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  • Big level objects collision system for 2d game

    - by Aristarhys
    I read many variants today and get some knowledge in general, so here is a steps of mine thoughts in pictures (horrible paint.net ones). We need to develop grid system, so we check only thing near, perform simple check to cut out deep check, and at - last deep check like per-pixel collision check. Step 1 - Let p1, p2 are some sprites lets first just check with circle collision - because large distance between p1, p2 this fails and of course so we don't need test more deeply. But if we have not 2, but 20 objects, why we need to even circle test something so far outside of our view. Step 2 - Add basic column system, now we don't bother with p2 if it's in a column far from p1 column, so we even don't do circle test. But p3 is in the same col, so let do circle test, which of course will fail. Step 3 - Lets improve column system to the grid system with grid cell size just like p1, p2, p3 collision boxes, so we cut out things much top or below p1. And this is all great until comes BIG OBJs which is some kind of platforms. They are much bigger then grid cell. Circle test for will be successful, but deep check for whole big obj will fail And that the part I can't get. How do I store the grid position of big object? Like 4 grid coords for big object vertexes? And if one of them close to p1 do circle check for centre of big object then a deep one if succeed? Am I do it wrong? My possible solution:

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  • Class Design - Space Simulator

    - by Peteyslatts
    I have pretty much taught myself everything I know about programming, so while I know how to teach myself (books, internet and reading API's), I'm finding that there hasn't been a whole lot in the way of good programming. So I have two questions: First the broad one: Does anyone have suggestions as to sources for learning about good programming habits and techniques? I'd prefer it if the resource wasn't a 5000 page tome. The more I can read it in installments the better. More specifically: I am finishing up learning the basics of XNA and I want to create a space simulator to test my knowledge. This isn't a full scale simulator, but just something that covers everything I learned. It's also going to be modular so I can build on it, after I get the basics down. One of the early features I want to implement is AI. And I want to take this into account as I'm designing my classes so I can minimize rewriting code. So my question: How should I design ship classes so that both the player and AI can use them? The only idea I have so far is: Create a ship class that contains stats, models, textures, collision data etc. The player and AI would then have the data for position, rotation, health, etc and would base their status off of the ship stats.

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  • libgdx collision detection / bounding the object

    - by johnny-b
    i am trying to get collision detection so i am drawing a red rectangle to see if it is working, and when i do the code below in the update method. to check if it is going to work. the position is not in the right place. the red rectangle starts from the middle and not at the x and y point?Huh so it draws it wrong. i also have a getter method so nothing wrong there. bullet.set(getX(), getY(), getOriginX(), getOriginY()); this is for the render shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.rect(bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), 15, 5, bullet.getRotation()); shapeRenderer.end(); i have tried to do it with a circle but the circle draws in the middle and i want it to be at the tip of the bullet. at the front of the bullet. x, y point. boundingCircle.set(getX() + getOriginX(), getY() + getOriginY(), 4.0f); shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.circle(bullet.getBoundingCircle().x, bullet.getBoundingCircle().y, bullet.getBoundingCircle().radius); shapeRenderer.end(); thank you need it to be of the x and y as the bullet is in the middle of the sprite when drawn originally via paint.

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  • Knowing state of game in real time

    - by evthim
    I'm trying to code a tic tac toe game in java and I need help figuring out how to efficiently and without freezing the program check if someone won the game. I'm only in the design stages now, I haven't started programming anything but I'm wondering how would I know at all times the state of the game and exactly when someone wins? Response to MarkR: (note: had to place comment here, it was too long for comment section) It's not a homework problem, I'm trying to get more practice programming GUI's which I've only done once as a freshman in my second introductory programming course. I understand I'll have a 2D array. I plan to have a 2D integer array where x would equal 1 and o would equal 0. However, won't it take too much time if I check after every move if someone won the game? Is there a way or a data structure or algorithm I can use so that the program will know the state (when I say state I mean not just knowing every position on the board, the int array will take care of that, I mean knowing that user 1 will win if he places x on this block) of the game at all times and thus can know automatically when someone won?

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  • D3DXMatrixDecompose gives different quaternion than D3DXQuaternionRotationMatrix

    - by Fraser
    In trying to solve this problem, I tracked down the problem to the conversion of the rotation matrix to quaternion. In particular, consider the following matrix: -0.02099178 0.9997436 -0.008475631 0 0.995325 0.02009799 -0.09446743 0 0.09427284 0.01041905 0.9954919 0 0 0 0 1 SlimDX.Quaternion.RotationMatrix (which calls D3DXQuaternionRotationMatrix gives a different answer than SlimDX.Matrix.Decompose (which uses D3DXMatrixDecompose). The answers they give (after being normalized) are: X Y Z W Quaternion.RotationMatrix -0.05244324 0.05137424 0.002209336 0.9972991 Matrix.Decompose 0.6989997 0.7135442 -0.03674842 -0.03006023 Which are totally different (note the signs of X, Z, and W are different). Note that these aren't q/-q (two quaternions that represent the same rotation); they face completely different directions. I've noticed that with matrices for rotations very close to that one (successive frames in the animation) that the Matrix.Decompose version gives a solution that flips around wildly and occasionally goes into the desired position, while the Quaternion.RotationMatrix version gives solutions that are stable but go in the wrong direction. This is only for the right arm in my animation -- for the left arm, both functions give the correct solution, which is the same quaternion within error tolerances. This makes me think that there's some sort of numeric instability or weird stuff with signs going on. I tried implementing this and then this, but both gave me a completely incorrect solution (even for the matricies where the SlimDX ones were working correctly) -- maybe the rows and columns are flipped?

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  • 3d Model Scaling With Camera

    - by spasarto
    I have a very simple 3D maze program that uses a first person camera to navigate the maze. I'm trying to scale the blocks that make up the maze walls and floor so the corridors seem more roomy to the camera. Every time I scale the model, the camera seems to scale with it, and the corridors always stay the same width. I've tried apply the scale to the model in the content pipe (setting the scale property of the model in the properties window in VS). I've also tried to apply the scale using Matrix.CreateScale(float) using the Scale-Rotate-Transform order with the same result. If I leave the camera speed the same, the camera moves slower, so I know it's traversing a larger distance, but the world doesn't look larger; the camera just seems slower. I'm not sure what part of the code to include since I don't know if it is an issue with my model, camera, or something else. Any hints at what I'm doing wrong? Camera: Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, _device.Viewport.AspectRatio, 1.0f, 1000.0f ); Matrix camRotMatrix = Matrix.CreateRotationX( _cameraPitch ) * Matrix.CreateRotationY( _cameraYaw ); Vector3 transCamRef = Vector3.Transform( _cameraForward, camRotMatrix ); _cameraTarget = transCamRef + CameraPosition; Vector3 camRotUpVector = Vector3.Transform( _cameraUpVector, camRotMatrix ); View = Matrix.CreateLookAt( CameraPosition, _cameraTarget, camRotUpVector ); Model: World = Matrix.CreateTranslation( Position );

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  • Internet Explorer menu z-order problem [migrated]

    - by robgt
    I have what appears to be a z-order problem with Internet Explorer 9. It might be in other IE versions also, but not tested. I have to assume so. This page: http://www.modelhelicopters.co.uk/partsfinder/trex500esp/frames If you hover over the "All pages for this model" menu item on the parts finder menu bar (below the currency selector) - it should drop down a list of all the parts finder pages for the selected model helicopter. If you view the same page in IE or Chrome etc, you will see how it should appear. In IE9, the menu gets cut off at the top of the main exploded view image - suggesting the z-order is wrong. I have tried amending this with a jquery snippet but it didn't fix IE9. I know the code was inserted by jquery as shown by firebug in firefox. $j('div.std img[src*="/partsfinder/img"]').attr("style","position:relative;z-index:-100;"); I really do not know why this is not working.

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  • State changes in entities or components

    - by GriffinHeart
    I'm having some trouble figuring how to deal with state management in my entities. I don't have trouble with Game state management, like pause and menus, since these are not handled as an entity component system; just with state in entities/components. Drawing from Orcs Must Die as an example, I have my MainCharacter and Trap entities which only have their components like PositionComponent, RenderComponent, PhysicsComponent. On each update the Entity will call update on its components. I also have a generic EventManager with listeners for different event types. Now I need to be able to place the traps: first select the trap and trap position then place the trap. When placing a trap it should appear in front of the MainCharacter, rendered in a different way and following it around. When placed it should just respond to collisions and be rendered in the normal way. How is this usually handled in component based systems? (This example is specific but can help figure out the general way to deal with entities states.)

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  • If you have the full spec done, what is left for the developer to do?

    - by Leeho
    I'm working in a small company, started as a developer and coded pieces of a big system being provided with detailed specs. Over five years I moved towards analyst position. I know how existing parts of the system are build, so when we need a new subsystem I know how to connect it to the existing things. So I analyse requirements for a new subsystem to be done, design a new module, then code main parts of it. After that me with my colleagues who are proper analysts write detailed specs for junior developers to finish the module. The problem is that I don't see a new job for myself. I realise that jack-of-all-trades isn't considered to be good, and I don't see getting myself a job exactly like this in a big company. But if I look for a developer job, then I would be somewhat like junior again? Because if I will be provided with detailed description of what software has to do, all that seems to be left for me is merely translating spec to the code, which is plain boring. But developer is considered to solve problems, so which problems are those supposed to be? Only pure technical problems I can imagine is performance optimization. So basically my question is - what problems developers are supposed to face and solve, if all decisions of how application should work to meet customers needs are considered to be an analyst job? What problems do you solve at work?

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  • Buffer System For Items

    - by Ohmages
    I am going to reference this image of what I want to accomplish in JavaScript. This is the Diablo buffer system. This question may be a bit advanced (or possibly not even allowed). But I was wondering how you might go about implementing this type of system in a JavaScript game. Currently to implement such a system in JavaScript escapes me, and I am turning to SO to get some suggestions, ideas, and hopefully some insight in how I could accomplish this without being to costly on the CPU. Some thoughts of mine for implementing such a system would be to: Create DIVS within a DIV that hold each position of the inventory Go through each item you own in a container and see which DIV it belongs to Make said item images the DIVs image This type of system might possibly work if ALL items were 1x1, but for this example its not going to work out. I am at a complete lost of ideas how to even accomplish this. Although, maybe rendering directly to the canvas and checking mouse cords could work, there would more than likely be A HUGE annoyance when checking if other items are overlapping each other (meaning you cant place the item down, and possibly switching item with the cursor item ). That said, what am I left with? Do I need to makeshift my own hack system with messy code, or is there some source out there (that I don't know about) that has replicated this type of system in their own game. I would be very grateful to get some replies on how you might go about doing this, and will accept answers that can logically explain how you might implement such a system (code is not required). P.S. Id like to use pure JavaScript, and nothing else (even though it might be "reinventing the wheel", I also like to learn).

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  • How do you keep your basic skills from atrophy?

    - by kojiro
    I've been programming for about 10 years, and I've started to migrate to more of a project management position. I still do coding, but less often now. One of the things that I think is holding me back in my career is that I can't "let go". I think I fear letting hard-won programming skills atrophy while I sit in meetings and annotate requirements. (Not to mention I don't trust people to write requirements who don't understand the code.) I can't just read books and magazines about coding. I'm involved in some open source projects in my free time, and stackoverflow and friends help a bit, because I get the opportunity to help people solve their programming problems without micromanaging, but neither of these are terribly structured, so it's tempting to work first on the problems I can solve easily. I guess what I'd like to find is a structured set of exercises (don't care what language or environment) that… …I can do periodically …has some kind of time requirement so I can tell if I've been goofing off …has some kind of scoring so I can tell if I'm making mistakes Is there such a thing? What would you do to keep your skills fresh?

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  • Estimate angle to launch missile, maths question

    - by Jonathan
    I've been working on this for an hour or two now and my maths really isn't my strong suit which is definitely not a good thing for a game programmer but that shouldn't stop me enjoying a hobby surely? After a few failed attempts I was hoping someone else out there could help so here's the situation. I'm trying to implement a bit of faked intelligence when the A.I fires it's missiles at a target in a 2D game world. By predicting the likely position the target will be in given it's current velocity and the time it will take the missile to reach it's target. I created an image to demonstrate my thinking: http://i.imgur.com/SFmU3.png which also contains the logic I use for accelerating the missile after launch. The ship that fires the missile can fire within a total of 40 degree angle, 20 either side of itself, but this could likely become variable. My current attempt was to break the space between the two lines into segments which match the targets width. Then calculate the time it would take the missile to get to that location using the formula. So for each iteration of this we total up the values and that tells us the distance travelled, ad it would then just need compared to distance to the segment. startVelocity * ((startVelocity * acceleration)^(currentframe-1) So for example. If we start at a velocity of 1f/frame with an acceleration of 0.1f the formula, at frame 4, would be 1 * (1.1^3) = 1.331 But I quickly realized I was getting lost when trying to put this into practice. Does this seem like a correct starting point or am I going completely the wrong way about it? Any pointers would help me greatly. Maths really isn't my strong suit so I get easily lost in these matters and don't even really know a good phrase to search for with this. So I guess in summary my question is more about the correct way to approach this problem and any additional code samples on top of that would be great but I'm not averse to working out the complete code from helpful pointers.

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  • How to start and maintain an after-work project

    - by Sam
    I work as a full time developer. My workplace, however, is very limiting in the technologies and programming languages I can use. All of the work is done in C++. It is clear that C++ is rapidly losing (or maybe already lost) its leading position. (please don't flame me, I have years and years of C++ experience, and I love this language, I am merely stating a fact). I have a few ideas for java/android projects as well as a project I would like to implement in C#. I see this as a way for me to stay current with the job market's trends and I hope that it will help me find my next job in a more up to date area. So here's the problem, my normal workday is 10-11 hours, after finishing with the kids and house chores I get about 1-2.5 hours before I am too tired to think much less code. at that point I am going to bed frustrated, disappointed with myself for not being able to stick with my plans, and then I wake up the next morning to do it all again. I have a few hours more during the weekends but clearly I would need to do something different if I want to reach any of my goals. Is there any way for me to make better use of the time I have? Did any of you guys have a similar problem, and had succefully resolved it?

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • Converting a DrawModel() using BasicEffect to one using Effect

    - by Fibericon
    Take this DrawModel() provided by MSDN: private void DrawModel(Model m) { Matrix[] transforms = new Matrix[m.Bones.Count]; float aspectRatio = graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height; m.CopyAbsoluteBoneTransformsTo(transforms); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); Matrix view = Matrix.CreateLookAt(new Vector3(0.0f, 50.0f, Zoom), Vector3.Zero, Vector3.Up); foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = view; effect.Projection = projection; effect.World = gameWorldRotation * transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(Position); } mesh.Draw(); } } How would I apply a custom effect to a model with that? Effect doesn't have View, Projection, or World members. This is what they recommend replacing the foreach loop with: foreach (ModelMesh mesh in terrain.Meshes) { foreach (Effect effect in mesh.Effects) { mesh.Draw(); } } Of course, that doesn't really work. What else needs to be done?

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  • JBox2D applyLinearImpulse doesn't work

    - by Romeo
    So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); System.out.println("I can jump!"); } My problem is that the console display I can jump! but the body doesn't do that. Can you explain to me if i do something wrong? Some more code. This function creates my 'hero' the one supposed to jump. private Body setDynamic(float width, float height, float x, float y) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width/2, height/2); BodyDef bd = new BodyDef(); bd.allowSleep = true; bd.position = new Vec2(cam.screenToWorld(new Vec2(x + width / 2, y + height / 2))); bd.type = BodyType.DYNAMIC; bd.userData = new BodyInfo(width, height); Body body = world.createBody(bd); body.createFixture(shape, 10); return body; } And this is the main update loop: if(input.isKeyDown(Input.KEY_A)) { body.setLinearVelocity(new Vec2(-10*delta, body.getLinearVelocity().y)); } else if (input.isKeyDown(Input.KEY_D)) { body.setLinearVelocity(new Vec2(10*delta, body.getLinearVelocity().y)); } else { body.setLinearVelocity(new Vec2(0, body.getLinearVelocity().y)); } if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), body.getPosition()); System.out.println("I can jump!"); } world.step(delta * 0.001f, 10, 5); }

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  • How can I mark a pixel in the stencil buffer?

    - by János Turánszki
    I never used the stencil buffer for anything until now, but I want to change this. I have an idea of how it should work: the gpu discards or keeps rasterized pixels before the pixel shader based on the stencil buffer value on the given position and some stencil operation. What I don't know is how would I mark a pixel in the stencil buffer with a specific value. For example I draw my scene and want to mark everything which is drawn with a specific material (this material could be looked up from a texture so ideally I should mark the pixel in the pixel shader), so that later when I do some post processing on my scene I would only do it on the marked pixels. I didn't find anything on the internet besides how to set up a stencil buffer and explaining the different stencil operations. I was expecting to find some System-Value semantics like SV_Depth to write to in the pixel shader (because the stencil buffer shares the same resource with the depth buffer in D3D11), but there is no such thing on MSDN. So how should I do this? If I am misunderstanding something please help me clear that up.

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  • Algorithm to shoot at a target in a 3d game

    - by Sebastian Bugiu
    For those of you remembering Descent Freespace it had a nice feature to help you aim at the enemy when shooting non-homing missiles or lasers: it showed a crosshair in front of the ship you chased telling you where to shoot in order to hit the moving target. I tried using the answer from http://stackoverflow.com/questions/4107403/ai-algorithm-to-shoot-at-a-target-in-a-2d-game?lq=1 but it's for 2D so I tried adapting it. I first decomposed the calculation to solve the intersection point for XoZ plane and saved the x and z coordinates and then solving the intersection point for XoY plane and adding the y coordinate to a final xyz that I then transformed to clipspace and put a texture at those coordinates. But of course it doesn't work as it should or else I wouldn't have posted the question. From what I notice the after finding x in XoZ plane and the in XoY the x is not the same so something must be wrong. float a = ENG_Math.sqr(targetVelocity.x) + ENG_Math.sqr(targetVelocity.y) - ENG_Math.sqr(projectileSpeed); float b = 2.0f * (targetVelocity.x * targetPos.x + targetVelocity.y * targetPos.y); float c = ENG_Math.sqr(targetPos.x) + ENG_Math.sqr(targetPos.y); ENG_Math.solveQuadraticEquation(a, b, c, collisionTime); First time targetVelocity.y is actually targetVelocity.z (the same for targetPos) and the second time it's actually targetVelocity.y. The final position after XoZ is crossPosition.set(minTime * finalEntityVelocity.x + finalTargetPos4D.x, 0.0f, minTime * finalEntityVelocity.z + finalTargetPos4D.z); and after XoY crossPosition.y = minTime * finalEntityVelocity.y + finalTargetPos4D.y; Is my approach of separating into 2 planes and calculating any good? Or for 3D there is a whole different approach? sqr() is square not sqrt - avoiding a confusion.

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  • How to alter image pixels of a wild life bird?

    - by NoobScratcher
    Hello so I was hoping someone knew how to move or change color and position actual image pixels and could explain and show the code to do so. I know how to write pixels on a surface or screen-surface usigned int *ptr = static_cast <unsigned int *> (screen-pixels); int offset = y * (screen->pitch / sizeof(unsigned int)); ptr[offset + x] = color; But I don't know how to alter or manipulate a image pixel of a png image my thoughts on this was How do I get the values and locations of pixels and what do I have to write to make it happen? Then how do I actually change the values or locations of those gotten pixels and how do I make that happen? any ideas tip suggestions are also welcome! int main(int argc , char *argv[]) { SDL_Surface *Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE); SDL_Surface *Image; Image = IMG_Load("image.png"); bool done = false; SDL_Event event; while(!done) { SDL_FillRect(Screen,NULL,(0,0,0)); SDL_BlitSurface(Image,NULL,Screen,NULL); while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; break; } } SDL_Flip(Screen); } return 0; }

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  • How do I draw a dotted or dashed line?

    - by Gagege
    I'm trying to draw a dashed or dotted line by placing individual segments(dashes) along a path and then separating them. The only algorithm I could come up with for this gave me a dash length that was variable based on the angle of the line. Like this: private function createDashedLine(fromX:Float, fromY:Float, toX:Float, toY:Float):Sprite { var line = new Sprite(); var currentX = fromX; var currentY = fromY; var addX = (toX - fromX) * 0.0075; var addY = (toY - fromY) * 0.0075; line.graphics.lineStyle(1, 0xFFFFFF); var count = 0; // while line is not complete while (!lineAtDestination(fromX, fromY, toX, toY, currentX, currentY)) { /// move line draw cursor to beginning of next dash line.graphics.moveTo(currentX, currentY); // if dash is even if (count % 2 == 0) { // draw the dash line.graphics.lineTo(currentX + addX, currentY + addY); } // add next dash's length to current cursor position currentX += addX; currentY += addY; count++; } return line; } This just happens to be written in Haxe, but the solution should be language neutral. What I would like is for the dash length to be the same no matter what angle the line is. As is, it's just adding 75 thousandths of the line length to the x and y, so if the line is and a 45 degree angle you get pretty much a solid line. If the line is at something shallow like 85 degrees then you get a nice looking dashed line. So, the dash length is variable, and I don't want that. How would I make a function that I can pass a "dash length" into and get that length of dash, no matter what the angle is? If you need to completely disregard my code, be my guest. I'm sure there's a better solution.

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  • Is there any simple game that involves psychological factors?

    - by Roman
    I need to find a simple game in which several people need to interact with each other. The game should be simple for an analysis (it should be simple to describe what happens in the game, what players did). Because of the last reason, the video games are not appropriate for my purposes. I am thinking of a simple, schematic, strategic game where people can make a limited set of simple moves. Moreover, the moves of the game should be conditioned not only by a pure logic (like in chess or go). The behavior in the game should depend on psychological factors, on relations between people. In more details, I think it should be a cooperation game where people make their decisions based on mutual trust. It would be nice if players can express punishment and forgiveness in the game. Does anybody knows a game that is close to what I have described above? ADDED I need to add that I need a game where actions of players are simple and easy to formalize. Because of that I cannot use verbal games (where communication between players is important). By simple actions I understand, for example, moves on the board from one position to another one, or passing chips from one player to another one and so on.

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  • Visual Studio 2012 first impressions...no Macros!

    - by bconlon
    Yesterday I installed Microsoft Visual Studio 2012 for the first time (all 8.5GB) and after 20 years of (mostly) happy times using VS they have removed Macros, one of the most handy features.The first thing I wanted to do when I upgraded my VS2010 project was to add a #elseif block to each file. This would usually be simple case of find in files of the previous #elseif and then Ctrl+Shift+R to record a macro which would be: F8 (to select the next file from find list), F3 (to find the correct position in file), Ctrl+V to paste the new code. Then all I would need to do is keep Ctrl+Shift+P (Play Macro) pressed until all the files were processed.But alas Ctrl+Shift+R does nothing! I won’t say that I use Macros every day but it was a very useful feature.To continue my moaning a little more, I also don't like the bland interface. This has been well documented by others, but now I have used it myself, I find it difficult to tell one grey area of screen from another and the lack of colour makes the icons unclear.I also don't see why the menus now need to SHOUT in capital letters?On the plus side, they have now added the ability to see WPF properties in the debugger...a bit of an oversight in Visual Studio 2010. Oh, but you still can't edit and continue on files that contain templated code.Whilst Visual Studio 2012 is not a complete disaster like Windows 8 (why develop a desk top OS to be the same as a Smart device OS), it does not float my boat.Rant over.#

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  • Searching for entity awareness in 3D space algorithm and data structure

    - by Khanser
    I'm trying to do some huge AI system just for the fun and I've come to this problem. How can I let the AI entities know about each other without getting the CPU to perform redundant and costly work? Every entity has a spatial awareness zone and it has to know what's inside when it has to decide what to do. First thoughts, for every entity test if the other entities are inside the first's reach. Ok, so it was the first try and yep, that is redundant and costly. We are working with real time AI over 10000+ entities so this is not a solution. Second try, calculate some grid over the awareness zone of every entity and test whether in this zones are entities (we are working with 3D entities with float x,y,z location coordinates) testing every point in the grid with the indexed-by-coordinate entities. Well, I don't like this because is also costly, but not as the first one. Third, create some multi linked lists over the x's and y's indexed positions of the entities so when we search for an interval between x,y and z,w positions (this interval defines the square over the spatial awareness zone) over the multi linked list, we won't have 'voids'. This has the problem of finding the nearest proximity value if there isn't one at the position where we start the search. I'm not convinced with any of the ideas so I'm searching for some enlightening. Do you people have any better ideas?

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  • How to decide if I should take a profit sharing offer or insist on hard cash

    - by Icode4food
    I am currently the sole developer at the very beginning stages of what I think could be a successful startup. My question is simply how to go about determining if I am interested in accepting a permanent stock in the enterprise or if I should insist on hard cash. This startup is seeking venture capital and it is looking likely that they will get something, I don't know how much. I know very little about the business plan or financial operations at all. The founders have experience with other startup type devours that have been successful. From a business perspective I have a reasonable amount of confidence in them. However, I have never met them face to face. They have offered me a partnership in the project but I'm fairly confident that I don't want to do that. I have done some work for them and they really like me so I'm not to afraid of loosing the position all together. I am a young developer with no experience with this sort of thing and need some experience to point me in the right direction. How to I begin to evaluate how much stock or what percentage of the profit should I ask for? Any suggestions at all would be appreciated! P.S. Any suggestions for better tags?

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  • What is a "Technical Programmer"? [closed]

    - by Mike E
    I've noticed in job posting boards a few postings, all from European companies in the games industry, for a "Technical Programmer". The job description in both was similar, having to do with tools development, 3d graphics programming, etc. It seems to be somewhere between a Technical Artist who's more technical than artist or who can code, and a Technical Director but perhaps without the seniority/experience. Information elsewhere on the position is sparse. The title seems redundant and I haven't seen any American companies post jobs by that name exactly. One example is this job posting on gamedev.net which isn't exactly thorough. In case the link dies: Subject: Technical Programmer Frictional Games, the creators of Amnesia: The Dark Descent and the Penumbra series, are looking for a talented programmer to join the company! You will be working for a small team with a big focus on finding new and innovating solutions. We want you who are not afraid to explore uncharted territory and constantly learn new things. Self-discipline and independence are also important traits as all work will be done from home. Some the things you will work with include: 3D math, rendering, shaders and everything else related. Console development (most likely Xbox 360). Hardware implementations (support for motion controls, etc). All coding is in C++, so great skills in that is imperative. As I mentioned, the job title has appeared from European companies so maybe it goes by another title in America. What other titles might this specialization of programmer go by?

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