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  • How to bind std::map to Lua with LuaBind

    - by MahanGM
    Is this possible in lua to achieve? player.scripts["movement"].properties["stat"] = "stand" print (player.scripts["movement"].properties["stat"]) I've done getter method in c++ with this approach: luabind::object FakeScript::getProp() { luabind::object obj = luabind::newtable(L); for(auto i = this->properties.begin(); i != this->properties.end(); i++) { obj[i->first] = i->second; } return obj; } But I'm stuck with setter. The first line in lua code which I'm trying to set value "stand" for key "stat" is not going to work and it keep redirecting me to the getter method. Setter method only works when I drop ["stat"] from properties. I can do something like this for setter in my script: player.scripts["movement"].properties = {stat = "stand"} But this isn't what I want because I have to go through my real keys in c++ to determine which key is placed in setter argument table value. This is my map in class: std::map<std::string, std::string> properties;

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  • mpd conflicting with other applications -- taking control of pulse?

    - by Jamie Schembri
    Simple explanation If mpd is playing and sound attempts to play through another application, x, sound from x will not be output. If sound from another application, x, is playing and mpd then attempts to play, no sound will be output from mpd whilst sound from x continues to play. Details I first noticed this problem with Flash, and this continues to be the most common scenario. I posted a question about this before realising it was not strictly Flash-related, but instead is something to do with mpd. My biggest frustration comes from trying to get mpd working again, as I can't seem to pin down any method. Sometimes pulseaudio -k seems to help, other times sudo /etc/init.d/mpd restart, others killing Chromium (due to Flash) with SIGTERM. Most of the time it's a combination of the above. I think this might be because I run mpd as another user and use pulseaudio. It is not run as root or current user. Also, mpd is compiled with pulse support. I have tried numerous things, however I honestly couldn't recite what, as it has been some time since. I'd rather not go poking around without some direction, but I'd be really happy to fix this problem once and for all. mpd.conf Simplified by removing comments/blank lines. music_directory "/var/lib/mpd/music" playlist_directory "/var/lib/mpd/playlists" db_file "/var/lib/mpd/tag_cache" log_file "/var/log/mpd/mpd.log" pid_file "/var/run/mpd/pid" state_file "/var/lib/mpd/state" user "mpd" bind_to_address "wilson" input { plugin "curl" } audio_output { type "pulse" name "My Pulse Output" } filesystem_charset "UTF-8" id3v1_encoding "UTF-8" Question For the sake of keeping this a question: does anyone know what is causing this, or how to fix it?

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  • Draw Rectangle To All Dimensions of Image

    - by opiop65
    I have some rudimentary collision code: public class Collision { static boolean isColliding = false; static Rectangle player; static Rectangle female; public static void collision(){ Rectangle player = Game.Playerbounds(); Rectangle female = Game.Femalebounds(); if(player.intersects(female)){ isColliding = true; }else{ isColliding = false; } } } And this is the rectangle code: public static Rectangle Playerbounds() { return(new Rectangle(posX, posY, 25, 25)); } public static Rectangle Femalebounds() { return(new Rectangle(femaleX, femaleY, 25, 25)); } My InputHandling class: public static void movePlayer(GameContainer gc, int delta){ Input input = gc.getInput(); if(input.isKeyDown(input.KEY_W)){ Game.posY -= walkSpeed * delta; walkUp = true; if(Collision.isColliding == true){ Game.posY += walkSpeed * delta; } } if(input.isKeyDown(input.KEY_S)){ Game.posY += walkSpeed * delta; walkDown = true; if(Collision.isColliding == true){ Game.posY -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_D)){ Game.posX += walkSpeed * delta; walkRight = true; if(Collision.isColliding == true){ Game.posX -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_A)){ Game.posX -= walkSpeed * delta; walkLeft = true; if(Collision.isColliding == true){ Game.posX += walkSpeed * delta; } } } The code works partially. Only the right and top side of the images collide. How do I correct the rectangle so it will draw on all sides? Thanks for any suggestions!

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  • Xna GS 4 Animation Sample bone transforms not copying correctly

    - by annonymously
    I have a person model that is animated and a suitcase model that is not. The person can pick up the suitcase and it should move to the location of the hand bone of the person model. Unfortunately the suitcase doesn't follow the animation correctly. it moves with the hand's animation but its position is under the ground and way too far to the right. I haven't scaled any of the models myself. Thank you. The source code (forgive the rough prototype code): Matrix[] tran = new Matrix[man.model.Bones.Count];// The absolute transforms from the animation player man.model.CopyAbsoluteBoneTransformsTo(tran); Vector3 suitcasePos, suitcaseScale, tempSuitcasePos = new Vector3();// Place holders for the Matrix Decompose Quaternion suitcaseRot = new Quaternion(); // The transformation of the right hand bone is decomposed tran[man.model.Bones["HPF_RightHand"].Index].Decompose(out suitcaseScale, out suitcaseRot, out tempSuitcasePos); suitcasePos = new Vector3(); suitcasePos.X = tempSuitcasePos.Z;// The axes are inverted for some reason suitcasePos.Y = -tempSuitcasePos.Y; suitcasePos.Z = -tempSuitcasePos.X; suitcase.Position = man.Position + suitcasePos;// The actual Suitcase properties suitcase.Rotation = man.Rotation + new Vector3(suitcaseRot.X, suitcaseRot.Y, suitcaseRot.Z); I am also copying the bone transforms from the animation player in the Person class like so: // The transformations from the AnimationPlayer Matrix[] skinTrans = new Matrix[model.Bones.Count]; skinTrans = player.GetBoneTransforms(); // copy each transformation to its corresponding bone for (int i = 0; i < skinTrans.Length; i++) { model.Bones[i].Transform = skinTrans[i]; }

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  • Why are my videos playing speeded up with no audio, but work fine if I log in as a guest?

    - by Martins Kruze
    Since the start of this week I have been experiencing a glitch in the multimedia on my Samsung R518 laptop. I have 2 problems: Videos in every player are speeded up around 2 or 4 times (including youtube.com (both HTML5 and flash variants), any other video on the web and videos on my laptop played by Totem Media Player), exception is VLC player, but 2nd problem does concern even that. There is no sound - simple as that (with or without headphones plugged in). These all problems are now, and has not seen before, I upgraded to Ubuntu 10.10 after it was possible, and from start I didn't have anything from this - it just started in this week. I haven't even putted new software in. I have more or less solved the question (kind of) - I just logged in as a guest - and it all works, but when I make a new user - it does not. Please help me. Some stats below: sudo lshw -c sound *-multimedia description: Audio device product: RV710/730 vendor: ATI Technologies Inc physical id: 0.1 bus info: pci@0000:01:00.1 version: 00 width: 32 bits clock: 33MHz capabilities: pm pciexpress msi bus_master cap_list configuration: driver=HDA Intel latency=0 resources: irq:48 memory:cfeec000-cfeeffff *-multimedia description: Audio device product: 82801I (ICH9 Family) HD Audio Controller vendor: Intel Corporation physical id: 1b bus info: pci@0000:00:1b.0 version: 03 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: driver=HDA Intel latency=0 resources: irq:47 memory:fc200000-fc203fff sudo lshw -c video *-display description: VGA compatible controller product: M92 LP [Mobility Radeon HD 4300 Series] vendor: ATI Technologies Inc physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 32 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=radeon latency=0 resources: irq:46 memory:d0000000-dfffffff ioport:2000(size=256) memory:cfef0000-cfefffff memory:cfe00000-cfe1ffff

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  • Cannot play windows WMA lossless files on Rhythmbox

    - by sr71
    I have installed Ubuntu 10.10 with all its updates (without Windows) on it’s own drive and everything is working fine. I want to play WMA audio files, also mp3 files. The mp3 files play fine. The WMA files do not play. Used "Rhythmbox Music Player" with and without "Ubuntu-restricted" -extras. Still does not play the lossless windows audio files. I am frustrated with searching to play a WMA file ("download this converter"), but one cannot use this until one "deletes this". I have done everything but it still does not play my windows lossless files that I made from all my CD’s. I am looking for a music player that I can use to play mp3’s and WMA lossless music files and automatically put the album cover on and update the info if one exists. Installation should be as simple as possible. Right now I am back to the original virgin Ubuntu 10.10 with all the recent updates. This computer will do nothing but play music (mp3 and WMA) through a stereo system. I also use Internet to update album info for the music. I do not care what bells and whistles the music player program has, as long as it is an easy install and just plays my mp3 and wma lossless music files. Any help would be appreciated.

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  • Detecting walls or floors in pygame

    - by Serial
    I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet hits the bottom, top or sides, its vector is adjusted accordingly. However, sometimes when I shoot, the bullet doesn't bounce, I think it's when I shoot at a border between two blocks. Here is the update method for my Bullet class: def update(self, dt): if self.can_bounce: #if the bullet hasnt bounced find its vector using the mousclick pos and player pos speed = -10. range = 200 distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]] norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2) direction = [distance[0] / norm, distance[1 ] / norm] bullet_vector = [direction[0] * speed, direction[1] * speed] self.dx = bullet_vector[0] self.dy = bullet_vector[1] #check each block for collision for block in self.game.solid_blocks: last = self.rect.copy() if self.rect.colliderect(block): topcheck = self.rect.top < block.rect.bottom and self.rect.top > block.rect.top bottomcheck = self.rect.bottom > block.rect.top and self.rect.bottom < block.rect.bottom rightcheck = self.rect.right > block.rect.left and self.rect.right < block.rect.right leftcheck = self.rect.left < block.rect.right and self.rect.left > block.rect.left each test tests if it hit the top bottom left or right side of the block its colliding with if self.can_bounce: if topcheck: self.rect = last self.dy *= -1 self.can_bounce = False print "top" if bottomcheck: self.rect = last self.dy *= -1 #Bottom check self.can_bounce = False print "bottom" if rightcheck: self.rect = last self.dx *= -1 #right check self.can_bounce = False print "right" if leftcheck: self.rect = last self.dx *= -1 #left check self.can_bounce = False print "left" else: # if it has already bounced and colliding again kill it self.kill() for enemy in self.game.enemies_list: if self.rect.colliderect(enemy): self.kill() #update position self.rect.x -= self.dx self.rect.y -= self.dy This definitely isn't the best way to do it but I can't think of another way. If anyone has done this or can help that would be awesome!

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  • Create indefinitely oscillating pendulum in Farseer Physics 3.3.1/Box2d

    - by GONeale
    I am new to Farseer Physics and using version 3.3.1. I am after some help and would even be happy to receive Box2d answers just to ensure I get a response as I should then be able to convert it! -- Thanks ...After a lot of tinkering around I have managed to produce a thin vertical rectangle shape on the screen and I wish this to swing back and forth pinned at the top up to an angle I set (90 degrees would be fine for this sample). When it is approaching the top I wish it to slow down, then fall back the way it just came, increase speed then obviously slow to a stop at the top again. Almost how a swinging pirate ship would work at a theme park. This is the code I have so far which swings the shape, but it is seeming to lose speed on each swing eventually grinding to a halt: float playerWidth = ConvertUnits.ToSimUnits(5), playerHeight = ConvertUnits.ToSimUnits(68); playerPosition = ConvertUnits.ToSimUnits(-350, 0); playerBody = BodyFactory.CreateRectangle(World, playerWidth, playerHeight, 2f, playerPosition); playerBody.BodyType = BodyType.Dynamic; // create player sprite based on player body _rectangleSprite = new Sprite(ScreenManager.Assets.TextureFromShape(playerBody.FixtureList[0].Shape, MaterialType.Player, Color.Orange, 1f)); // Create swinging joint var joint = JointFactory.CreateFixedRevoluteJoint(World, playerBody, ConvertUnits.ToSimUnits(0, -34), playerBody.Position); If somebody could also provide the command I would need to pause the shape on a mouse click or keyboard command at it's current angle and then continue when I let go of the mouse click that would be super fantastic! (I actually posted this on StackOverflow as well before I realised there was a dedicated game development forum) Cheers

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  • Client-Server MMOG & data structures sync when joining / playing

    - by plang
    After reading a few articles on MMOG architecture, there is still one point on which I cannot find much information: it has to do with how you keep in sync server data on the client, when you join, and while you play. A pretty vague question, I agree. Let me refine it: Let's say we have an MMOG virtual world subdivided into geographical cells. A player in a cell is mostly interested in what happens in the cell itself, and all the surrounding cells, not more. When joining the game for the first time, the only thing we can do is send some sort of "database dump" of the interesting cells to the client. When playing, I guess it would be very inefficient to do the same thing regularly. I imagine the best thing to do is to send "deltas" to the client, which would allow keeping the local database in sync. Now let's say the player moves, and arrives in another cell. Surrounding cells change, and for all the new cells the player subscribes, the same technique as used when joining the game has to be used: some sort of "database dump". This mechanic of joining/moving in a cell-based MMOG virtual world interests me, and I was wondering if there were tried and tested techniques in this domain. Thanks!

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  • Start frei für die Exadata Community im neuen Look!

    - by Frank Schneede (Exadata Community)
    Endlich ist es soweit! Pünktlich mit dem Start der DOAG Konferenz 2012, die vom 20.11. - 22.11.2012 in Nürnberg stattfindet, geht die Deutsche Exadata Community in völlig neu gestaltetem Outfit an den Start. Sie werden hier regelmäßig über neue Ankündigungen sowie Tipps und Tricks im Umgang mit Exadata informiert. Durch das freiere Blogformat werden an dieser Stelle auch Berichte über Exadata Projekte erscheinen, die besonders hervorhebenswert sind. Ich denke, Sie dürfen gespannt sein! Vieles hat sich seit dem letzten Update in der Community getan, denn auf der diesjährigen Oracle Open World in San Franzisco wurde eine ganze Reihe spannender Ankündigungen rund um Exadata gemacht. Die kürzlich vorgestellten Modelle Exadata Database Machine X3-2 und X3-8 sind in der grundlegenden Architektur zwar unverändert geblieben, jedoch sind die Modelle mit aktuellen Prozessoren in SandyBridge Mikroprozessorarchitektur noch leistungsfähiger als bisher. Der vierfach vergrößerte Flash Cache nimmt wesentlich mehr Daten auf und macht die Exadata so zur "In-Memory" Database Machine. Mit der neuen Exadata Software 11.2.3.2 kann der Flash Cache nun als persistenter Write Back Flash Cache verwendet werden. Durch das neuartige Caching profitieren auch OLTP Applikationen, die eine hohe Last von schreibenden Transaktionen verursachen, stärker von der Exadata Technologie. Ein neues Einstiegsmodell, das Exadata X3-2 Eighth Rack, vervollständigt die Produktfamilie und senkt abermals die Einstiegshürde für die Kunden.  Die beiden Community Tipps zur Exadata Hardware wurden aktualisiert. Lesen Sie alles über die Exadata Database Machine X3-2 und deren große Schwester, die Exadata Database Machine X3-8.

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  • How to code Time Stop or Bullet Time in a game?

    - by David Miler
    I am developing a single-player RPG platformer in XNA 4.0. I would like to add an ability that would make the time "stop" or slow down, and have only the player character move at the original speed(similar to the Time Stop spell from the Baldur's Gate series). I am not looking for an exact implementation, rather some general ideas and design-patterns. EDIT: Thanks all for the great input. I have come up with the following solution public void Update(GameTime gameTime) { GameTime newGameTime = new GameTime(gameTime.TotalGameTime, new TimeSpan(gameTime.ElapsedGameTime.Ticks / DESIRED_TIME_MODIFIER)); gameTime = newGameTime; or something along these lines. This way I can set a different time for the player component and different for the rest. It certainly is not universal enough to work for a game where warping time like this would be a central element, but I hope it should work for this case. I kinda dislike the fact that it litters the main Update loop, but it certainly is the easiest way to implement it. I guess that is essentialy the same as tesselode suggested, so I'm going to give him the green tick :)

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  • Upgrade to 0.25, files served to uPNP devices cannot play

    - by David Buttrick
    I have a Sony BDP-S390 bluray & network player. I upgraded my Myth server to 0.25. When I browse to the Myth server, and try to play a recording, I get an error message about the file not being payable in the player. Interestingly, the files that i have recorded, and the videos that I have loaded into my Video volume group are .mpg or .mp4. The player shows the filetype that it thinks the file is in it's list, and it claims that these files are AVI files, however none of them are. They are all .mp4 or .mpg files. Thinking that that was just an optical illusion, I went ahead and tried to play a file, but I get an error about the file not being playable. First of all, is there something that I need to do to make the uPNP server know about different filetypes? Is it reporting AVI because it hasn't been told about MPG or MP4? Second, I'd like to help out some more here and collect some logging about the uPNP server in the myth server. I cant seem to find information on how to turn on logging, and there is no mythbackend settings file int /etc/default. Thanks very much.

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  • How to blend the sprite into background?

    - by optimisez
    I try to blend the character into game but I still cannot remove the blue color in the sprite sheet and discover that the white area of sprite is semi-transparent. Before that, the color D3DCOLOR_XRGB(255, 255, 255) is set in D3DXCreateTextureFromFileEx. You will see the fireball through the sprite. After I change the color to D3DCOLOR_XRGB(0, 255, 255), the result will be Now, I am trying to remove the blue color of the sprite sheet and my expected result is something like that Until now, I still cannot figure out how to do that. Any ideas? void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(0, 255, 255), NULL, NULL, &player); } void renderPlayer() { sprite->Draw(player, &playerRect, NULL, &D3DXVECTOR3(playerDest.X, playerDest.Y, 0),D3DCOLOR_XRGB(255, 255, 255)); } void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &fireball); } void renderFireball() { sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest.X, fireballDest.Y, 0), D3DCOLOR_XRGB(255,255, 255)); }

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  • SDcardReader/Writer is not connected

    - by Insuk
    My IOGEAR sdCardReader/Writer is recongized on Ubutu(by using VM ware) but when I tried to connect to "Removable Devices - Alcor Micro Flash Card Reader/Writer" , the follwoing message is appeared. " The connection for the USB device "Alcor Micro Flash Card Reader/Writer" was unsuccessful. The device is currently in use. " But I think it is not used. Should I use IOGEAR driver for this one? When I connect the card reader, Ubuntu automatically got the "Alcor Micro Flash Card Reader/Writer" . How can I fix the problem? Thank you, Insuk the result of lsusb: Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 002: ID 0b95:7720 ASIX Electronics Corp. AX88772 Bus 002 Device 002: ID 0e0f:0003 VMware, Inc. Virtual Mouse Bus 002 Device 003: ID 0e0f:0002 VMware, Inc. Virtual USB Hub Bus 002 Device 004: ID 0e0f:0008 VMware, Inc. Bus 002 Device 005: ID 0403:bcda Future Technology Devices International, Ltd From the vmware log : 2013-10-18T09:00:07.494-06:00| vmx| I120: USB-CCID: Could not establish context: SCARD_E_NO_SERVICE(0x8010001d). 2013-10-18T09:00:07.494-06:00| vmx| I120: USB-CCID: Could not establish context: SCARD_E_NO_SERVICE(0x8010001d).

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  • Generic rule parser for RPG board game rules - how to do it?

    - by burzum
    I want to build a generic rule parser for pen and paper style RPG systems. A rule can involve usually 1 to N entities 1 to N roles of a dice and calculating values based on multiple attributes of an entity. For example: Player has STR 18, his currently equipped weapon gives him a bonus of +1 STR but a malus of DEX -1. He attacks a monster entity and the game logic now is required to run a set of rules or actions: Player rolls the dice, if he gets for example 8 or more (base attack value he needs to pass is one of his base attributes!) his attack is successfully. The monster then rolls the dice to calculate if the attack goes through it's armor. If yes the damage is taken if not the attack was blocked. Besides simple math rules can also have constraints like applying only to a certain class of user (warrior vs wizzard for example) or any other attribute. So this is not just limited to mathematical operations. If you're familiar with RPG systems like Dungeon and Dragons you'll know what I'm up to. My issue is now that I have no clue how to exactly build this the best possible way. I want people to be able to set up any kind of rule and later simply do an action like selecting a player and a monster and run an action (set of rules like an attack). I'm asking less for help with the database side of things but more about how to come up with a structure and a parser for it to keep my rules flexible. The language of choice for this is php by the way.

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  • Why can't I boot from portable HD?

    - by user11239
    I've been trying to get Ubuntu 10.04-LTS 32-bit desktop installed onto a 250GB FreeAgent Go drive from Seagate. I've been able to install onto a USB flash drive and boot successfully from this. I have installed Ubuntu onto the jump drive using Universal USB Installer, and this was a total success in terms of getting Ubuntu to run off a flash drive. I was unable to accomplish this with the portable HDD. I then, following instructions, attempted to install the OS onto the HDD once booted up from the flash drive. After installing the OS on the HDD, the computer would simply not load the OS when the HDD medium was selected for booting from. However, as there is no System-> Preferences-> Removable Drives and Media I could not complete this step. Is this vital? How do I do this under Ubuntu 10.04? I have formmated the MBR on the HDD and repeated the above, still with no success. I have also browsed some forums that mention there may be something related to spin-up speeds, but nothing explained in detail the issue or how to solve it, and I'm not familiar enough with system booting to understand if this could be an issue. Basically, what I'm trying to do is get Ubuntu to boot off the HDD, I've attempted several things, and the result is, after selecting the HDD from BIOS, the OS never starts booting (after waiting upwards of ten minutes). I just have a white cursor blinking. I can always get it to boot from the jump drive. Related question

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  • why doesn't my computer resume after sleeping overnight?

    - by bamdad
    i'm having a weird, weird bug that's been haunting me since 11.10. if i listen to music or watch a video and my computer automatically goes to sleep at night, it won't properly resume in the morning. otherwise, suspend and resume works just fine. what happens is that the wi-fi and bluetooth indicator (that turns from white to orange when suspending) stays orange, the display doesn't turn on, and the only option i have is to hard reset the machine. here's what i've tried so far: installing (and uninstalling and reinstalling) laptop-mode-tools switching the proprietary wireless driver (broadcom-wl) to the open source one (brcmsmac & bcma) and back unloading (and blacklisting) all bluetooth modules (rfcomm, btusb, bnep, bluetooth) and stopping (# stop bluetooth) and disabling (# echo 'manual' /etc/init/bluetooth.override) the bluetooth service creating a custom pm sleep action as suggested here: http://ubuntuforums.org/showthread.php?p=11926504 not watching youtube / any stuff that uses flash before going to sleep (i have flashblock, and i checked $ ps aux | grep flash) because i suspected flash to be the culprit trying out different versions of fglrx (the one from the repos, then installing the latest one from amd's site via generated .deb files, then back to the official ones) none of these worked. i remember back in the days of 10.04, there was a gconf key called network sleep: i thought about disabling that, since re-enabling the wireless card seems to be the problem (according to the indicator led), but the option appears to be missing from gnome 3 (unity-2d, whatever). does anyone have any ideas? thanks, bamdad

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  • Faster 2D Collision detection

    - by eShredder
    Recently I've been working on a fast-paced 2d shooter and I came across a mighty problem. Collision detection. Sure, it is working, but it is very slow. My goal is: Have lots of enemies on screen and have them to not touch each other. All of the enemies are chasing the player entity. Most of them have the same speed so sooner or later they all end up taking the same space while chasing the player. This really drops the fun factor since, for the player, it looks like you are being chased by one enemy only. To prevent them to take the same space I added a collision detection (a very basic 2D detection, the only method I know of) which is. Enemy class update method Loop through all enemies (continue; if the loop points at this object) If enemy object intersects with this object Push enemy object away from this enemy object This works fine. As long as I only have <200 enemy entities that is. When I get closer to 300-350 enemy entities my frame rate begins to drop heavily. First I thought it was bad rendering so I removed their draw call. This did not help at all so of course I realised it was the update method. The only heavy part in their update method is this each-enemy-loops-through-every-enemy part. When I get closer to 300 enemies the game does a 90000 (300x300) step itteration. My my~ I'm sure there must be another way to aproach this collision detection. Though I have no idea how. The pages I find is about how to actually do the collision between two objects or how to check collision between an object and a tile. I already know those two things. tl;dr? How do I aproach collision detection between LOTS of entities? Quick edit: If it is to any help, I'm using C# XNA.

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  • Animating sprites in HTML5 canvas

    - by fnx
    I'm creating a 2D platformer game with HTML5 canvas and javascript. I'm having a bit of a struggle with animations. Currently I animate by getting preloaded images from an array, and the code is really simple, in player.update() I call a function that does this: var animLength = this.animations[id].length; this.counter++; this.counter %= 3; if (this.counter == 2) this.spriteCounter++; this.spriteCounter %= animLength; return this.animations[id][this.spriteCounter]; There are a couple of problems with this one: When the player does 2 actions that require animating at the same time, animation speed doubles. Apparently this.counter++ is working twice at the same time. I imagine that if I start animating multiple sprites with this, the animation speed will multiply by the amount of sprites. Other issue is that I couldn't make the animation run only once instead of looping while key is held down. Someone told me that I should create a function Animation(animation id, isLooped boolean) and the use something like player.sprite = new Animation("explode", false) but I don't know how to make it work. Yes I'm a noob... :)

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  • cannot boot ubuntu 13.10 with my usb, Can i change the kernal on my laptop to run it?

    - by Carlos Dunick
    Currently i am running 12.04 and looking for an upgrade to 13.10 I first tried a bootable 64bit usb and failed. With the message saying "Kernal requires an x86-64 CPU but only detected an I686 CPU Unable to boot please use a kernal appropriate for your CPU" then tried 32bit and same message came up. Is this due to my laptop simply being to slow? or can/should i change the kernal somehow? Acer Aspire 5710z Intel Pentium dual core processor, 1.73Ghz, 533 MHz FSB, 1 MB L2 cache. 2GB DDR2 lspci 00:00.0 Host bridge: Intel Corporation Mobile 945GM/PM/GMS, 943/940GML and 945GT Express Memory Controller Hub (rev 03) 00:02.0 VGA compatible controller: Intel Corporation Mobile 945GM/GMS, 943/940GML Express Integrated Graphics Controller (rev 03) 00:02.1 Display controller: Intel Corporation Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller (rev 03) 00:1b.0 Audio device: Intel Corporation NM10/ICH7 Family High Definition Audio Controller (rev 02) 00:1c.0 PCI bridge: Intel Corporation NM10/ICH7 Family PCI Express Port 1 (rev 02) 00:1c.2 PCI bridge: Intel Corporation NM10/ICH7 Family PCI Express Port 3 (rev 02) 00:1c.3 PCI bridge: Intel Corporation NM10/ICH7 Family PCI Express Port 4 (rev 02) 00:1d.0 USB controller: Intel Corporation NM10/ICH7 Family USB UHCI Controller #1 (rev 02) 00:1d.1 USB controller: Intel Corporation NM10/ICH7 Family USB UHCI Controller #2 (rev 02) 00:1d.2 USB controller: Intel Corporation NM10/ICH7 Family USB UHCI Controller #3 (rev 02) 00:1d.3 USB controller: Intel Corporation NM10/ICH7 Family USB UHCI Controller #4 (rev 02) 00:1d.7 USB controller: Intel Corporation NM10/ICH7 Family USB2 EHCI Controller (rev 02) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev e2) 00:1f.0 ISA bridge: Intel Corporation 82801GBM (ICH7-M) LPC Interface Bridge (rev 02) 00:1f.1 IDE interface: Intel Corporation 82801G (ICH7 Family) IDE Controller (rev 02) 00:1f.2 SATA controller: Intel Corporation 82801GBM/GHM (ICH7-M Family) SATA Controller [AHCI mode] (rev 02) 00:1f.3 SMBus: Intel Corporation NM10/ICH7 Family SMBus Controller (rev 02) 04:00.0 Ethernet controller: Broadcom Corporation NetLink BCM5787M Gigabit Ethernet PCI Express (rev 02) 05:00.0 Network controller: Broadcom Corporation BCM4311 802.11b/g WLAN (rev 01) 06:00.0 FLASH memory: ENE Technology Inc ENE PCI Memory Stick Card Reader Controller 06:00.1 SD Host controller: ENE Technology Inc ENE PCI SmartMedia / xD Card Reader Controller 06:00.2 FLASH memory: ENE Technology Inc Memory Stick Card Reader Controller 06:00.3 FLASH memory: ENE Technology Inc ENE PCI Secure Digital / MMC Card Reader Controller

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  • Separate collision mesh model?

    - by Menno Gouw
    I want to have another go at 3D within XNA. What I have seen from some other games that they just have a separate very low poly model "cage" around the environment model. However I can not find any reference to this. I have not that much experience with XNA 3D either. Is it possible to have this cage within each of my environmental models already? Lets just say I call the mesh within the .FBX wall and col_wall. How would I call to these different meshes within XNA? The player would just have a tight collision cube around. To make it a bit more efficient I will be making divide the map up by cubes and only calculate collision if the player is in it. Question two: I can't find anywhere to do cube vs mesh collision. Is there a method for this? Or perhaps it is possible to build my collision cage out of cubes in the 3D app and on loading of the models in XNA replace them directly by cubes? So I could just do box to box collision which should be very cheap and still give the player the ability to move over ledges on the static models.

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  • Sub-systems in game engines

    - by Hillel
    So here's the problem- I'm writing my own engine library, and it works fine with stuff like menus and the actual game screen. The thing is, I can't really figure out how to integrate something like an intro or dialogue preceding certain levels into this system. Let's look at another example- say I have a game-specific engine which gets a Level object and runs it. Engine would have its own collision and physics system, all hard coded. Now, what if at some point in a level, I want the player to enter a mini-game with different rules? How do I morph the Engine class to support these sub-systems without having to deal with their code all the time (as in: if(regular game) ... else if(mini game) ...)? And what if I want an intro animation at the start of a level, and I want the player to be able to assume control of his character once the animation ends, do I implement the animation into the Engine class itself? Or maybe I need to run another class, CutScene, and when it ends, it calls Engine and starts the level? What if I want to add a dialogue system, where at the start of each level there's a short dialogue and the player can't control his character, and once it ends, he can? Would I then run the dialogue code inside the Engine code? Maybe these sub-systems should all be scripted? I don't know anything about scripting, is it necessary for this kind of situation? Any help would be appreciated.

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  • How to optimize a box2d simulation in action game?

    - by nathan
    I'm working on an action game and i use box2d for physics. The game use a tiled map. I have different types of body: Static ones used for tiles Dynamic ones for player and enemies Actually i tested my game with ~150 bodies and i have a 60fps constantly on my computer but not on my mobile (android). The FPS drop as the number of body increase. After having profiled the android application, i saw that the World.step took around 8ms in CPU time to execute. Here are few things to note: Not all the world is visible on screen, i use a scrolling system Enemies are constantly moving toward the player so there is alaways to force applied to their body Enemies need to collide between each others Enemies collide with tiles I also now that i can active/desactive or sleep/awake bodies. Considering the fact that only a part of the enemies are possibly displayed on screen, is there any optimizations i can do to reduce the execution time of box2d simulation? I found a guy trying an optimization based on distance of enemies from the player (link). But i seems like he just desactives far bodies (in my case, i could desactive bodies that are not visible). But my enemies need to move even when they are not visible on screen, and applying forces will not workd on inactive bodies. Should i play with sleeping bodies here? Also, enemies are composed by two fixtures and are constantly colliding with each others and with tiles but i really never need to get notified about that. Is there anything i can do to optimize this kind of scenario? Finally, am i wrong to try to run simulation at 60FPS on mobile and should i try to make it run at 30FPS?

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  • Efficient Algorithm for Recording gameplay's objects positions

    - by Scorch
    So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions within the game, and then render them, giving the player the ability to go back and forth, to stop time and move around. I've made a prototype with some data structures in C#, since this is going to be the programming language we'll be using in our game, but if we want the player to be able to go back just five minutes back with the data of just 100 NPC's, it takes almost 1GB of RAM. Right now, I'm just storing a Doubly linked list, each item with the object position. In the game, I'll need to store even more data in each node, so I need something even more ligher. Of course, this algorithm is zero optimized, but still, that is a lot. The alternatives would be create the NPC's that aren't really important to the game when the user is viewing the past, but I don't really like it very much for the sake of realism. I wonder if there is a better way to store this? Thanks in advance, Scorch

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  • how do I fix 12.04 which has crashed after the latest update

    - by user70261
    I added a new drive to my system because the old one was full and stopped. I installed 12.04 at the same time, onto the new drive using a flash disk while off line. The system performs fine on 12.04 from the flash disk and it booted from the new drive OK and I was able to recover all my old data. The updater suggested that I update, so I went ahead and did so. At the end of which it wanted to reboot. I went ahead but on reboot I get to the log in prompt and then the whole system crashes. It tries to recover and then performs a bug report during which it tells me that a whole bunch of files are out of date (these would be the new ones I just updated!) and the screen goes black. Game over. I've tried to reboot several times ... same result. I can boot off the flash drive OK. How do I restore the system I had before the update, without over writing all my hard earned recovered data? Or how do I identify the "new updates" that are causing me grief?

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