the comfort of your desktop. Update styles on multiple pages all at once and reduce the data transfer usage on your page for faster loads. Blender : Blender is an open source software that allows you to create 3D animation with interactive playback leaves you with the option to optimize the style of your site with a few graphics. You can create animations with shades of colors, glossy features, soft shadows and advanced rendering features. JAlbum : Jalbum is a very useful app that allows you to create stylish photo galleries to publish on the web. All you have to do is simply drag selected folders into a pane where any images contained within the folder will automatically be arranged into a photo gallery. You can add several different themes and templates to enhance the appearance of your gallery, later then gain the HTML code and publish the complete gallery onto the web. Colorate : With Colorate you can create harmonized color palettes along with color schemes. Generate these palettes for images, photographs and more.

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  • Is there a usable HTML web gallery template for Lightroom 2?

    - by Johannes Rössel
    The built-in HTML gallery unfortunately generates invalid HTML markup so its looks are likely more coincidence than proper design. That aside its JavaScript usage prevents using the middle mouse button to open an image in a new tab. A look at the few free HTML gallery templates out there shows me that there seems to be little interest in building an actual HTML gallery which doesn't use JavaScript. Most of them are using JS to build fancy animations or in-page popup boxes containing the image. This may be nice for some people but at least one person who looks at my images is on dial-up and quickly opening all images in individual tabs to let them load and then close the connection is very nice to have there. Anyone seen such a gallery template; i. e. simple, plain HTML without JS? My HTML/CSS skills aren't that good that I can develop such a thing on my own, unfortunately.

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  • Feasability of mobile 2D multiplayer RPG game with interactive bitmap background

    - by user2827214
    I'm looking to develop a 2D multiplayer RPG game for Android, with a bird's eye view similar to that of zelda/pokemon. The game is very simple in all ways since my intent is for thousands of players to occupy the same world which I imagine requires good performance. However, I am unsure about the performance requirements of two properties: the tile map that is used as a background is dynamic (interactive). For example, a player steps in the water, and the water turns black. Every tile in the game does this. the tile map is the same object used for all players, but it is displayed differently on each user's mobile device, even though the players exist in the same world. For example, the water that turned black is displayed as red on all other players' screens. I have knowledge of java, but almost none regarding game dev. tools. Is there a best process for these requirements? Should I develop in pure java, or use some tool like Slick2D etc.? How performance intensive are these properties, if even possible? Edit: There are no collisions in the game or difficult animations, I am imagining simply changing the colors of the tiles (like in the examples), and a client-server architecture

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  • Looking for 2D Cross platform suggestions based on requirements specified

    - by MannyG
    I am an intermediate developer with minor experience on enterprise mobile applications for iphone, android and blackberry looking to build my first ever mobile game. I did a google search for some game dev forums and this popped up so I thought I would try posting here as I lack luck elsewhere. If you have ever heard of the game for the iphone and android platform entitled avatar fight then you will have an idea of the graphic capabilities I require. Basically the battles which are automated one sprite attacking another doing cool animations but all in 2d. My buddy and I have two motivations, one is to jump into mobile Dev as my experience is limited as is his so we would like some trending knowledge (html5 would be nice to learn) . The other is to make some money on the side, don't expect much but polishing the game and putting our all will hopefully reward us a bit. We have looked into corona engine, however a lot of people are saying it is limited in the graphics department, we are open to learning new languages like lua, c++, python etc. Others we have looked at include phonegap, rhomobile, unity, and the list goes on. I really have no idea what the pros and cons of these are but for a basic battle sequence and some mini games we want to chose the right one. Some more things that we will be doing include things like card games, side scrolling flying object based games, maybe fishing stuff. We want to start small with these minigames and work our way up to the idea we would like to implement in the future. We only want to work in 2D. So with these requirements please help me chose a platform to work on (cross platform is what we are ideally leaning towards). Please feel free to throw in some pieces of advice you may have for newbie game developers like myself too. Thank you for reading!

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  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

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  • Difficulty / Process for mobile 2D multiplayer RPG game

    - by user2827214
    I'm looking to develop a 2D multiplayer RPG game for Android, with a bird's eye view similar to that of zelda/pokemon. The game is very simple in all ways since my intent is for thousands of players to occupy the same world which I imagine requires good performance. However, I am unsure about the performance requirements of two properties: the tile map that is used as a background is dynamic (interactive). For example, a player steps in the water, and the water turns black. Every tile in the game does this. the tile map is the same object used for all players, but it is displayed differently on each user's mobile device, even though the players exist in the same world. For example, the water that turned black is displayed as red on all other players' screens. I have knowledge of java, but almost none regarding game dev. tools. Is there a best process for these requirements? Should I develop in pure java, or use some tool like Slick2D etc.? How performance intensive are these properties, if even possible? Edit: There are no collisions in the game or difficult animations, I imagining simply changing colors of the tiles like in the examples, and a client-server architecture

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  • Problem with Ogre::Camera lookAt function when target is directly below.

    - by PigBen
    I am trying to make a class which controls a camera. It's pretty basic right now, it looks like this: class HoveringCameraController { public: void init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height); void update(Ogre::Real time_delta); private: Ogre::Camera * camera_; AnimatedBody * target_; Ogre::Real height_; }; HoveringCameraController.cpp void HoveringCameraController::init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height) { camera_ = &camera; target_ = &target; height_ = height; update(0.0); } void HoveringCameraController::update(Ogre::Real time_delta) { auto position = target_->getPosition(); position.y += height_; camera_->setPosition(position); camera_->lookAt(target_->getPosition()); } AnimatedBody is just a class that encapsulates an entity, it's animations and a scene node. The getPosition function is simply forwarded to it's scene node. What I want(for now) is for the camera to simply follow the AnimatedBody overhead at the distance given(the height parameter), and look down at it. It follows the object around, but it doesn't look straight down, it's tilted quite a bit in the positive Z direction. Does anybody have any idea why it would do that? If I change this line: position.y += height_; to this: position.x += height_; or this: position.z += height_; it does exactly what I would expect. It follows the object from the side or front, and looks directly at it.

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  • XNA Skinned Animated Mesh Rendering Exported from Maya

    - by Devin Garner
    I am working on translating an old RTS game engine I wrote from DirectX9 to XNA. My old models didn't have animation & are an old format, so I'm trying with an FBX file. I temporarily "borrowed" a model from League of Legends just to test if my rendering is working correctly. I imported the mesh/bones/skin/animation into Maya 2012 using an "unnamed" 3rd-party import tool. (obviously I'll have to get legit models later, but I just want to test if my programming is correct). Everything looks correct in maya and it renders the animations flawlessly. I exported everything into a single FBX file (with only a single animation). I then tried to load this model using the example at the following site: http://create.msdn.com/en-US/education/catalog/sample/skinned_model With my exported FBX, the animation looks correct for most of the frames, however at random times it screws up for a split second. Basically, the body/arms/head will look right, but the leg/foot will shoot out to a random point in space for a second & then go back to the normal position. The original FBX from the sample looks correct in my program. It seems odd that my model was imported into maya wrong, since it displays fine in Maya. So, I'm thinking either I'm exporting it wrong, or the sample code is bad & the model from the sample caters to the samples bad code. I'm new to 3D programming & maya, so chances are I'm doing something wrong in the export. I'm using mostly the defaults, but I've tried all 3 interpolation modes (quaternion, euler, resample). Thanks

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  • XNA CustomModelAnimationSample problem

    - by Mentoliptus
    I downloaded the official tutorial from:CustomModelAnimationSample It works fine but when I try to replicate it in my project, it fails to load the Tag property in my model. Is found that the probelm is in the line: skinnedModel = Content.Load<Model>("DudeWalk"); This line loads the model from the DudeWalk.fbx file and with the custom SkinnedModelProcessor. It loads the animations data in the model. After the line the Tag property is full. I stepped into the method and it went to the custom ModelData class. I copied everything from the projects CustomModelAnimationWindows and CustomModelAnimationPipeline to my solution and set all the references. I tried the same line of code and couldn't step in the method. It called the default method or model constructor and after the line the model's Tag propetry was null. I have to load the model through my custom SkinnedModelProcessor class, but how I tell the game to use this class? In the tutroail CustomModelClass the line is changed to: model = Content.Load<CustomModel>("tank"); So I assumed that I have to set the generic type to a custom model class, but the first example works without it. If anyone has some useful advice or some other helpful link, I'll be happy to try it.

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  • How do I convert an animated GIF to a YouTube friendly video format?

    - by Dave Webb
    My son has made some animations with Pivot Stickfigure Animator which we'd like to upload to YouTube. The problem is Pivot saves as animated GIFs which I can't upload to YouTube. The Wikipedia article recommends using Windows Movie Maker to convert GIF to WMV, but unfortunatley I'm using Window 7 for which you can get the new Windows Live Movie Maker which doesn't seem to support GIFs. I Googled and found an article which said to use Beneton Movie GIF to convert animated GIF to AVI, but this seemed to rely on a 3rd Party application which wasn't installed and so failed. Installing the missing application - pjBmp2Avi - by hand and adding it to the path still didn't allow Beneton to do the conversion. I hoped FFmpeg might do the trick but this only outputs to animated GIFs, it won't read from then. Further Googling found lots of applications with 30 day trials and so on but I was hoping for something free. So any suggestions on how I can convert an animated GIF to a movie file on Windows using free (as in beer) software?

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