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  • isometric drawing order with larger than single tile images - drawing order algorithm?

    - by Roger Smith
    I have an isometric map over which I place various images. Most images will fit over a single tile, but some images are slightly larger. For example, I have a bed of size 2x3 tiles. This creates a problem when drawing my objects to the screen as I get some tiles erroneously overlapping other tiles. The two solutions that I know of are either splitting the image into 1x1 tile segments or implementing my own draw order algorithm, for example by assigning each image a number. The image with number 1 is drawn first, then 2, 3 etc. Does anyone have advice on what I should do? It seems to me like splitting an isometric image is very non obvious. How do you decide which parts of the image are 'in' a particular tile? I can't afford to split up all of my images manually either. The draw order algorithm seems like a nicer choice but I am not sure if it's going to be easy to implement. I can't solve, in my head, how to deal with situations whereby you change the index of one image, which causes a knock on effect to many other images. If anyone has an resources/tutorials on this I would be most grateful.

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  • Random map generation

    - by Thomas Owers
    I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path tiles, the problem I have is that I have no idea where to start on generating a map randomly. It would need to have terrain sections (Like a part of it will be sand, part dirt, etc.) Similar to how Minecraft is where you have different biomes and they seamlessly transform into each other. Lastly I would also need to add random paths into this as well going in different directions all over the map. I'm not asking anyone to write me all the code or anything, just piont me into the right direction please. tl;dr - Generate a tile map with biomes, paths and make sure the biomes seamlessly go into each other.

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  • Only draw visible objects to the camera in 2D

    - by Deukalion
    I have Map, each map has an array of Ground, each Ground consists of an array of VertexPositionTexture and a texture name reference so it renders a texture at these points (as a shape through triangulation). Now when I render my map I only want to get a list of all objects that are visible in the camera. (So I won't loop through more than I have to) Structs: public struct Map { public Ground[] Ground { get; set; } } public struct Ground { public int[] Indexes { get; set; } public VertexPositionNormalTexture[] Points { get; set; } public Vector3 TopLeft { get; set; } public Vector3 TopRight { get; set; } public Vector3 BottomLeft { get; set; } public Vector3 BottomRight { get; set; } } public struct RenderBoundaries<T> { public BoundingBox Box; public T Items; } when I load a map: foreach (Ground ground in CurrentMap.Ground) { Boundaries.Add(new RenderBoundaries<Ground>() { Box = BoundingBox.CreateFromPoints(new Vector3[] { ground.TopLeft, ground.TopRight, ground.BottomLeft, ground.BottomRight }), Items = ground }); } TopLeft, TopRight, BottomLeft, BottomRight are simply the locations of each corner that the shape make. A rectangle. When I try to loop through only the objects that are visible I do this in my Draw method: public int Draw(GraphicsDevice device, ICamera camera) { BoundingFrustum frustum = new BoundingFrustum(camera.View * camera.Projection); // Visible count int count = 0; EffectTexture.World = camera.World; EffectTexture.View = camera.View; EffectTexture.Projection = camera.Projection; foreach (EffectPass pass in EffectTexture.CurrentTechnique.Passes) { pass.Apply(); foreach (RenderBoundaries<Ground> render in Boundaries.Where(m => frustum.Contains(m.Box) != ContainmentType.Disjoint)) { // Draw ground count++; } } return count; } When I try adding just one ground, then moving the camera so the ground is out of frame it still returns 1 which means it still gets draw even though it's not within the camera's view. Am I doing something or wrong or can it be because of my Camera? Any ideas why it doesn't work?

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  • Looking for a simple to use email server that can be programmatically (preferably remotely) used

    - by sr2222
    I've been poking around the internet for much of the day, but I can't seem to find a good server to fit my needs. What I need is a simple to use and deploy (pref open source) lightweight email server that I can create users on programmaticly that has IMAP or POP support. I'd prefer something with an existing service interface, but if I have to write a REST API on top of an easy to use API, that's acceptable. The purpose of this tool will be to allow a test automation framework to create new email accounts and retrieve email sent to those addresses. I need text, html, and possibly attachment support as well. Perhaps it's my noobishness, but I can't really suss out the details from the documentation on the servers available out there to figure out which fit my needs.

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  • Size limit while using UICollectionView as tiled map for iOS game?

    - by Alexander Winn
    I'm working on a turn-based strategy game for iOS, (picture Civilization 2 as a template example), and I'm considering using a UICollectionView as my game map. Each cell would be a tile, and I could use the "didSelectCell" method to handle player interaction with each tile. Here's my question: I know that UICollectionViewCells are dequeued and reused by the OS, so does that mean that the map could support an effectively infinitely-large map, so long as only a few cells are onscreen at a time? However many cells were onscreen would be held in memory, and obviously the data source would take up some memory, but would my offscreen map be limited to a certain size or could it be enormous so long as the number of cells visible at any one time wasn't too much for the device to handle? Basically, is there any memory weight to offscreen cells, or do only visible cells have any impact? Also, does a UICollectionView seem like a bad idea for a game map, in a way I haven't thought of yet? It seems like it work well, but I haven't tried it yet so any thoughts are welcome.

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  • Aw, Snap! in Google Chrome [on hold]

    - by D. S. Schneider
    Just wondering if anyone else's experiencing the "Aw, Snap!" bug in Google Chrome. I'm developing a brand new engine which occasionaly triggers this bug and as far as I know, there's nothing one can do to find out what actually triggered the issue. I've also tested my engine with Firefox, which runs just fine. Anyway, just wanted to know if someone else is facing this while developing games for Google Chrome and has a clue about what can be done to avoid it. I'm using plain JavaScript and the audio and canvas elements from HTML5. Thanks!

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  • Making organic 2D tilemaps for tile based games...

    - by Codejoy
    So I have always wondered how one makes a nice (not so squarish) 2d tile map, is it possible? all games now days I think use textured polygons...but my game engine (and engine) doesn't support that to my knowledge. But it does support nice TMX files generated by mapeditor.org's Tiled Map Editor. Though in my game I want nice twisting and turning caverns to traverse ... I was wondering some ideas on such a process... is it in the art style? The type of tile engine? both? So what are some common techniques?

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  • How can I cull non-visible isometric tiles?

    - by james
    I have a problem which I am struggling to solve. I have a large map of around 100x100 tiles which form an isometric map. The user is able to move the map around by dragging the mouse. I am trying to optimize my game only to draw the visible tiles. So far my code is like this. It appears to be ok in the x direction, but as soon as one tile goes completely above the top of the screen, the entire column disappears. I am not sure how to detect that all of the tiles in a particular column are outside the visible region. double maxTilesX = widthOfScreen/ halfTileWidth + 4; double maxTilesY = heightOfScreen/ halfTileHeight + 4; int rowStart = Math.max(0,( -xOffset / halfTileWidth)) ; int colStart = Math.max(0,( -yOffset / halfTileHeight)); rowEnd = (int) Math.min(mapSize, rowStart + maxTilesX); colEnd = (int) Math.min(mapSize, colStart + maxTilesY); EDIT - I think I have solved my problem, but perhaps not in a very efficient way. I have taken the center of the screen coordinates, determined which tile this corresponds to by converting the coordinates into cartesian format. I then update the entire box around the screen.

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  • 2D basic map system

    - by Cyril
    i'm currently coding a 2D game in Java, and I would like to have some clues on how-to build this system : the screen is moving on a grander map, for instance, the screen represent 800*600 units on a 100K*100K map. When you command your unit to go to another position, the screen move on this map AND when you move your mouse on a side or another of the screen, you move the screen on the map. Not sure that i'm clear, but we can retrieve this system in most RTS games (warcraft/starcraft for example). I'm currently using Slick 2D. Any idea ? Thanks.

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  • Java serait un "Roi légèrement enrhumé", un cadre de Google appelle Oracle à le remettre d'aplomb

    Java serait un "Roi légèrement enrhumé" Pour un cadre de Google qui appelle Oracle à le remettre d'aplomb Josh Blosh, "Chief Java Architect" chez Google, vient de participer au Red Hat Middleware 2020. Lors d'une intervention particulièrement remarquée, il a regretté que la plate-forme Java soit « restée sans maître à bord (rudderless) depuis plusieurs années ». D'après lui, un malaise durable se serait même emparé de la communauté. La principale explication tiendrait au fait que « les disputes techniques et liées aux licences », particulièrement préjudiciables, ont « sapé l'énergie de la communauté et provoqué beaucoup de mauvaise presse »

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  • Google remodèle les paramètres de confidentialité de Buzz, suite aux plaintes essuyées

    Mise à jour du 06.04.2010 par Katleen Google remodèle les paramètres de confidentialité de Buzz, suite aux plaintes essuyées Suite au mécontentement de certains de ses utilisateurs, allant jusqu'à une plainte aux Etats-Unis, Google Buzz va se doter d'une nouvelle page de réglage. Depuis hier, les usagers du service verront apparaître un écran de validation de leurs réglages utilisateurs, et ils devront confirmer ou modifier les paramètres concernant les informations personnelles qu'ils partagent via Buzz. Un peu comme les paramètres de confidentialité de Facebook, ce panneau de contrôle permettra de définir qui peut suivre le compte, la diffusion des données, les liens avec Pica...

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  • Oracle HRMS API – Create Employee

    - by PRajkumar
    API - hr_employee_api.create_employee Example --    -- Create Employee  -- ------------------------- DECLARE    lc_employee_number                       PER_ALL_PEOPLE_F.EMPLOYEE_NUMBER%TYPE    := 'PRAJ_01';  ln_person_id                                      PER_ALL_PEOPLE_F.PERSON_ID%TYPE;  ln_assignment_id                             PER_ALL_ASSIGNMENTS_F.ASSIGNMENT_ID%TYPE;  ln_object_ver_number                     PER_ALL_ASSIGNMENTS_F.OBJECT_VERSION_NUMBER%TYPE;  ln_asg_ovn                                          NUMBER;    ld_per_effective_start_date             PER_ALL_PEOPLE_F.EFFECTIVE_START_DATE%TYPE;  ld_per_effective_end_date              PER_ALL_PEOPLE_F.EFFECTIVE_END_DATE%TYPE;  lc_full_name                                        PER_ALL_PEOPLE_F.FULL_NAME%TYPE;  ln_per_comment_id                          PER_ALL_PEOPLE_F.COMMENT_ID%TYPE;  ln_assignment_sequence                 PER_ALL_ASSIGNMENTS_F.ASSIGNMENT_SEQUENCE%TYPE;  lc_assignment_number                    PER_ALL_ASSIGNMENTS_F.ASSIGNMENT_NUMBER%TYPE;    lb_name_combination_warning   BOOLEAN;  lb_assign_payroll_warning           BOOLEAN;  lb_orig_hire_warning                       BOOLEAN;   BEGIN            hr_employee_api.create_employee            (   -- Input data elements                 -- ------------------------------                p_hire_date                                         => TO_DATE('08-JUN-2011'),                p_business_group_id                      => fnd_profile.value_specific('PER_BUSINESS_GROUP_ID'),                p_last_name                                       => 'TEST',                p_first_name                                       => 'PRAJKUMAR',                p_middle_names                              => NULL,                p_sex                                                     => 'M',                p_national_identifier                       => '183-09-6723',                p_date_of_birth                                 => TO_DATE('03-DEC-1988'),                p_known_as                                       => 'PRAJ',                 -- Output data elements                 -- --------------------------------                p_employee_number                         => lc_employee_number,                p_person_id                                         => ln_person_id,                p_assignment_id                                => ln_assignment_id,                p_per_object_version_number       => ln_object_ver_number,                p_asg_object_version_number       => ln_asg_ovn,                p_per_effective_start_date               => ld_per_effective_start_date,                p_per_effective_end_date                => ld_per_effective_end_date,                p_full_name                                         => lc_full_name,                p_per_comment_id                            => ln_per_comment_id,                p_assignment_sequence                  => ln_assignment_sequence,                p_assignment_number                     => lc_assignment_number,                p_name_combination_warning    => lb_name_combination_warning,                p_assign_payroll_warning            => lb_assign_payroll_warning,                p_orig_hire_warning                        => lb_orig_hire_warning          );       COMMIT;   EXCEPTION       WHEN OTHERS THEN                     ROLLBACK;                     dbms_output.put_line(SQLERRM); END; / SHOW ERR;  

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  • Green IT : Microsoft et Google peuvent mieux faire, selon le rapport annuel de Greenpeace

    Green IT : Microsoft et Google peuvent mieux faire, selon le rapport annuel de Greenpeace Quand les écolos mettent leur nez dans le milieu de l'informatique, certaines firmes se font tapper sur les doigts. De bons points ont cependant été accordés à Cisco et Ericsson, qui sont arrivés en première position des entreprises informatiques ayant le moins d'impact sur les changements climatiques. Malgré son lobbying en faveur des énergies propres et ses investissements dans les énergies renouvelables, Google obtient un mauvais résultat et se place à la 6éme position. Greenpeace a publié en début de semaine sont Cool IT Leaderboard annuel. Si la première place a été attribuée à Cisco, c'est à cause de ...

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  • 2D Grid Map Connectivity Check (avoiding stack overflow)

    - by SombreErmine
    I am trying to create a routine in C++ that will run before a more expensive A* algorithm that checks to see if two nodes on a 2D grid map are connected or not. What I need to know is a good way to accomplish this sequentially rather than recursively to avoid overflowing the stack. What I've Done Already I've implemented this with ease using a recursive algorithm; however, depending upon different situations it will generate a stack overflow. Upon researching this, I've come to the conclusion that it is overflowing the stack because of too many recursive function calls. I am sure that my recursion does not enter an infinite loop. I generate connected sets at the beginning of the level, and then I use those connected sets to determine connectivity on the fly later. Basically, the generating algorithm starts from left-to-right top-to-bottom. It skips wall nodes and marks them as visited. Whenever it reaches a walkable node, it recursively checks in all four cardinal directions for connected walkable nodes. Every node that gets checked is marked as visited so they aren't handled twice. After checking a node, it is added to either a walls set, a doors set, or one of multiple walkable nodes sets. Once it fills that area, it continues the original ltr ttb loop skipping already-visited nodes. I've also looked into flood-fill algorithms, but I can't make sense of the sequential algorithms and how to adapt them. Can anyone suggest a better way to accomplish this without causing a stack overflow? The only way I can think of is to do the left-to-right top-to-bottom loop generating connected sets on a row basis. Then check the previous row to see if any of the connected sets are connected and then join the sets that are. I haven't decided on the best data structures to use for that though. I also just thought about having the connected sets pre-generated outside the game, but I wouldn't know where to start with creating a tool for that. Any help is appreciated. Thanks!

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  • Tor and Google Analytics - how to track?

    - by Jeremy French
    I make a lot of use of Google Analytics - Google has reasonable tracking for location of users so I can tell where users come from. I know it is not 100% but it gives an idea. In the wake of Prism it is possible that more people will make use of networks such as tor for anonymous browsing. I have no problem with this, people can wear tin foil hats while browsing my site for all I care, but it will lead to more erroneous stats. Is there any way to flag traffic as coming from TOR, so I can filter location reports not to include it, and to get an idea of the percentage of traffic which does use it? Has anyone actually tried this?

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  • map data structure in pacman

    - by Sam Fisher
    i am trying to make a pacman game in c# using GDI+, i have done some basic work and i have previously replicated games like copter-it and minesweeper. but i am confused about how do i implement the map in pacman, i mean which datastructure to use, so i can use it for moving AI controlled objects and check collisions with walls. i thought of a 2d array of ints but that didnt make sense to me. looking for some help. thanks.

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