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  • What is "src" directory created by Eclipse?

    - by Roman
    I just installed Eclipse. The Eclipse created the "workspace" folder. In this folder I created a "game" sub-folder (for my class called "game"). I have already .java files for that project (I wrote them in a text editor before I started to use Eclipse). I put all my .java file into the "game" directory. In Eclipse I created a "New Java Project" from existing code. What wanders me is that the Eclipse create a "src" sub-folder into my "game" folder. As far as I understand "src" stands for "source". But my source (.java files) is in the "game" (by the construction). Am I doing something wrong?

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  • Best way to handle realtime melee AI in authoritative network environment

    - by PrimeDerektive
    So i've been working on a multiplayer game for a bit; it's a co-op action RPG with real-time combat. If you've seen or played TERA, I'd say it's comparable to that, but not an MMO, heh. I'm currently handling the AI units authoritatively, the server calculates their pathing, movement, and pursue/attack logic, and syncs the movement to the clients 15x per second, and the state changes when they happen. When I emulate 200ms ping, though, the client can perceive being out of range to an AI's attack, but still take the hit, because on the server he hadn't moved that far yet. This also plays hell with my real-time blocking. I don't really want to allow the clients to be allowed to say "that was out of range" or "I blocked that", but I'm not really sure how else to handle it.

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  • Custom extensible file format for 2d tiled maps

    - by Christian Ivicevic
    I have implemented much of my game logic right now, but still create my maps with nasty for-loops on-the-fly to be able to work with something. Now I wanted to move on and to do some research on how to (un)serialize this data. (I do not search for a map editor - I am speaking of the map file itself) For now I am looking for suggestions and resources, how to implement a custom file format for my maps which should provide the following functionality (based on MoSCoW method): Must have Extensibility and backward compatibility Handling of different layers Metadata on whether a tile is solid or can be passed through Special serialization of entities/triggers with associated properties/metadata Could have Some kind of inclusion of the tileset to prevent having scattered files/tilesets I am developing with C++ (using SDL) and targetting only Windows. Any useful help, tips, suggestions, ... would be appreciated!

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  • World of Warcraft like C++/C# server (highload)

    - by Edward83
    I know it is very big topic and maybe my question is very beaten, but I'm interesting of basics how to write highload server for UDP/TCP client-server communications in MMO-like game on C++/C#? I mean what logic of retrieving hundreds and thousands packages at the same time and sending updates to clients? Please advice me with architecture solutions, your experience, ready-to-use libraries. Maybe you know some interesting details how WoW servers work. Thank you! Edit: my question is about developing, not hardware/software tools;

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  • Unity 3D - Error BCE0019 , " 'paused' is not a member of PauseScript"

    - by user3666251
    I am trying to make a game for Android in Unity. Came to the part where I have to make a pause menu option. Made a GUITexture and placed it on the top right side of the screen then I attached this script to it : #pragma strict function OnMouseDown(){ this.paused = !this.paused; } function OnGUI(){ if(this.paused){ if (GUI.Button(Rect(10,10,100,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); } // Insert the rest of the pause menu logic } } It gives me this error : "Assets/Scripts/PauseScript.js(4,10): BCE0019: 'paused' is not a member of 'PauseScript'. " "PauseScript" is the name of my pause script. Thank you.

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  • cant use Activerecord find method with associations.

    - by fenec
    here are my models: #game class Game < ActiveRecord::Base #relationships with the teams for a given game belongs_to :team_1,:class_name=>"Team",:foreign_key=>"team_1_id" belongs_to :team_2,:class_name=>"Team",:foreign_key=>"team_2_id" def self.find_games(name) items = Game.find(:all,:include=>[:team_1,:team_2] , :conditions => ["team_1.name = ?", name] ) end end #teams class Team < ActiveRecord::Base #relationships with games has_many :games, :foreign_key =>'team_1' has_many :games, :foreign_key =>'team_2' end When i execute Game.find_games("real") i get : ActiveRecord::StatementInvalid: SQLite3::SQLException: no such column: team_1.name How can i fix the problem i thought that using :include would fix the problem.

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  • Is it a good practice to use branches to maintain different editions of the same software?

    - by Tamás Szelei
    We have a product that has a few different editions. The differences are minor: different strings here and there, very little additional logic in one, very little difference in logic in the other. When the software is being developed, most changes need to be added to each edition; however, there are a few that don't and a few that needs to differ. Is it a valid use of branches if I have release-editionA and release-editionB (..etc) branches? Are there any gotchas? Good practices? Update: Thanks for the insight everyone, lots of good answers here. The general consensus seems to be that it is a bad idea to use branches for this purpose. For anyone wondering, my final solution to the problem is to externalize strings as configuration, and externalize the differing logic as plugins or scripts.

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  • How to print an Objectified Element?

    - by BeeBand
    I have xml of the format: <channel> <games> <game slot='1'> <id>Bric A Bloc</id> <title-text>BricABloc Hoorah</title-text> <link>Fruit Splat</link> </game> </games> </channel> I've parsed this xml using lxml.objectify, via: tree = objectify.parse(file) There will potentially be a number of <game>s underneath <games>. I understand that I can generate a list of <game> objects via: [ tree.games[0].game[0:4] ] My question is, what class are those objects and is there a function to print any object of whatever class these objects belong to?

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  • Tips or techniques to use when you don't know how to code something?

    - by janoChen
    I have a background as UI designer. And I realized that it is a bit hard for me to write a pieces of logic. Sometimes I get it right, but most of the time, I end up with something hacky (and it usually takes a lot of time). And is not that I don't like programming, in fact, I'm starting to like it as much as design. It's just that sometimes I think that I'm better at dealing with colors an shapes, rather than numbers and logic (but I want to change that). What I usually do is to search the solution on the Internet, copy the example, and insert it into my app (I know this is not a very good practice). I've heard that one tip was to write the logic in common English as comment before writing the actual code. What other tips and techniques I can use?

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  • GameKit server disconnect makes session invalid

    - by Markus
    Hi everyone, I'm trying to build a 4 player multiplayer game using GameKit. I tried many things and I'm currently using client/server mode, meaning that I have 1 session in GKSessionModeServer and 3 other sessions connecting to this one in GKSessionModeClient. My goal is, that when a user leaves the game or gets disconnected for whatever reason, that the others can continue their game. So far this works if any of the Clients leave the game, but if the Sevrer leaves the game, send and receive calls are not reaching the other peers anymore. I tried the same with 4 peers in GKSessionModePeer with the same result (where the player who accepts connections cannot quit). Does anyone had better success in making this work? Any help is highly appreciated. Thanks!

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  • Leg animation not working

    - by Monacraft
    I am making a simple animation in XNA C# of a leg moving. This is the logic code for the thigh. It is meant to swing from 25' to 335'. However instead, it hits a point and then keeps on spinning in the other direction. Please help, here's the code: private void Thigh_method() { if (Legdata.Left == true) signvalue = -0.05f; else signvalue = 0.05f; if (Legdata.ToMid == true) Thighturn_ang += signvalue; if (Legdata.ToMid == false) Thighturn_ang -= signvalue; if (Thighturn_ang <= 25 || Thighturn_ang <= 335 && Thighturn_ang <= 180) Legdata.Left = true; if (Thighturn_ang >= 25 || Thighturn_ang >= 335 && Thighturn_ang >= 180) Legdata.Left = false; if (Thighturn_ang == 0) Legdata.ToMid = false; if (Math.Abs(Thighturn_ang) >= 25f) Legdata.ToMid = true; } Thanks in advance, Yours: Mona

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  • Playing a sound on collision?

    - by Eric McLoughlin
    I'm making a pool game. I've separated the gameplay logic and the physics into two systems, entities and physics. Each entity holds a reference to a body which the physics system uses. The body itself holds a reference back to it's owner. When an entity collides with another entity, the Collided(Entity other) method is called on both. What I'm trying to do now is to play a sound when both entities colliding are of a certain subclass. I'm not sure how to do that. I could do it in the Collided method, but then the sound would be played two times at the same time, since the method was called on both entities. How do you suggest I do this?

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  • Object-oriented Programming - need your help

    - by wanderameise
    hey folks, I try to realize a little game project to dive deeper into OO programming (winforms c++/cli). I already started coding but now I´d like to make a re-design. For the beginning the game should consist of four parts like game-engine, user interface, highscore and playground. Heres a little (non-UML-conform) class diagramm to visualize my purposes http://i.imgur.com/lmpwj.png Would this be the right way? In my eyes the game engine is responsible to control the game sequences (state machine?) and exchanges information betweens all other classes. I appreciate any help!

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  • Are VM-based languages becoming viable for Graphics since the move to GPU computing?

    - by skiwi
    Perhaps the title is not the most clear, so let me elaborate it more: I am talking about VM-based languages, by that I mean languages that run on the JVM (java) and for example C#. Also I am talking about 3D graphics, just to be clear. Lately the trend has been that most computing is being done on the GPU and not on the CPU, and since times the issue with programming games on a VM-based language is that garbage collecting may happen randomly. So let's take a look which is responsible for what: Showing the graphics: GPU Uploading graphics to the GPU: CPU? Needs to be done every frame? Calculating physics constraints: GPU Doing the real game logic (Determining when to move objects (independent of physics calculations), processing AI): CPU Is my list actually correct? And if it is, is for example Java becoming more viable? Or is uploading the graphics (vertices) still the most expensive operation? Would like to get more insight into this.

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  • Is there benifit to maintain a large project with bad code?

    - by upton
    I'm currently maintain a large project with more than 100000 LOC. The code use the MFC as its framework, in genral, it only has interface part which heavily use the mfc api and a business logic part which full of bad code, confusing logic. The company has some small features delivered to the customer each year(most features are adding code to exisiting project, finding some reference of some api or variable and it' s no different with fixing 3-4 bugs ), most of the tasks are to resove issue and optimize performance . Like other company with maintaining position, it value people who knows much logic about its product. There are people who can quickly finish the job on such project, is it worth to train myself like such a programmer? Is there benifits to work on such project for a long time?

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  • Is there benefit to maintain a large project with bad code?

    - by upton
    I'm currently maintain a large project with more than 100000 LOC. The code use the MFC as its framework, in genral, it only has interface part which heavily use the mfc api and a business logic part which full of bad code, confusing logic. The company has some small features delivered to the customer each year(most features are adding code to exisiting project, finding some reference of some api or variable and it' s no different with fixing 3-4 bugs ), most of the tasks are to resove issue and optimize performance . Like other company with maintaining position, it value people who knows much logic about its product. There are people who can quickly finish the job on such project, is it worth to train myself like such a programmer? Is there benifits to work on such project for a long time?

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  • Getting collision detection in Pygames

    - by user36010
    I am writing a game in Pygame, I want to get collision detection. The aim is when a object hits another, the target object disappears. I want to avoid having classes and just have my code class less for now, in one script. This makes it difficult to get collision detection because the Rect method in Pygame is called on by an object(class). The logic I want to achieve is: object hits a target object target object disappears. is there an easy way to achieve this?(with minimal code possible)

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  • Pygame's Message-multiple lines?

    - by Jam
    I am using pygame and livewires (though I don't think that part is relevant here) to create a game. I've got the game working, but I'm trying to make something akin to a title screen before the game starts. However, it doesn't recognize when I try to make a new line appear. Here is what I have: begin_message=games.Message(value=""" Destroy the Bricks!\n In this game, you control a paddle,\n controlled by your mouse,\n and attempt to destroy all the rows of bricks.\n Careful though, you only have 1 life.\n Don't mess up! The game will start in\n 5 seconds.""", size=30, x=games.screen.width/2, y=games.screen.height/2, lifetime=500, color=color.white, is_collideable=False) games.screen.add(begin_message) The message appears on the screen, but the newline doesn't happen, so I can only read the first part of the message. Is there a way to make this message actually appear, or can I not use the 'Message' for this?

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  • Reference variable to an object instantiated/initialized in another class in Java

    - by Alex
    The reason I'm asking is because I'm getting NullPointerException. I now this is very easy but I'm pretty new programming and find this a bit confusing. So say I have initialized an object in a class and want to access that same object from another class. Like now for instance I'm working on a small Chess game, in my model Game class I have an instance of Board, an object. Board, in turn, has an array of Squares. Square[][]. Game has board, board has Square[][]. Now if I want to access the Square[][] through the object board (in Game) of type Board. Do I just declare a variable with the same name and type or do I have to initialize it again? Board board OR Board board = new Board(); Note, I have already initialized board in the class Game so if I do it again, won't they be two totally different Board objects?

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  • Is the "impossible object" possible in computer graphics?

    - by CPP_Person
    This may be a silly question but I want to know the answer to it. I saw this thing called the "impossible object", while they're many different images of this online, it's suppost to be impossible geometry. Here is an example: Now as far as logic goes, I know you don't have to obey it in games, such as a flying cow, or an impossible object. So that's out of the way, but what stands in my way is whether or not there is a way to draw this onto a 3D scene. Like is there a way to represent it as a 3D object? Thanks!

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  • Updating multiple rows with an array

    - by Copephobia
    I have a table that holds user information. One of the columns holds the position of the user in the game they are in. When a game is being created, I need to update the positions of the users of each team. Here is an example: Game id : 7 Team 1 users : 1,2 Team 2 users : 3,4 team1_position : array(1,2) team2_position : array(13,14) What I want to do is update the user table using the array of positions in the SET area. My goal is to be able to update the users without the need for their id (I have different size game boards, so I have multiple position arrays for each board size) How can I do something like this: UPDATE user SET position='(team1_position)' WHERE game = '7' AND team = '1' I feel like it would be a waste of resources to select all the id's of each team and update them separately.

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  • Algorithm for querying linearly through a non-linear list of questions

    - by JoshLeaves
    For a multiplayers trivia game, I need to supply my users with a new quizz in a desired subject (Science, Maths, Litt. and such) at the start of every game. I've generated about 5K quizzes for each subject and filled my database with them. So my 'Quizzes' database looks like this: |ID |Subject |Question +-----+------------+---------------------------------- | 23 |Science | What's water? | 42 |Maths | What's 2+2? | 99 |Litt. | Who wrote "Pride and Prejudice"? | 123 |Litt. | Who wrote "On The Road"? | 146 |Maths | What's 2*2? | 599 |Science | You know what's cool? |1042 |Maths | What's the Fibonacci Sequence? |1056 |Maths | What's 42? And so on... (Much more detailed/complex but I'll keep the exemple simple) As you can see, due to technical constraints (MongoDB), my IDs are not linear but I can use them as an increasing suite. So far, my algorithm to ensure two users get a new quizz when they play together is the following: // Take the last played quizzes by P1 and P2 var q_one = player_one.getLastPlayedQuizz('Maths'); var q_two = player_two.getLastPlayedQuizz('Maths'); // If both of them never played in the subject, return first quizz in the list if ((q_one == NULL) && (q_two == NULL)) return QuizzDB.findOne({subject: 'Maths'}); // If one of them never played, play the next quizz for the other player // This quizz is found by asking for the first quizz in the desired subject where // the ID is greater than the last played quizz's ID (if the last played quizz ID // is 42, this will return 146 following the above example database) if (q_one == NULL) return QuizzDB.findOne({subject: 'Maths', ID > q_two}); if (q_two == NULL) return QuizzDB.findOne({subject: 'Maths', ID > q_one}); // And if both of them have a lastPlayedQuizz, we return the next quizz for the // player whose lastPlayedQuizz got the higher ID if (q_one > q_two) return QuizzDB.findOne({subject: 'Maths', ID > q_one}); else return QuizzDB.findOne({subject: 'Maths', ID > q_two}); Now here comes the real problem: Once I get to the end of my database (let's say, P1's last played quizz in 'Maths' is 1056, P2's is 146 and P3 is 1042), following my algorithm, P1's ID is the highest so I ask for the next question in 'Maths' where ID is superior to 1056. There is nothing, so I roll back to the beginning of my quizz list (with a random skipper to avoid having the first question always show up). P1 and P2's last played will then be 42 and they will start fresh from the beginning of the list. However, if P1 (42) plays against P3 (1042), the resulting ID will be 1056...which P1 already played two games ago. Basically, players who just "rolled back" to the beginning of the list will be brought back to the end of the list by players who still haven't rolled back. The rollback WILL happen in the end, but it'll take time and there'll be a "bottleneck" at the beginning and at the end. Thus my question: What would be the best algorith to avoid this bottleneck and ensure players don't get stuck endlessly on the same quizzes? Also bear in mind that I've got some technical constraints: I can't get a random question in a subject (ie: no "QuizzDB.findOne({subject: 'Maths'}).skip(random());"). It's cool to skip on one to twenty records, but the MongoDB documentation warns against skipping too many documents. I would like to avoid building an array of every quizz played by each player and find the next non-played in the database with a $nin. Thanks for your help

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  • Problem with AssetManager while loading a Model type

    - by user1204548
    Today I've tried the AssetManager for the first time with .g3db files and I'm having some problems. Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: data/data at com.badlogic.gdx.assets.AssetManager.handleTaskError(AssetManager.java:508) at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:342) at com.lostchg.martagdx3d.MartaGame.render(MartaGame.java:78) at com.badlogic.gdx.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:207) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load dependencies of asset: data/data at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:119) at com.badlogic.gdx.assets.AssetLoadingTask.update(AssetLoadingTask.java:89) at com.badlogic.gdx.assets.AssetManager.updateTask(AssetManager.java:445) at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:340) ... 4 more Caused by: com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: data/data at com.badlogic.gdx.utils.async.AsyncResult.get(AsyncResult.java:31) at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadingTask.java:117) ... 7 more Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: data/data at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140) at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:72) at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader.java:41) at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:69) at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:34) at com.badlogic.gdx.utils.async.AsyncExecutor$2.call(AsyncExecutor.java:49) at java.util.concurrent.FutureTask.run(Unknown Source) at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: data\data (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:132) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:586) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:220) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) ... 9 more Why it tries to load that unexisting file? It seems that the AssetManager manages to load my .g3db file at first, because earlier the java console threw some errors related to the textures associated to the 3D scene having to be a power of 2. Relevant code: public void show() { ... assets = new AssetManager(); assets.load("data/levelprueba2.g3db", Model.class); loading = true; ... } private void doneLoading() { Model model = assets.get("data/levelprueba2.g3db", Model.class); for (int i = 0; i < model.nodes.size; i++) { String id = model.nodes.get(i).id; ModelInstance instance = new ModelInstance(model, id); Node node = instance.getNode(id); instance.transform.set(node.globalTransform); node.translation.set(0,0,0); node.scale.set(1,1,1); node.rotation.idt(); instance.calculateTransforms(); instances.add(instance); } loading = false; } public void render(float delta) { super.render(delta); if (loading && assets.update()) doneLoading(); ... } The error points to the line with the assets.update() method. Please, help! Sorry for my bad English and my amateurish doubts.

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  • OpenGL slower than Canvas

    - by VanDir
    Up to 3 days ago I used a Canvas in a SurfaceView to do all the graphics operations but now I switched to OpenGL because my game went from 60FPS to 30/45 with the increase of the sprites in some levels. However, I find myself disappointed because OpenGL now reaches around 40/50 FPS at all levels. Surely (I hope) I'm doing something wrong. How can I increase the performance at stable 60FPS? My game is pretty simple and I can not believe that it is impossible to reach them. I use 2D sprite texture applied to a square for all the objects. I use a transparent GLSurfaceView, the real background is applied in a ImageView behind the GLSurfaceView. Some code public MyGLSurfaceView(Context context, AttributeSet attrs) { super(context); setZOrderOnTop(true); setEGLConfigChooser(8, 8, 8, 8, 0, 0); getHolder().setFormat(PixelFormat.RGBA_8888); mRenderer = new ClearRenderer(getContext()); setRenderer(mRenderer); setLongClickable(true); setFocusable(true); } public void onSurfaceCreated(final GL10 gl, EGLConfig config) { gl.glEnable(GL10.GL_TEXTURE_2D); gl.glShadeModel(GL10.GL_SMOOTH); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDepthMask(false); gl.glEnable(GL10.GL_ALPHA_TEST); gl.glAlphaFunc(GL10.GL_GREATER, 0); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, width, height, 0, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Draw all the graphic object. for (byte i = 0; i < mGame.numberOfObjects(); i++){ mGame.getObject(i).draw(gl); } // Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } mGame.getObject(i).draw(gl) is for all the objects like this: /* HERE there is always a translatef and scalef transformation and sometimes rotatef */ gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexPointer[0]); // Point to our vertex buffer gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer); // Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVertices.length / 3); EDIT: After some test it seems to be due to the transparent GLSurfaceView. If I delete this line of code: setEGLConfigChooser(8, 8, 8, 8, 0, 0); the background becomes all black but I reach 60 fps. What can I do?

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  • C# Item system design approach, should I use abstract classes, interfaces or virutals?

    - by vexe
    I'm working on a Resident Evil 1/2/3/0/Remake type of game. Currently I've done a big part of the inventory system (here's a link if you wanna see my inventory, pretty outdated, added a lot of features and made a lot of enhancements) Now I'm thinking about how to approach the items system, If you've played any Resident Evil game or any of its likes you should be familiar with what I'm trying to achieve. Here's a very simple category I made for the items: So you have different items, with different operations you could perform on them, there are usable items that you could use, like for example herbs and first aid kits that 'using' them would affect your health, keys to unlock doors, and equipable items that you could 'equip' like weapons. Also, you can 'combine' two items together to get new one, like for example mixing a green and red herb would give you a new type of herb, or combining a lighter with a paper, would give you a burnt paper, or ammo with a gun, would reload the gun or something. etc. You know the usual RE drill. Not all items are 'transformable', in that, for example: lighter + paper = burnt paper (it's the paper that 'transforms' to burnt paper and not the lighter, the lighter is not transformable it will remain as it is) green herb + red herb = newHerb1 (both herbs will vanish and transform to this new type of herb) ammo + gun = reload gun (ammo state will remain as it is, it won't change but it will just decrease, nothing will happen to the gun it just gets reloaded) Also a key note to remember is that you can't just combine items randomly, each item has a 'mating' item(s). So to sum up, different items, and different operations on them. The question is, how to approach this, design-wise? I've been learning about interfaces, but it just doesn't quite get into my head, I mean, why not just use classes with the good old inheritance? I know the technical details of interfaces and that the cool thing about them is that they don't require an inheritance chain, but I just can't see how to use them properly, that is, if they were the right thing to use here. So should I go with just classes and inheritance? just like in the tree I showed you? or should I think more about how to use interfaces? (IUsable, IEquipable, ITransformable) - why not just use classes UsableItem, Equipable item, TransformableItem? I want something that won't give me headaches in the long run, something resilient/flexible to future changes. I'm OK using classes, but I smell something better here. The way I'm thinking is to possibly use both inheritance and interfaces, so that you have a branch like this: item - equipable - weapon. but then again, the weapon has methods like 'reload' 'examine' 'equip' some of them 'combine' so I'm thinking to make weapon implement ICombinable?... not all items get used the same way, using herbs will increase your health, using a key will open a door, so IUsable maybe? Should I use a big database (XML for example) for all the items, items names, mates, nRowsReq, nColsReq, etc? Thanks so much for your answers in advanced, note that demo 3 is coming after I'm done with items :D

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