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  • Bouncing a ball off a surface

    - by Sagekilla
    Hi all, I'm currently in the middle of writing a game like Breakout, and I was wondering how I could properly bounce a ball off a surface. I went with the naive way of rotating the velocity by 180 degrees, which was: [vx, vy] -> [-vy, vx] Which (unsurprisingly) didn't work so well. If I know the position and veocity of the ball, as well as the point the ball would hit (but is going to instead bounce off of) how can I bounce it off that point? I don't need any language specific code. If anyone could provide a small, mathematical formula on how to properly do this that would work fine for me. I also need this to work with integer positions and velocity (I can't use floating point anywhere). Thanks!

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  • How can I track a falling ball with a camera?

    - by Jason
    I have been trying to get my camera to follow a falling ball but with no success. here is the code float cameraY = (FrustumHeight / 2)+((ball.getPosition().y) /2) - (FrustumHeight /2); if (cameraY < FrustumHeight/2 ) cameraY = FrustumHeight/2; camera.position.set(0f,cameraY, 0f); Gdx.app.log("test",camera.position.toString()); camera.update(); camera.apply(Gdx.gl10); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(backgroundRegion, camera.position.x - FrustumWidth / 2, -cameraY - (FrustumHeight/2) , 320, 480); batch.draw(ballTexture, (camera.position.x - FrustumWidth / 2) + ball.getPosition().x,-cameraY + ball.getPosition().y - (FrustumHeight/2) , 32, 32); I'm sure I am doing this completely wrong - what is the correct way to do this?

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  • What reference point/ tutorial could I use to help me make a "Ball rolling" game in flash?

    - by user1798964
    I am a complete newbie to programming, only took high school Computer science so I kind of know what im doing, I just want to know how I can make a ball rolling game that I want to make, could anyone show me an example of a good "ball rolling game" that has good physics and everything, I have tried to use Box2D for the physics portion of the game, but I found that using that is just code and I can't figure out how to make the graphics and details of the world I want to make in my game, all I would like to do would have a game that has the collision detection and physics of box2d only apply to one ball in it and use the left and right keys to move it. sorry if I am too unclear, if anyone could show a tutorial or something to me on how to make a proper "Ball rolling" game that has good physics that would be appreciated, thank you for taking the time to read this

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  • Ball Bouncing effect in Unity 3d

    - by Mythili
    hii How to bring a ball bouncing effect on different surfaces like wood, water,mud sand, and metal. In unity, i tried it by using bouncy material.In all surfaces the ball bouncing effect is same. I dont know how to differentiate the surfaces

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  • Implementing Circle Physics in Java

    - by Shijima
    I am working on a simple physics based game where 2 balls bounce off each other. I am following a tutorial, 2-Dimensional Elastic Collisions Without Trigonometry, for the collision reactions. I am using Vector2 from the LIBGDX library to handle vectors. I am a bit confused on how to implement step 6 in Java from the tutorial. Below is my current code, please note that the code strictly follows the tutorial and there are redundant pieces of code which I plan to refactor later. Note: refrences to this refer to ball 1, and ball refers to ball 2. /* * Step 1 * * Find the Normal, Unit Normal and Unit Tangential vectors */ Vector2 n = new Vector2(this.position[0] - ball.position[0], this.position[1] - ball.position[1]); Vector2 un = n.normalize(); Vector2 ut = new Vector2(-un.y, un.x); /* * Step 2 * * Create the initial (before collision) velocity vectors */ Vector2 v1 = this.velocity; Vector2 v2 = ball.velocity; /* * Step 3 * * Resolve the velocity vectors into normal and tangential components */ float v1n = un.dot(v1); float v1t = ut.dot(v1); float v2n = un.dot(v2); float v2t = ut.dot(v2); /* * Step 4 * * Find the new tangential Velocities after collision */ float v1tPrime = v1t; float v2tPrime = v2t; /* * Step 5 * * Find the new normal velocities */ float v1nPrime = v1n * (this.mass - ball.mass) + (2 * ball.mass * v2n) / (this.mass + ball.mass); float v2nPrime = v2n * (ball.mass - this.mass) + (2 * this.mass * v1n) / (this.mass + ball.mass); /* * Step 6 * * Convert the scalar normal and tangential velocities into vectors??? */

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  • what's wrong with my lookAt and move forward code?

    - by alaslipknot
    so am still in the process of getting familiar with libGdx and one of the fun things i love to do is to make basics method for reusability on future projects, and for now am stacked on getting a Sprite rotate toward target (vector2) and then move forward based on that rotation the code am using is this : // set angle public void lookAt(Vector2 target) { float angle = (float) Math.atan2(target.y - this.position.y, target.x - this.position.x); angle = (float) (angle * (180 / Math.PI)); setAngle(angle); } // move forward public void moveForward() { this.position.x += Math.cos(getAngle())*this.speed; this.position.y += Math.sin(getAngle())*this.speed; } and this is my render method : @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor(0, 0, 0.0f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // groupUpdate(); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); ball.lookAt(new Vector2(mousePos.x, mousePos.y)); // if (Gdx.input.isTouched()) { ball.moveForward(); } batch.begin(); batch.draw(ball.getSprite(), ball.getPos().x, ball.getPos().y, ball .getSprite().getOriginX(), ball.getSprite().getOriginY(), ball .getSprite().getWidth(), ball.getSprite().getHeight(), .5f, .5f, ball.getAngle()); batch.end(); } the goal is to make the ball always look at the mouse cursor, and then move forward when i click, am also using this camera : // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); aaaand the result was so creepy lol Thank you

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  • android phone's scroll ball, D-Pad not working

    - by user270811
    hi, i have a Cliq and a MyTouch phone. i am writing a game that requires a fire button. on the cliq, it's the center of the D-Pad, and on the MyTouch, the scroll ball. i am handling the onKeyDown events via a separate thread. it all works until i press the button too many times, meaning the key down event is no longer fired off. if i press the D-Pad down or scroll the ball down, then the fire button works again. i can only guess that maybe the message queue within the OS is full, therefore the fire button temporarily malfuntions. can someone help me? thanks.

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  • libgdx draw issue and animation

    - by johnny-b
    it seems as though i cannot get the draw method to work??? it seems as though the bullet.draw(batcher) does not work and i cannot understand why as the bullet is a sprite. i have made a Sprite[] and added them as animation. could that be it? i tried batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation()); but that dont work, the only way it draws is this batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); below is the code. // this is in a Asset Class texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, bullets); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); // this is the GameRender class public class GameRender() { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is the gameworld class public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } is there anyway so make the sprite work?

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  • 2D colliding n-body simulation (fast Collision Detection for large number of balls)

    - by osgx
    Hello I want to write a program for simulating a motion of high number (N = 1000 - 10^5 and more) of bodies (circles) on 2D plane. All bodies have equal size and the only force between them is elastic collision. I want to get something like but in larger scale, with more balls and more dense filling of the plane (not a gas model as here, but smth like boiling water model). So I want a fast method of detection that ball number i does have any other ball on its path within 2*radius+V*delta_t distance. I don't want to do a full search of collision with N balls for each of i ball. (This search will be N^2.) PS Sorry for loop-animated GIF. Just press Esc to stop it. (Will not work in Chrome).

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  • UITableViewCell with 'ball' like calendar App

    - by Stuart Tevendale
    in the iPhone Calendar app, the view to select the calendar for a particular event has a coloured circle next to the calendar name, drawn with a graduated/3D effect of a ball. Does anyone have any sample code for how this is drawn - I can draw a solid circle in the UITableViewCell, but I'm not sure how to get the 3D effect. Thanks.

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  • How to make a ball fall faster on a ramp? Unity3D/C#

    - by Timothy Williams
    So, I'm making a ball game. Where you pick up the ball, drop it on a ramp, and it flies off in to blocks. The only problem right now is it falls at a normal speed, then lightly falls off, not nearly fast enough to get over the wall and hit the blocks. Is there any way to make the ball go faster down the ramp? Maybe even make it go faster depending on what height you dropped it from (e.g. if you hold it way above the ramp, and drop it, it will drop faster than if you dropped it right above the ramp.) Thanks.

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  • How to make a ball fall faster on a ramp?

    - by Timothy Williams
    So, I'm making a ball game. Where you pick up the ball, drop it on a ramp, and it flies off in to blocks. The only problem right now is it falls at a normal speed, then lightly falls off, not nearly fast enough to get over the wall and hit the blocks. Is there any way to make the ball go faster down the ramp? Maybe even make it go faster depending on what height you dropped it from (e.g. if you hold it way above the ramp, and drop it, it will drop faster than if you dropped it right above the ramp.)

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  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

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  • libgdx intersection problem between rectangle and circle

    - by Chris
    My collision detection in libgdx is somehow buggy. player.png is 20*80px and ball.png 25*25px. Code: @Override public void create() { // ... batch = new SpriteBatch(); playerTex = new Texture(Gdx.files.internal("data/player.png")); ballTex = new Texture(Gdx.files.internal("data/ball.png")); player = new Rectangle(); player.width = 20; player.height = 80; player.x = Gdx.graphics.getWidth() - player.width - 10; player.y = 300; ball = new Circle(); ball.x = Gdx.graphics.getWidth() / 2; ball.y = Gdx.graphics.getHeight() / 2; ball.radius = ballTex.getWidth() / 2; } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); // draw player, ball batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(ballTex, ball.x, ball.y); batch.draw(playerTex, player.x, player.y); batch.end(); // update player position if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.LEFT)) player.x -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.RIGHT)) player.x += 250 * Gdx.graphics.getDeltaTime(); // don't let the player leave the field if(player.y < 0) player.y = 0; if(player.y > 600 - 80) player.y = 600 - 80; // check collision if (Intersector.overlaps(ball, player)) Gdx.app.log("overlaps", "yes"); }

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  • From where does the game engines add location of an object?

    - by Player
    I have started making my first game( a pong game )with ruby (Gosu). I'm trying to detect the collision of two images using their location by comparing the location of the object (a ball) to another one(a player). For example: if (@player.x - @ball.x).abs <=184 && (@player.y - @ball.y).abs <= 40 @ball.vx = [email protected] @ball.vy = [email protected] But my problem is that with these numbers, the ball collides near the player sometimes, even though the dimensions of the player are correct. So my question is from where does the x values start to count? Is it from the center of gravity of the image or from the beginning of the image? (i.e When you add the image on a specific x,y,z what are these values compared to the image?

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  • LibGDX onTouch() method Array and flip method

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? also i am trying to add a Array of enemies and it keeps throwing exceptions or the bullet now is facing LEFT <--- again after I used the flip method in the bullet class. All the code is below so please anyone feel free to have a look thanks. please help Thank you M // This is the bullet class. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; private Rectangle bul; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight()); bul = new Rectangle(); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; bul.set(getX(), getY(), getOriginX(), getOriginY()); Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); } public Rectangle getBounds() { return bul; } public Rectangle getBounds1() { return this.getBoundingRectangle(); } } // This is the class where i load all the images from public class AssetLoader { public static Texture texture; public static TextureRegion bg, ball1, ball2; public static Animation bulletAnimation, ballAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bg = new TextureRegion(texture, 80, 421, 395, 30); bg.flip(false, true); ball1 = new TextureRegion(texture, 0, 321, 32, 32); ball1.flip(false, true); ball2 = new TextureRegion(texture, 32, 321, 32, 32); ball2.flip(false, true); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); TextureRegion[] balls = { ball1, ball2 }; ballAnimation = new Animation(0.16f, balls); ballAnimation.setPlayMode(Animation.PlayMode.LOOP); } Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { texture.dispose(); } // This is for the rendering or drawing onto the screen/canvas. public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); batcher.disableBlending(); batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), bullet.getWidth(), bullet.getHeight(), 1.0f, 1.0f, bullet.getRotation()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } //This is the input handler class public class InputHandler implements InputProcessor { private Ball myBall; private Bullet bullet; private GameRenderer aims; // Ask for a reference to the Soldier when InputHandler is created. public InputHandler(Ball ball) { myBall = ball; } @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean keyDown(int keycode) { return false; } @Override public boolean keyUp(int keycode) { return false; } @Override public boolean keyTyped(char character) { return false; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean touchDragged(int screenX, int screenY, int pointer) { return false; } @Override public boolean mouseMoved(int screenX, int screenY) { return false; } @Override public boolean scrolled(int amount) { return false; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know I am trying to make the array work but keep finding that when an array is initialized then the bullet fips back to the original and ends up being backwards???? and if I create an array I keep getting Exceptions throw??? Thank you for any help given.

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  • Seperation of drawing and logic in games

    - by BFree
    I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more general though. Let's say I'm building a simple Pong game. I'd have a Ball class and a Paddle class. Coming from the business world development, my first instinct is to not have any drawing or input handling code in either of these classes. //pseudo code class Ball { Vector2D position; Vector2D velocity; Color color; void Move(){} } Nothing in the ball class handles input, or deals with drawing. I'd then have another class, my Game class, or my Scene.m (in Cocos2D) which would new up the Ball, and during the game loop, it would manipulate the ball as needed. The thing is though, in many tutorials for both XNA and Cocos2D, I see a pattern like this: //pseudo code class Ball : SomeUpdatableComponent { Vector2D position; Vector2D velocity; Color color; void Update(){} void Draw(){} void HandleInput(){} } My question is, is this right? Is this the pattern that people use in game development? It somehow goes against everything I'm used to, to have my Ball class do everything. Furthermore, in this second example, where my Ball knows how to move around, how would I handle collision detection with the Paddle? Would the Ball need to have knowledge of the Paddle? In my first example, the Game class would have references to both the Ball and the Paddle, and then ship both of those off to some CollisionDetection manager or something, but how do I deal with the complexity of various components, if each individual component does everything themselves? (I hope I'm making sense.....)

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  • Moving a Ball on iPhone

    - by Chandan Shetty SP
    I am using below formula to move the ball circular, where accelX and accelY are the values from accelerometer, it is working fine. But the problem in this code is mRadius(I fixed its value to 50), i need to change mRadius according to accelerometer values and also i need bouncing effect when it touches other circles please send your answers ASAP... I am waiting. float degrees = -atan2(accelX, accelY) * 180 / 3.14159; int x = cCentrePoint.x + mRadius * cos(degreesToRadians(degrees)); int y = cCentrePoint.y + mRadius * sin(degreesToRadians(degrees)); Here is the snap of the game i want to develop. http://iphront.com/wp-content/uploads/2009/12/bdece528ea334033.jpg.jpg

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  • How to add energy ball which disappears when touched by player in UDK?

    - by OliveOne
    I am new to UDK and learning game development. I want to know about how to add a ball to the game world with the following effects/actions: Glowing effect Physics-like object (just having gravity) Particles when touched by player-avatar Disappears in 1-2 seconds after touch Score updates based on different colors of ball I know little about this can be done by kismet, cascade and content creation, but do not know where to start. Please tell me the steps for this. I am trying this weekend in depth.

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  • Amazon Web Services promet de baisser ses prix en 2012, entretien avec Matt Wood, Technology Evangelist EMEA chez Amazon

    Amazon Web Services promet de baisser encore ses prix en 2012 Entretien avec Matt Wood, Technology Evangelist EMEA chez Amazon Les Cloud dédiés aux développeurs se multiplient. Ils mettent tous en avant les mêmes avantages : flexibilité, facturation à la demande, gestion externalisée de l'infrastructure, et aujourd'hui simplification des outils d'administration. Après avoir interviewé Laurent Lesaicherre, le responsable chez Microsoft France de la plateforme Windows Azure, il nous est apparu intéressant de continuer ce tour d'horizon du marché avec un de ses précurseurs : Amazon. Il y a maintenant cinq ans, ...

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  • T-SQL Tuesday #53-Matt's Making Me Do This!

    - by Most Valuable Yak (Rob Volk)
    Hello everyone! It's that time again, time for T-SQL Tuesday, the wonderful blog series started by Adam Machanic (b|t). This month we are hosted by Matt Velic (b|t) who asks the question, "Why So Serious?", in celebration of April Fool's Day. He asks the contributors for their dirty tricks. And for some reason that escapes me, he and Jeff Verheul (b|t) seem to think I might be able to write about those. Shocked, I am! Nah, not really. They're absolutely right, this one is gonna be fun! I took some inspiration from Matt's suggestions, namely Resource Governor and Login Triggers.  I've done some interesting login trigger stuff for a presentation, but nothing yet with Resource Governor. Best way to learn it! One of my oldest pet peeves is abuse of the sa login. Don't get me wrong, I use it too, but typically only as SQL Agent job owner. It's been a while since I've been stuck with it, but back when I started using SQL Server, EVERY application needed sa to function. It was hard-coded and couldn't be changed. (welllllll, that is if you didn't use a hex editor on the EXE file, but who would do such a thing?) My standard warning applies: don't run anything on this page in production. In fact, back up whatever server you're testing this on, including the master database. Snapshotting a VM is a good idea. Also make sure you have other sysadmin level logins on that server. So here's a standard template for a logon trigger to address those pesky sa users: CREATE TRIGGER SA_LOGIN_PRIORITY ON ALL SERVER WITH ENCRYPTION, EXECUTE AS N'sa' AFTER LOGON AS IF ORIGINAL_LOGIN()<>N'sa' OR APP_NAME() LIKE N'SQL Agent%' RETURN; -- interesting stuff goes here GO   What can you do for "interesting stuff"? Books Online limits itself to merely rolling back the logon, which will throw an error (and alert the person that the logon trigger fired).  That's a good use for logon triggers, but really not tricky enough for this blog.  Some of my suggestions are below: WAITFOR DELAY '23:59:59';   Or: EXEC sp_MSforeach_db 'EXEC sp_detach_db ''?'';'   Or: EXEC msdb.dbo.sp_add_job @job_name=N'`', @enabled=1, @start_step_id=1, @notify_level_eventlog=0, @delete_level=3; EXEC msdb.dbo.sp_add_jobserver @job_name=N'`', @server_name=@@SERVERNAME; EXEC msdb.dbo.sp_add_jobstep @job_name=N'`', @step_id=1, @step_name=N'`', @command=N'SHUTDOWN;'; EXEC msdb.dbo.sp_start_job @job_name=N'`';   Really, I don't want to spoil your own exploration, try it yourself!  The thing I really like about these is it lets me promote the idea that "sa is SLOW, sa is BUGGY, don't use sa!".  Before we get into Resource Governor, make sure to drop or disable that logon trigger. They don't work well in combination. (Had to redo all the following code when SSMS locked up) Resource Governor is a feature that lets you control how many resources a single session can consume. The main goal is to limit the damage from a runaway query. But we're not here to read about its main goal or normal usage! I'm trying to make people stop using sa BECAUSE IT'S SLOW! Here's how RG can do that: USE master; GO CREATE FUNCTION dbo.SA_LOGIN_PRIORITY() RETURNS sysname WITH SCHEMABINDING, ENCRYPTION AS BEGIN RETURN CASE WHEN ORIGINAL_LOGIN()=N'sa' AND APP_NAME() NOT LIKE N'SQL Agent%' THEN N'SA_LOGIN_PRIORITY' ELSE N'default' END END GO CREATE RESOURCE POOL SA_LOGIN_PRIORITY WITH ( MIN_CPU_PERCENT = 0 ,MAX_CPU_PERCENT = 1 ,CAP_CPU_PERCENT = 1 ,AFFINITY SCHEDULER = (0) ,MIN_MEMORY_PERCENT = 0 ,MAX_MEMORY_PERCENT = 1 -- ,MIN_IOPS_PER_VOLUME = 1 ,MAX_IOPS_PER_VOLUME = 1 -- uncomment for SQL Server 2014 ); CREATE WORKLOAD GROUP SA_LOGIN_PRIORITY WITH ( IMPORTANCE = LOW ,REQUEST_MAX_MEMORY_GRANT_PERCENT = 1 ,REQUEST_MAX_CPU_TIME_SEC = 1 ,REQUEST_MEMORY_GRANT_TIMEOUT_SEC = 1 ,MAX_DOP = 1 ,GROUP_MAX_REQUESTS = 1 ) USING SA_LOGIN_PRIORITY; ALTER RESOURCE GOVERNOR WITH (CLASSIFIER_FUNCTION=dbo.SA_LOGIN_PRIORITY); ALTER RESOURCE GOVERNOR RECONFIGURE;   From top to bottom: Create a classifier function to determine which pool the session should go to. More info on classifier functions. Create the pool and provide a generous helping of resources for the sa login. Create the workload group and further prioritize those resources for the sa login. Apply the classifier function and reconfigure RG to use it. I have to say this one is a bit sneakier than the logon trigger, least of all you don't get any error messages.  I heartily recommend testing it in Management Studio, and click around the UI a lot, there's some fun behavior there. And DEFINITELY try it on SQL 2014 with the IO settings included!  You'll notice I made allowances for SQL Agent jobs owned by sa, they'll go into the default workload group.  You can add your own overrides to the classifier function if needed. Some interesting ideas I didn't have time for but expect you to get to before me: Set up different pools/workgroups with different settings and randomize which one the classifier chooses Do the same but base it on time of day (Books Online example covers this)... Or, which workstation it connects from. This can be modified for certain special people in your office who either don't listen, or are attracted (and attractive) to you. And if things go wrong you can always use the following from another sysadmin or Dedicated Admin connection: ALTER RESOURCE GOVERNOR DISABLE;   That will let you go in and either fix (or drop) the pools, workgroups and classifier function. So now that you know these types of things are possible, and if you are tired of your team using sa when they shouldn't, I expect you'll enjoy playing with these quite a bit! Unfortunately, the aforementioned Dedicated Admin Connection kinda poops on the party here.  Books Online for both topics will tell you that the DAC will not fire either feature. So if you have a crafty user who does their research, they can still sneak in with sa and do their bidding without being hampered. Of course, you can still detect their login via various methods, like a server trace, SQL Server Audit, extended events, and enabling "Audit Successful Logins" on the server.  These all have their downsides: traces take resources, extended events and SQL Audit can't fire off actions, and enabling successful logins will bloat your error log very quickly.  SQL Audit is also limited unless you have Enterprise Edition, and Resource Governor is Enterprise-only.  And WORST OF ALL, these features are all available and visible through the SSMS UI, so even a doofus developer or manager could find them. Fortunately there are Event Notifications! Event notifications are becoming one of my favorite features of SQL Server (keep an eye out for more blogs from me about them). They are practically unknown and heinously underutilized.  They are also a great gateway drug to using Service Broker, another great but underutilized feature. Hopefully this will get you to start using them, or at least your enemies in the office will once they read this, and then you'll have to learn them in order to fix things. So here's the setup: USE msdb; GO CREATE PROCEDURE dbo.SA_LOGIN_PRIORITY_act WITH ENCRYPTION AS DECLARE @x XML, @message nvarchar(max); RECEIVE @x=CAST(message_body AS XML) FROM SA_LOGIN_PRIORITY_q; IF @x.value('(//LoginName)[1]','sysname')=N'sa' AND @x.value('(//ApplicationName)[1]','sysname') NOT LIKE N'SQL Agent%' BEGIN -- interesting activation procedure stuff goes here END GO CREATE QUEUE SA_LOGIN_PRIORITY_q WITH STATUS=ON, RETENTION=OFF, ACTIVATION (PROCEDURE_NAME=dbo.SA_LOGIN_PRIORITY_act, MAX_QUEUE_READERS=1, EXECUTE AS OWNER); CREATE SERVICE SA_LOGIN_PRIORITY_s ON QUEUE SA_LOGIN_PRIORITY_q([http://schemas.microsoft.com/SQL/Notifications/PostEventNotification]); CREATE EVENT NOTIFICATION SA_LOGIN_PRIORITY_en ON SERVER WITH FAN_IN FOR AUDIT_LOGIN TO SERVICE N'SA_LOGIN_PRIORITY_s', N'current database' GO   From top to bottom: Create activation procedure for event notification queue. Create queue to accept messages from event notification, and activate the procedure to process those messages when received. Create service to send messages to that queue. Create event notification on AUDIT_LOGIN events that fire the service. I placed this in msdb as it is an available system database and already has Service Broker enabled by default. You should change this to another database if you can guarantee it won't get dropped. So what to put in place for "interesting activation procedure code"?  Hmmm, so far I haven't addressed Matt's suggestion of writing a lengthy script to send an annoying message: SET @[email protected]('(//HostName)[1]','sysname') + N' tried to log in to server ' + @x.value('(//ServerName)[1]','sysname') + N' as SA at ' + @x.value('(//StartTime)[1]','sysname') + N' using the ' + @x.value('(//ApplicationName)[1]','sysname') + N' program. That''s why you''re getting this message and the attached pornography which' + N' is bloating your inbox and violating company policy, among other things. If you know' + N' this person you can go to their desk and hit them, or use the following SQL to end their session: KILL ' + @x.value('(//SPID)[1]','sysname') + N'; Hopefully they''re in the middle of a huge query that they need to finish right away.' EXEC msdb.dbo.sp_send_dbmail @recipients=N'[email protected]', @subject=N'SA Login Alert', @query_result_width=32767, @body=@message, @query=N'EXEC sp_readerrorlog;', @attach_query_result_as_file=1, @query_attachment_filename=N'UtterlyGrossPorn_SeriouslyDontOpenIt.jpg' I'm not sure I'd call that a lengthy script, but the attachment should get pretty big, and I'm sure the email admins will love storing multiple copies of it.  The nice thing is that this also fires on Dedicated Admin connections! You can even identify DAC connections from the event data returned, I leave that as an exercise for you. You can use that info to change the action taken by the activation procedure, and since it's a stored procedure, it can pretty much do anything! Except KILL the SPID, or SHUTDOWN the server directly.  I'm still working on those.

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