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  • How much does game development mathematics change over time?

    - by FlightOfGrey
    This question is mainly aimed at this book, Essential Mathematics for Games and Interactive Applications, Second Edition which I have seen highly recommended all around the internet, so I'm sure there are people on here who own a copy. What I want to know specifically is if any of the information would be out dated since the book was released on June 2, 2008? Also interested to see how the mathematics behind game development has changed over time.

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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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  • How do I keep user input and rendering independent of the implementation environment?

    - by alex
    I'm writing a Tetris clone in JavaScript. I have a fair amount of experience in programming in general, but am rather new to game development. I want to separate the core game code from the code that would tie it to one environment, such as the browser. My quick thoughts led me to having the rendering and input functions external to my main game object. I could pass the current game state to the rendering method, which could render using canvas, elements, text, etc. I could also map input to certain game input events, such as move piece left, rotate piece clockwise, etc. I am having trouble designing how this should be implemented in my object. Should I pass references to functions that the main object will use to render and process user input? For example... var TetrisClone = function(renderer, inputUpdate) { this.renderer = renderer || function() {}; this.inputUpdate = input || function() {}; this.state = {}; }; TetrisClone.prototype = { update: function() { // Get user input via function passed to constructor. var inputEvents = this.inputUpdate(); // Update game state. // Render the current game state via function passed to constructor. this.renderer(this.state); } }; var renderer = function(state) { // Render blocks to browser page. } var inputEvents = {}; var charCodesToEvents = { 37: "move-piece-left" /* ... */ }; document.addEventListener("keypress", function(event) { inputEvents[event.which] = true; }); var inputUpdate = function() { var translatedEvents = [], event, translatedEvent; for (event in inputEvents) { if (inputEvents.hasOwnProperty(event)) { translatedEvent = charCodesToEvents[event]; translatedEvents.push(translatedEvent); } } inputEvents = {}; return translatedEvents; } var game = new TetrisClone(renderer, inputUpdate); Is this a good game design? How would you modify this to suit best practice in regard to making a game as platform/input independent as possible?

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  • Game 30% done on HTML5. Maybe it was a bad idea. Should I change to Unity3d? [on hold]

    - by Dokkat
    I'm creating a 3d game on HTML5. It's 30% complete and the hard part is already coded. The server is on node.js.Now I'm realizing that maybe it was not a wise choice. This is because I realized: Three.js still has many bugs. I don't see the same thing on every machine. Each browser, OS, can give different results. I'm afraid my clients will have a great stress installing my game properly. I have tons of sprites and models on my game. I wonder if my clients will have to load all them again everytime they want to play? I wonder if a Node.js server will be fast enough to handle it, and I'm afraid it won't be scalable. What would you advise me? Should I continue and finish the game on HTML5 or is it better to remake it on something else, like Unity3d for the client and (what?) for the server?

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  • How can you store item data from a game?

    - by ThePlan
    When I look at games such as warcraft 3, or Diablo, or basically any games that contain items in them I notice that each item is unique. They all have different stats, different graphics, different names. I took a wild guess that they don't use XML, although I know I might be wrong, but I just figured they use something that isn't easily human-editable to prevent casual hacking. How is data such as item attributes stored in a game (2d or 3d, I suppose it works the same way in both)?

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  • How to make the game wait for an animation to finish?

    - by petervaz
    I'm teaching myself andengine while trying to make a match-3 puzzle, so far I have a grid of gems that I populate and can move then around. Matching gems and new gems falling is working already. My problem is that the game keeps flowing while animations runs. How can I make the flow suspend until movement is done? I use entity modifiers for the gems animations. MoveYModifier for the fall and PathModifier for the swap.

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  • Where might a newbie programmer begin with game development? [closed]

    - by Ginnjii
    I just started picking up programming and I'd love to learn the ins and outs of game development so if anyone could tell me where to begin I'd really appreciate it alot. I'm interested in flash games in particular for now. I have googled it up and such but I'm honestly lost what with so much related to the subject so a pointer in the right direction would be immensely helpful. As such any site or resource for the subject would be great.

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  • Ubuntu: Failure to login with multiple video adapters

    - by tsilb
    Forgive my ignorance, for I am a complete linux noob. I have a computer with three video cards and six monitors. Works great on Windows. Trying to get it to run Ubuntu as well. It loads fine when I have it configured to run on one adapter; detects both screens, runs ok. But I want to turn the other 4 monitors on and run the whole thing as one extended desktop (one session, etc). So I downloaded and installed the newest ATI driver for Linux, which seems to work, kinda. I ran this to set up the screens: aticonfig --adapter=all --initial -f Now when I boot, Ubuntu seems to turn on all the screens (3 viewports, each with two cloned displays from what I can tell). When I enter my login info OR move the mouse off the main screen, the screens freeze and the kbd/ms become unresponsive. aticonfig generated xorg.conf included below. Have tried the following: aticonfig -initial -f - works, but only detects the primary adapter and 2 screens aticccle - Tells me I have to reboot after enabling the other cards. Then goes into above described freezing state. aticonfig --adapter=all --initial -f - see above Manually editing xorg.conf file with my limited knowledge - Was able to get two adapters running, but only the second adapter initialized while the primary stopped at the Ubuntu boot screen. Was unable to see the login prompt. Froze after I logged in blindly (was able to hear the login sound). Using generic "radeon" driver instead of ATI Proprietary driver with the above init attempts Toggling xinerama Various combinations of the above Hardware: Intel Core 2 Quad q6600 8GB DDR2 (3x) ATI Radeon HD 4680 5 monitors (21W, 21W, 22W Portrait, 22W Portrait, 19")and an HDTV (26"W, HDMI) in a horizontal arrangement I know next to nothing about Linux/Ubuntu aside from basic filesystem navigation, editing text files, and accessing my local and networked Windows stores and shares. Basically this is the most advanced thing I've had to do. I installed today. Please advise how to make this configuration work. my xorg.conf: Section "ServerLayout" Identifier "Layout0" Screen 0 "aticonfig-Screen[0]-0" 0 0 Screen "aticonfig-Screen[1]-0" RightOf "aticonfig-Screen[0]-0" Screen "aticonfig-Screen[2]-0" RightOf "aticonfig-Screen[1]-0" Option "RenderAccel" "true" Option "AllowGLXWithComposite" "true" EndSection Section "Files" EndSection Section "Module" EndSection Section "ServerFlags" Option "Xinerama" "0" EndSection Section "Monitor" Identifier "aticonfig-Monitor[0]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[1]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Monitor" Identifier "aticonfig-Monitor[2]-0" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" EndSection Section "Device" Identifier "aticonfig-Device[0]-0" Driver "fglrx" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "aticonfig-Device[1]-0" Driver "fglrx" BusID "PCI:3:0:0" EndSection Section "Device" Identifier "aticonfig-Device[2]-0" Driver "fglrx" BusID "PCI:4:0:0" EndSection Section "Screen" Identifier "aticonfig-Screen[0]-0" Device "aticonfig-Device[0]-0" Monitor "aticonfig-Monitor[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[1]-0" Device "aticonfig-Device[1]-0" Monitor "aticonfig-Monitor[1]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "aticonfig-Screen[2]-0" Device "aticonfig-Device[2]-0" Monitor "aticonfig-Monitor[2]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • LDAP groups not applying to filesystem permissions

    - by BeepDog
    System is ArchLinux, and I'm using nss-pam-ldapd (0.8.13-4) to connect myself to ldap. I've got my users and some groups in LDAP: [root@kain tmp]# getent group <localgroups snipped> dkowis:*:10000: mp3s:*:15000:rkowis,dkowis music:*:15002:rkowis,dkowis video:*:15003:transmission,rkowis,dkowis,sickbeard software:*:15004:rkowis,dkowis pictures:*:15005:rkowis,dkowis budget:*:15006:rkowis,dkowis rkowis:*:10001: And I have some directories that are setgid video so that the video group stays, and they're configured g=rwx so that members of the video group can write to them: [root@kain video]# ls -ld /srv/video drwxrwxr-x 8 root video 208 Oct 19 20:49 /srv/video However, members of that group, say dkowis cannot write into that directory: [root@kain video]# groups dkowis mp3s music video software pictures dkowis Total number of groups that dkowis is in is like 7, I redacted a few here. [dkowis@kain wat]$ cd /srv/video [dkowis@kain video]$ touch something touch: cannot touch 'something': Permission denied [dkowis@kain video]$ groups dkowis mp3s music video software pictures I'm at a loss as to why my groups show up in getent groups, but my filesystem permissions are not being respected. I've tried making a new directory in /tmp and setting it's group permissions to rwx, and then trying to write a file in there, it doesn't work. The only time it does work is if I open it wide up allowing o=rwx. That's obviously not what I want, and I'm not able to figure out what my missing piece is. Thanks in advance.

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  • To connect Gstreamer with Qt in order to play a gstreamer video in the Qt Widget

    - by raggio
    I tried using phonon to play the video but could not succeed. Off-late came to know through the Qt forums that even the latest version of Qt does not support phonon. Thats when i started using Gstreamer.Any suggestions as to how to connect the Gstreamer window with the Qt widget?My aim is to play a video using Gstreamer on the Qt widget.So how do i link the gstreamer window and the Qt widget? I am successful in getting the Id of the widget through winid(). Further with the help of Gregory Pakosz, I have added the below 2 lines of code in my application - QApplication::syncX(); gst_x_overlay_set_xwindow_id(GST_X_OVERLAY(sink), widget->winId()); However am not able to link the Qt widget with the gstreamer video window. This is what my sample code would look like :- int main(int argc, char *argv[]) { printf("winid=%d\n", w.winId()); gst_init (NULL,NULL); /* create a new bin to hold the elements */ bin = gst_pipeline_new ("pipeline"); /* create a disk reader */ filesrc = gst_element_factory_make ("filesrc", "disk_source"); g_assert (filesrc); g_object_set (G_OBJECT (filesrc), "location", "PATH_TO_THE_EXECUTABLE", NULL); demux = gst_element_factory_make ("mpegtsdemux", "demuxer"); if (!demux) { g_print ("could not find plugin \"mpegtsmux\""); return -1; } vdecoder = gst_element_factory_make ("mpeg2dec", "decode"); if (!vdecoder) { g_print ("could not find plugin \"mpeg2dec\""); return -1; } videosink = gst_element_factory_make ("xvimagesink", "play_video"); g_assert (videosink); /* add objects to the main pipeline */ gst_bin_add_many (GST_BIN (bin), filesrc, demux, vdecoder, videosink, NULL); /* link the elements */ gst_element_link_many (filesrc, demux, vdecoder, videosink, NULL); gst_element_set_state(videosink, GST_STATE_READY); QApplication::syncX(); gst_x_overlay_set_xwindow_id(GST_X_OVERLAY(videosink), w.winId()); /* start playing */ gst_element_set_state (bin, GST_STATE_PLAYING); } Could you explain more in detail about the usage of gst_x_overlay_set_xwindow_id() wrt my context? Could i get any hint as to how i can integrate gstreamer under Qt? Please help me solve this problem

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  • HTTP Live Streaming, FFMPEG & FFSERVER, and iPhone OS 3

    - by jcnnghm
    In iPhone OS 3, Apple has introduced HTTP Live Streaming which should allow live streaming of video from the internet. I am currently operating a webcam, which feeds into my server, and is then converted into a flv stream by ffmpeg, and streamed back out using ffserver. Does anyone know how to setup a video stream the iPhone can use using ffmpeg and ffserver? I should be able to re-encode into just about any format on the fly.

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  • video file download issue

    - by George2
    Hello everyone, I am using VSTS 2008 + C# + .Net 3.5 + Silverlight 3.0 + ASP.Net to develop a Silverlight application (a video media player) in browser and the function is simple, just use MediaElement to play a remote video file. The remote server is Windows Server 2008 + IIS 7.0 + IIS Media Bit Rate Throttling Control. Since the request media URL can be discovered (e.g. from traffic sniffer), and I want to know how to prevent from download directly from the Url? i.e. I want end user to use my Silverlight media player application in browser to play the file, prevent them from download to local directly. Any easy and quick solution or reference code/documents? thanks in advance, George

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  • Jeopardy template for Silverlight

    - by Mohit Deshpande
    I am supposed to be making a jeopardy game for my class. I was wondering it there is a template for it already out? Or do I have to make one myself, in which case, what would be the best approach to making this game in Silverlight? (My last resort is to make it in PowerPoint)

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  • ipad video format

    - by Mike
    When you use iTunes to sync your videos with the iPhone the videos are always saved with no more than 640 pixels wide, if I am not wrong. What about the iPad? What is the size of videos iTunes syncs with iPad? 1024x768? and what if the video has a dimension below 1024x768? Will it scale up? or will it keep the video at low res and scale when you play? The question is because I am using the MPMoviePlayerController and I need to know what resolutions to expect, so I can adjust the interface. thanks.

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  • Blackberry Development, communicating two Blackberry device in a multiplayer game programatically

    - by Nikesh Yadav
    Hi Forum, We are developing a game application for Blackberry, which will have multi player option to let two or more player compete against each other. We have implemented the logic for that and already two or more player are able to play the game simultaneously on single device. Now we want to upgrade our application so that two or more user can compete each other playing from different device and different locations. Can anyone please help me by providing me the way (or code) to achieve this (communicating two blackberry devices over the air to access single session programmaticaly)? I found the code to connect two device using Bluetooth but as the player may situated in different geographic regions we need to achieve this using over the air connection. Thanks in advance. Thanks, Nikesh

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  • Horizontal Scrolling Flash Game/Large Horizontal Scene

    - by Nathan
    Hello, I'm currently learning Flash (CS4, AS3) and am creating a game. I have currently 1 flv file with 4 scenes, I then move from left to right and then to scene 2 and go from left to right. This is the game where items pop up that need to be clicked on and you get points. Is there any way I can combine these onto 1 scene? Flash only allows you to have a maximum of 2880px wide. The reason for this is the transition between the scenes is RUBBISH and that my AS is not working correctly in between scenes (it loses values). Any help would be greatly appreciated! Nathan

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  • Is this a good way to do a game loop for an iPhone game?

    - by Danny Tuppeny
    Hi all, I'm new to iPhone dev, but trying to build a 2D game. I was following a book, but the game loop it created basically said: function gameLoop update() render() sleep(1/30th second) gameLoop The reasoning was that this would run at 30fps. However, this seemed a little mental, because if my frame took 1/30th second, then it would run at 15fps (since it'll spend as much time sleeping as updating). So, I did some digging and found the CADisplayLink class which would sync calls to my gameLoop function to the refresh rate (or a fraction of it). I can't find many samples of it, so I'm posting here for a code review :-) It seems to work as expected, and it includes passing the elapsed (frame) time into the Update method so my logic can be framerate-independant (however I can't actually find in the docs what CADisplayLink would do if my frame took more than its allowed time to run - I'm hoping it just does its best to catch up, and doesn't crash!). // // GameAppDelegate.m // // Created by Danny Tuppeny on 10/03/2010. // Copyright Danny Tuppeny 2010. All rights reserved. // #import "GameAppDelegate.h" #import "GameViewController.h" #import "GameStates/gsSplash.h" @implementation GameAppDelegate @synthesize window; @synthesize viewController; - (void) applicationDidFinishLaunching:(UIApplication *)application { // Create an instance of the first GameState (Splash Screen) [self doStateChange:[gsSplash class]]; // Set up the game loop displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(gameLoop)]; [displayLink setFrameInterval:2]; [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; } - (void) gameLoop { // Calculate how long has passed since the previous frame CFTimeInterval currentFrameTime = [displayLink timestamp]; CFTimeInterval elapsed = 0; // For the first frame, we want to pass 0 (since we haven't elapsed any time), so only // calculate this in the case where we're not the first frame if (lastFrameTime != 0) { elapsed = currentFrameTime - lastFrameTime; } // Keep track of this frames time (so we can calculate this next time) lastFrameTime = currentFrameTime; NSLog([NSString stringWithFormat:@"%f", elapsed]); // Call update, passing the elapsed time in [((GameState*)viewController.view) Update:elapsed]; } - (void) doStateChange:(Class)state { // Remove the previous GameState if (viewController.view != nil) { [viewController.view removeFromSuperview]; [viewController.view release]; } // Create the new GameState viewController.view = [[state alloc] initWithFrame:CGRectMake(0, 0, IPHONE_WIDTH, IPHONE_HEIGHT) andManager:self]; // Now set as visible [window addSubview:viewController.view]; [window makeKeyAndVisible]; } - (void) dealloc { [viewController release]; [window release]; [super dealloc]; } @end Any feedback would be appreciated :-) PS. Bonus points if you can tell me why all the books use "viewController.view" but for everything else seem to use "[object name]" format. Why not [viewController view]?

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  • Breaking a concave polygon into convex ones.

    - by Bart van Heukelom
    I'm using a game physics library (Box2D) which only supports convex polygon shapes. However, I'd like the level builder to be able to just specify concave polygons without having to worry about that. So, how can I automatically break apart a concave polygon into convex ones (or even all triangles). Speed would be cool, but ease of implementation is more important. The breaking apart will only be done on game initialization. (My language is Flash/ActionScript 3, but that shouldn't matter)

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  • H.264 in Firefox

    - by illuminatedtiger
    Hi all, As I understand it Firefox does not support H.264 encoded video using the tag. I've been told that Flash will quite happily handle such content however I have no experience with Flash nor do I have access to Adobe Creative Suite. I'm developing primarily for Firefox users and recoding our video content to OGG would not be practical. What are my options?

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  • ipad video format [closed]

    - by Mike
    When you use iTunes to sync your videos with the iPhone the videos are always saved with no more than 640 pixels wide, if I am not wrong. What about the iPad? What is the size of videos iTunes syncs with iPad? 1024x768? and what if the video has a dimension below 1024x768? Will it scale up? or will it keep the video at low res and scale when you play? thanks.

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