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  • show image in a CGContextRef

    - by Ishu
    What i am doing, i downloded a code from calender now i want to show images on its tiles(for date). What i am trying shows in code - (void)drawTextInContext:(CGContextRef)ctx { CGContextSaveGState(ctx); CGFloat width = self.bounds.size.width; CGFloat height = self.bounds.size.height; CGFloat numberFontSize = floorf(0.3f * width); CGContextSetFillColorWithColor(ctx, kDarkCharcoalColor); CGContextSetTextDrawingMode(ctx, kCGTextClip); for (NSInteger i = 0; i < [self.text length]; i++) { NSString *letter = [self.text substringWithRange:NSMakeRange(i, 1)]; CGSize letterSize = [letter sizeWithFont:[UIFont boldSystemFontOfSize:numberFontSize]]; CGContextSaveGState(ctx); // I will need to undo this clip after the letter's gradient has been drawn [letter drawAtPoint:CGPointMake(4.0f+(letterSize.width*i), 0.0f) withFont:[UIFont boldSystemFontOfSize:numberFontSize]]; if ([self.date isToday]) { CGContextSetFillColorWithColor(ctx, kWhiteColor); CGContextFillRect(ctx, self.bounds); } else { // CGContextDrawLinearGradient(ctx, TextFillGradient, CGPointMake(0,0), CGPointMake(0, height/3), kCGGradientDrawsAfterEndLocation); CGDataProviderRef dataProvider = CGDataProviderCreateWithFilename("left-arrow.png"); CGImageRef image = CGImageCreateWithPNGDataProvider(dataProvider, NULL, NO, kCGRenderingIntentDefault); //UIImage* image = [UIImage imageNamed:@"left-arrow.png"]; //CGImageRef imageRef = image.CGImage; CGContextDrawImage(ctx, CGRectMake(8.0f+(letterSize.width*i), 0.0f, 5, 5), image); //im.image=[UIImage imageNamed:@"left-arrow.png"]; } CGContextRestoreGState(ctx); // get rid of the clip for the current letter } CGContextRestoreGState(ctx); } In else condition i want to show images on the tile so for that i am converting image objects in the CGContextDrawImage. Please help me. I am not sure this would be done in same manner or in other manner please suggest your way to do this. Thanx a lot.

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  • Glitch when moving camera in OpenGL

    - by CG
    I am writing a tile-based game engine for the iPhone and it works in general apart from the following glitch. Basically, the camera will always keep the player in the centre of the screen, and it moves to follow the player correctly and draws everything correctly when stationary. However whilst the player is moving, the tiles of the surface the player is walking on glitch as shown: Compared to the stationary (correct): Does anyone have any idea why this could be? Thanks for the responses so far. Floating point error was my first thought also and I tried slightly increasing the size of the tiles but this did not help. Changing glClearColor to red still leaves black gaps so maybe it isn't floating point error. Since the tiles in general will use different textures, I don't know if vertex arrays can be used (I always thought that the same texture had to be applied to everything in the array, correct me if I'm wrong), and I don't think VBO is available in OpenGL ES. Setting the filtering to nearest neighbour improved things but the glitch still happens every ten frames or so, and the pixelly result means that this solution is not viable anyway. The main difference between what I'm doing now and what I've done in the past is that this time I am moving the camera rather than the stationary objects in the world (i.e. the tiles, the player is still being moved). The code I'm using to move the camera is: void Camera::CentreAtPoint( GLfloat x, GLfloat y ) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(x - size.x / 2.0f, x + size.x / 2.0f, y + size.y / 2.0f, y - size.y / 2.0f, 0.01f, 5.0f); glMatrixMode(GL_MODELVIEW); } Is there a problem with doing things this way and if so is there a solution?

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  • Convert charset in mysql query

    - by Yousf
    Hi, I have a question about converting charset from inside mysql query. I have a 2 databases. One for the website (joomla), the other for forum (IPB). I am doing query from inside joomla, which by default have "SET NAMES UTF8". I want to query a table inside the forum databases. A table called "ibf_topics". This table has latin1 encoding. I do the following to select anything from the not-utf8 table. //convert connection to handle latin1. $query = "SET NAMES latin1"; $db->setQuery($query); $db->query(); $query = "select id, title from other_database.ibf_topics"; $db->setQuery($query); $db->query(); //read result into an array. //return connection to handle UTF8. $query = "SET NAMES UTF8"; $db->setQuery($query); $db->query(); After that, when I want to use the selected tile, I use the following: echo iconv("CP1256", "UTF-8", $topic['title']) The question is, is there anyway to avoid all this hassle? For now, I can't change forum database to UTF8 and I can't change joomla database to latin1 :S

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  • How do I debug JavaScript .onlick event?

    - by user3700824
    I'm learning JavaScript but seem to be having a problem. I have a piece of code that is executed when the page is fully loaded. The function then gathers all the button elements on my HTML page. From here I loop through getting each button's title attribute and then assign an onclick event to the button that is equal to a function that writes to the console.log with the title. I have tried various ways of doing this but it is not working. Here is the JavaScript code that I'm working with. Currently all it does is loop through calling the function and logging the tile to the console.log, but this is not supposed to happen. Each time I click the button it should call the function with its title and log that. window.onload = myPageIsReady; function myPageIsReady(){ var myList = document.getElementsByTagName("button"); var myTitle = []; for(var i = 0; i < myList.length; i++){ myTitle[i] = myList[i].getAttribute("title"); myList[i].onclick = getMyTitle(myTitle[i]); }; function getMyTitle(myTitle){ console.log(myTitle); }; };

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  • Android game logic problem

    - by semajhan
    I'm currently creating a game and have a problem which I think I know why it is occurring but not entirely sure and even if I knew, don't know how to solve. I have a 2D array 10 x 10 and have a "player" class that takes up a tile. Now, I have created 2 instances of the player and move them around via swiping. Around the edges I have put "walls" that the player cannot walk through and everything works fine, until I remove a wall. Once I remove a wall and move the character/player to the edge of the screen, the player cannot go any further. The problem occurs here, where the second instance of the player is not at the edge of the screen but say 2 tiles from the first instance of "player" who is at the edge. If I try moving them further into the direction of the edge, I understand that the first instance of player wouldn't move or do anything but the second instance of player should still move, but it won't. This is the code that executed when the user swipes: if (player.getArrayX() - 1 != player2.getArrayX()) { player.moveLeft(); } else if (player.getArrayX() - 1 == player2.getArrayX() && player.getArrayY() != player2.getArrayY()) { player.moveLeft(); } if (player2.getArrayX() - 1 != player.getArrayX()) { player2.moveLeft(); } else if (player2.getArrayX() - 1 == player.getArrayX() && player2.getArrayY() != player.getArrayY()) { player2.moveLeft(); } In the player class I have: public void moveLeft() { if (alive) { switch (levelMaster.getLevel1(getArrayX() - 1, getArrayY())) { case 0: break; case 1: subX(); // basically moves player left setArrayX(getArrayX() - 1); // shifts x coord of player 1 within tilemap Log.d("semajhan", "x: " + getArrayX()); break; case 9: subX(); setArrayX(getArrayX() - 1); setAlive(false); break; } } } Any help on the matter or further insight would be greatly appreciated, thanks.

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  • Android - BitmapFactory.decodeByteArray - OutOfMemoryError (OOM)

    - by Bob Keathley
    I have read 100s of article about the OOM problem. Most are in regard to large bitmaps. I am doing a mapping application where we download 256x256 weather overlay tiles. Most are totally transparent and very small. I just got a crash on a bitmap stream that was 442 Bytes long while calling BitmapFactory.decodeByteArray(....). The Exception states: java.lang.OutOfMemoryError: bitmap size exceeds VM budget(Heap Size=9415KB, Allocated=5192KB, Bitmap Size=23671KB) The code is: protected Bitmap retrieveImageData() throws IOException { URL url = new URL(imageUrl); InputStream in = null; OutputStream out = null; HttpURLConnection connection = (HttpURLConnection) url.openConnection(); // determine the image size and allocate a buffer int fileSize = connection.getContentLength(); if (fileSize < 0) { return null; } byte[] imageData = new byte[fileSize]; // download the file //Log.d(LOG_TAG, "fetching image " + imageUrl + " (" + fileSize + ")"); BufferedInputStream istream = new BufferedInputStream(connection.getInputStream()); int bytesRead = 0; int offset = 0; while (bytesRead != -1 && offset < fileSize) { bytesRead = istream.read(imageData, offset, fileSize - offset); offset += bytesRead; } // clean up istream.close(); connection.disconnect(); Bitmap bitmap = null; try { bitmap = BitmapFactory.decodeByteArray(imageData, 0, bytesRead); } catch (OutOfMemoryError e) { Log.e("Map", "Tile Loader (241) Out Of Memory Error " + e.getLocalizedMessage()); System.gc(); } return bitmap; } Here is what I see in the debugger: bytesRead = 442 So the Bitmap data is 442 Bytes. Why would it be trying to create a 23671KB Bitmap and running out of memory?

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  • Image creation performance / image caching

    - by Kilnr
    Hello, I'm writing an application that has a scrollable image (used to display a map). The map background consists of several tiles (premade from a big JPG file), that I draw on a Graphics object. I also use a cache (Hashtable), to prevent from having to create every image when I need it. I don't keep everything in memory, because that would be too much. The problem is that when I'm scrolling through the map, and I need an image that wasn't cached, it takes about 60-80 ms to create it. Depending on screen resolution, tile size and scroll direction, this can occur multiple times in one scroll operation (for different tiles). In my case, it often happens that this needs to be done 4 times, which introduces a delay of more than 300 ms, which is extremely noticeable. The easiest thing for me would be that there's some way to speed up the creation of Images, but I guess that's just wishful thinking... Besides that, I suppose the most obvious thing to do is to load the tiles predictively (e.g. when scrolling to the right, precache the tiles to the right), but then I'm faced with the rather difficult task of thinking up a halfway decent algorithm for this. My actual question then is: how can I best do this predictive loading? Maybe I could offload the creation of images to a separate thread? Other things to consider? Thanks in advance.

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  • OpenGL Mipmapping: how does OpenGL decide on map level?

    - by Droozle
    Hi, I am having trouble implementing mipmapping in OpenGL. I am using OpenFrameworks and have modified the ofTexture class to support the creation and rendering of mipmaps. The following code is the original texture creation code from the class (slightly modified for clarity): glEnable(texData.textureTarget); glBindTexture(texData.textureTarget, (GLuint)texData.textureID); glTexSubImage2D(texData.textureTarget, 0, 0, 0, w, h, texData.glType, texData.pixelType, data); glTexParameteri(texData.textureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(texData.textureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glDisable(texData.textureTarget); This is my version with mipmap support: glEnable(texData.textureTarget); glBindTexture(texData.textureTarget, (GLuint)texData.textureID); gluBuild2DMipmaps(texData.textureTarget, texData.glTypeInternal, w, h, texData.glType, texData.pixelType, data); glTexParameteri(texData.textureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(texData.textureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glDisable(texData.textureTarget); The code does not generate errors (gluBuild2DMipmaps returns '0') and the textures are rendered without problems. However, I do not see any difference. The scene I render consists of "flat, square tiles" at z=0. It's basically a 2D scene. I zoom in and out by using "glScale()" before drawing the tiles. When I zoom out, the pixels of the tile textures start to "dance", indicating (as far as I can tell) unfiltered texture look-up. See: http://www.youtube.com/watch?v=b_As2Np3m8A at 25s. My question is: since I do not move the camera position, but only use scaling of the whole scene, does this mean OpenGL can not decide on the appropriate mipmap level and uses the full texture size (level 0)? Paul

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  • 2d Game Making > Where can someone get Free Tilesets?

    - by Iscariot
    I have been scouring the internet for free tilesets that are open to you. I have found http://lostgarden.com/ It does not seem very useful. There are a few things here and there, but overall not much to really make a game off of. http://www.flyingyogi.com/fun/spritelib.html Spritelib is a little better it has some useful information, but is still the graphics are more in the 8bit variety. http://reinerstileset.4players.de/ This is heavily stylized and its hard to have this match with any other free tile-sets available. All other sites I have found have just been rips from games and those are protected by a copyright and remain unusable. Right now I need simple objects to build the inside of buildings, but I have seem to have come up short in that area. I have plenty of things for outside of buildings, but nothing for in. I am hoping someone else has had this problem and has found a solution. If not, I hope the information I have provided can help someone else in their conquest.

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  • Single Loader to multiple Sprite Possible?

    - by Jeffrey Chee
    I've looked in various resources regarding this topic, and it seems to me that I need a Loader for every Sprite which contains an image file (png). I'm trying to make a Tile Rendering System, and have created a grid of X by Y sprites, but all of them actually reference the same image file. Is there any other way to do this? (Make the sprite share the same png data file) Some sample code of what I have done. // Create an array of X * Y Loaders var cTileLoaders:Array = new Array( 100 ); // for example 10 by 10 grid var cTiles:Array = new Array( 100 ); var nIndex:int = 0; var nImgLoadCount:int = 0; for ( ; 100 > nIndex; ++nIndex ) { cTileLoaders[ nIndex ] = new Loader(); cTiles[ nIndex ] = new Sprite(); // perform more sprite initialization .... cTileLoaders[ nIndex ].contentLoaderInfo.addEventListener( Event.COMPLETE, ImageLoaded cTileLoaders[ nIndex ].Load( new URLRequest( "some image path" ) ); } // handler for image loaded function ImageLoaded( eEvent:Event ):void { ++nImgLoadCount; // when all 100 sprite data are loaded // assuming there is no i/o error if ( 100 == nImgLoadCount ) { cTiles[ nIndex ].addChild( cTileLoaders[ nIndex ].content ); } }

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  • Replace occurance of character with all letters in the alphabet

    - by McAvoy
    I have created a scrabble game with a computer opponent. If a blank tile is found in the computer's rack during the word generation if needs to be swapped out for every letter in the alphabet. I have my current solution to solve this problem below, but was wondering if there is a better more efficient way to accomplish this task. if (str.Contains("*")) { char c = 'A'; String made = ""; while(c < 'Z') { made = str.ReplaceFirst("*", c.ToString()); if (!made.Contains("*")) { wordsMade.Add(made); if (theGame.theTrie.Search(made) == Trie.SearchResults.Found) { validWords.Add(made); } } else { char ch = 'A'; String made2 = ""; while (ch < 'Z') { made2 = made.ReplaceFirst("*", c.ToString()); wordsMade.Add(made2); if (theGame.theTrie.Search(made2) == Trie.SearchResults.Found) { validWords.Add(made2); } ch++; } } c++; }

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  • Creating transparent PNG with exact RGBA values

    - by rrowland
    I'm color-coding a transparent image to be read programatically. However, the image seems to be getting compressed and my code is reading color values other than the ones I mean to pass it. Concept This is the output I get, exporting as PNG-24. I programatically check each pixel for one of the six colors I use in creating the image: 0x00000F 0x0000F0 0x000F00 0x00F000 0x0F0000 0xF00000 Each color represents a different texture to apply. Top right (0x00000F) will pull texture from the tile to its top right and blend it at a ratio equal to the opacity of the pixel. The end goal is to create a hex tiled grid with differing textures that blend smoothly. What's happening It seems that when converting to PNG, Photoshop will change the RGBA to make it smoother, or just to help compression size. Parts that should be 250 red range anywhere from 150 to 255. Question Whether using PNG or another web-compatible format, I need to be able to save these pixel values, essentially instructions, loss-less and still maintain transparency. Is this possible in any format or will I need to re-think my approach?

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  • What are some ways to accomplish a dynamic array?

    - by Ted
    I'm going to start working on a new game and one of the things I'd like to accomplish is a dynamic array sort of system that would hold map data. The game will be top-down 2d and made with XNA 4.0 and C#. You will begin in a randomized area which will essentially be tile based. As such a 2 dimensional array would be one way to accomplish this by holding numerical values which would correspond to a list of textures and that would be how it would draw this randomly created map. The problem is I would kind of only like to create the area around where you start and they could venture in which ever direction they wanted to. This would mean I'd have to populate the map array with more randomized data in the direction they go. I could make a really large array and use the center of it and the rest would be in anticipation of new content to be made, but that just seems very inefficient. I suppose when they start a new game I could have a one time map creation process that would go through and create a large randomly generated map array, but holding all of in memory at all times seems also inefficient. Perhaps if there was a way that I'd only hold parts of that map data in memory at one time and somehow not hold the rest in memory. In the end I only need to have a chunk of the map somewhat close to them in memory so perhaps some of you might have suggestions on good ways to approach this kind of randomized map and dynamic array problem. It wouldn't need to be a dynamic array type of thing if I made it so that it pulled in map data nearby that is needed and then once off the screen and not needed it could somehow get rid of that memory that way I wouldn't have a huge array taking up a bunch of memory.

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  • Home Energy Management & Automation with Windows Phone 7

    A number of people at Clarity are personally interested in home energy conservation and home automation. We feel that a mobile device is a great fit for bringing this idea to fruition. While this project is merely a concept and not directly associated with Microsofts Hohm web service, it provides a great model for communicating the concept. I wanted to take the idea a step further and combine saving energy in your home with the ability to track water usage and control your home devices. I designed an application that focuses on total home control and not just energy usage. Application Overview By monitoring home consumption in real time and with yearly projections users can pinpoint vampire devices, times of high or low consumption, and wasteful patterns of energy use. Energy usage meters indicate total current consumption as well as individual device consumption. Users can then use the information to take action, make adjustments, and change their consumption behaviors. The app can be used to automate certain systems like lighting, temperature, or alarms. Other features can be turned on an off at the touch of a toggle switch on your phone, away from home. Forget to turn off the TV or shut the garage door? No problem, you can do it from your phone. Through settings you can enable and disable features of the phone that apply to your home making it a completely customized and convenient experience. To be clear, this equates to more security, big environmental impact, and even bigger savings.   Design and User Interface  Since this panorama application is designed for win phone 7 devices, it complies with the UI Design and Interaction Guide for wp7. I developed the frame and page hierarchy from existing examples. The interface takes advantage of the interactive nature of touch screens with slider controls, pivot control views, and toggle switches to turn on and off devices (not shown in mockup). I followed recommendations for text based elements and adapted the tile notifications to display the most recent user activity. For example, the mockup indicates upon launching the app that the last thing you did was program the thermostat. This model is great for quick launching common user actions. One last design feature to point out is the technical reasons for supplying both light and dark themes for the app. Since this application is targeting energy consumption it only makes sense to consider the effect of the apps background color or image on the phones energy use. When displaying darker colors like black the OLED display may use less power, extending battery life. Other Considerations For now I left out options of wind and solar powered energy options because they are not available to everyone. Renewable energy sources and new technologies associated with them are definitely ideas to keep in mind for a next iteration. Another idea to explore for such an application would be to include a savings model similar to mint.com. In addition to general energy-saving recommendations the application could recommend customized ways to save based on your current utility providers and available options in your area. If your television or refrigerator is guilty of sucking a lot of energy then you may see recommendations for energy star products that could save you even more money! Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How to use caching to increase render performance?

    - by Christian Ivicevic
    First of all I am going to cover the basic design of my 2d tile-based engine written with SDL in C++, then I will point out what I am up to and where I need some hints. Concept of my engine My engine uses the concept of GameScreens which are stored on a stack in the main game class. The main methods of a screen are usually LoadContent, Render, Update and InitMultithreading. (I use the last one because I am using v8 as a JavaScript bridge to the engine. The main game loop then renders the top screen on the stack (if there is one; otherwise, it exits the game) - actually it calls the render methods, but stores all items to be rendered in a list. After gathering all this information the methods like SDL_BlitSurface are called by my GameUIRenderer which draws the enqueued content and then draws some overlay. The code looks like this: while(Game is running) { Handle input if(Screens on stack == 0) exit Update timer etc. Clear the screen Peek the screen on the stack and collect information on what to render Actually render the enqueue screen stuff and some overlay etc. Flip the screen } The GameUIRenderer uses as hinted a std::vector<std::shared_ptr<ImageToRender>> to hold all necessary information described by this class: class ImageToRender { private: SDL_Surface* image; int x, y, w, h, xOffset, yOffset; }; This bunch of attributes is usually needed if I have a texture atlas with all tiles in one SDL_Surface and then the engine should crop one specific area and draw this to the screen. The GameUIRenderer::Render() method then just iterates over all elements and renders them something like this: std::for_each( this->m_vImageVector.begin(), this->m_vImageVector.end(), [this](std::shared_ptr<ImageToRender> pCurrentImage) { SDL_Rect rc = { pCurrentImage->x, pCurrentImage->y, 0, 0 }; // For the sake of simplicity ignore offsets... SDL_Rect srcRect = { 0, 0, pCurrentImage->w, pCurrentImage->h }; SDL_BlitSurface(pCurrentImage->pImage, &srcRect, g_pFramework->GetScreen(), &rc); } ); this->m_vImageVector.clear(); Current ideas which need to be reviewed The specified approach works really good and IMHO it is really has a good structure, however the performance could be definitely increased. I would like to know what do you suggest, how to implement efficient caching of surfaces etc so that there is no need to redraw the same scene over and over again? The map itself would be almost static, only when the player moves, we would need to move the map. Furthermore animated entities would either require updates of the whole map or updates of only the specific areas the entities are currently moving in. My first approaches were to include a flag IsTainted which should be used by the GameUIRenderer to decide whether to redraw everything or use cached version (or to not render anything so that we do not have to Clear the screen and let the last frame persist). However this seems to be quite messy if I have to manually handle in my Render method of the screen class if something has changed or not.

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  • A Forming Repository of Script Samples for Automating Windows Server 2012 and Windows 8

    - by Jialiang
    Compared with Windows Server 2008/R2 that provides about 230 cmdlets, Windows Server 2012 beats that by a factor of over 10 shipping ~ 2,430 cmdlets.  You can automate almost every aspect of the server.   The new PowerShell 3.0, like Windows Server 2012, has a ton of new features.  In this automation script-centric move, Microsoft All-In-One Script Framework (AIOSF) is ready to support IT Pros with many new services and offerings coming this year.  We sincerely hope that the IT community will benefit from the effort. Here is the first one among our new services and offerings:  The team is preparing a large set of Windows 8 / Windows Server 2012 script samples based on frequently asked IT tasks that we collect in TechNet forums and support calls to Microsoft.   Because the script topics come from frequently asked IT tasks, we hope that these script samples can be helpful to many IT Pros worldwide.   With the General Availability of Windows Server 2012, we release the first three Windows Server 2012 / Windows 8 script samples today.    Get Network Adapter Properties in Windows Server 2012 and Windows 8 (PowerShell) http://gallery.technet.microsoft.com/scriptcenter/Get-Network-Adapter-37c5a913 Description: This script could be used to get network adapter properties and advanced properties in Windows Server 2012 and Windows 8. It combines the outputs of Get-NetAdapter and Get-NetAdapterAdvancedProperty. It can generate a report of network adapter configuration settings. Use Scenarios: In a real world, IT Administrators are required to check the configuration of network adapters after the deployment of new servers. One typical example is the duplex setting of network adapters. Also, IT administrators need to maintain a server list which contains network adapter configuration settings in a regular basis. Before Windows Server 2012, IT administrators often feel difficulties to handle these tasks. Acknowledgement: Thanks Greg Gu from AIOSF for collecting this script topic, and writing the script sample.  Thanks James Adams (Microsoft Premier Field Engineer) for reviewing the script sample and ensuring its quality.   How to batch create virtual machines in Windows Server 2012 (PowerShell) http://gallery.technet.microsoft.com/scriptcenter/How-to-batch-create-9efd1811 Description: This PowerShell Script illustrates how to batch create multiple virtual machines based on comma delimited file by using PowerShell 3.0 in Windows Server 2012. Use Scenarios: IT admin requires to batch creating virtual machines in Windows Server 2012, although they can use few commands due to the lack of programming knowledge. Although it’s a set of Hyper-V command-lets within Windows PowerShell, IT Admins are reluctant to use them except simple a command which is widely used. Acknowledgement: Thanks Anders Wang from AIOSF for collecting this script topic and writing the script sample.  Thanks Christopher Norris for reviewing the script sample and ensuring its quality before publishing.   Remove Windows Store Apps in Windows 8 (PowerShell) http://gallery.technet.microsoft.com/scriptcenter/Remove-Windows-Store-Apps-a00ef4a4 Description: This script can be used to remove multiple Windows Store Apps from a user account in Windows 8. It provides a list of installed Windows Store applications. You can specify the application IDs, and remove them all at once. Use Scenarios: 1. In Windows 8, you can remove a single Windows Store App by right-clicking the tile in the Start menu and choosing the uninstall command.  However, no command is provided for removing multiple Windows Store Apps all at once. If you want to do so, you can use this script sample. 2. Sometimes Windows Store Apps may crash in Windows 8.  Even though you can successfully uninstall and reinstall the App, the application may still crash after the reinstallation.  In this situation, you can use this example script to remove these Windows Store Apps cleanly. Acknowledgement: Thanks Edward Qi from AIOSF for collecting the script idea and composing the script sample.  Thanks James Adams (Microsoft Premier Field Engineer) for reviewing the script sample and ensuring its quality.   This is just the beginning, and more and more script samples are coming.  You can follow our blog (http://blogs.technet.com/b/onescript) to get the latest customer-driven script samples for Windows Server 2012 and Windows 8.

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  • Fastest pathfinding for static node matrix

    - by Sean Martin
    I'm programming a route finding routine in VB.NET for an online game I play, and I'm searching for the fastest route finding algorithm for my map type. The game takes place in space, with thousands of solar systems connected by jump gates. The game devs have provided a DB dump containing a list of every system and the systems it can jump to. The map isn't quite a node tree, since some branches can jump to other branches - more of a matrix. What I need is a fast pathfinding algorithm. I have already implemented an A* routine and a Dijkstra's, both find the best path but are too slow for my purposes - a search that considers about 5000 nodes takes over 20 seconds to compute. A similar program on a website can do the same search in less than a second. This website claims to use D*, which I have looked into. That algorithm seems more appropriate for dynamic maps rather than one that does not change - unless I misunderstand it's premise. So is there something faster I can use for a map that is not your typical tile/polygon base? GBFS? Perhaps a DFS? Or have I likely got some problem with my A* - maybe poorly chosen heuristics or movement cost? Currently my movement cost is the length of the jump (the DB dump has solar system coordinates as well), and the heuristic is a quick euclidean calculation from the node to the goal. In case anyone has some optimizations for my A*, here is the routine that consumes about 60% of my processing time, according to my profiler. The coordinateData table contains a list of every system's coordinates, and neighborNode.distance is the distance of the jump. Private Function findDistance(ByVal startSystem As Integer, ByVal endSystem As Integer) As Integer 'hCount += 1 'If hCount Mod 0 = 0 Then 'Return hCache 'End If 'Initialize variables to be filled Dim x1, x2, y1, y2, z1, z2 As Integer 'LINQ queries for solar system data Dim systemFromData = From result In jumpDataDB.coordinateDatas Where result.systemId = startSystem Select result.x, result.y, result.z Dim systemToData = From result In jumpDataDB.coordinateDatas Where result.systemId = endSystem Select result.x, result.y, result.z 'LINQ execute 'Fill variables with solar system data for from and to system For Each solarSystem In systemFromData x1 = (solarSystem.x) y1 = (solarSystem.y) z1 = (solarSystem.z) Next For Each solarSystem In systemToData x2 = (solarSystem.x) y2 = (solarSystem.y) z2 = (solarSystem.z) Next Dim x3 = Math.Abs(x1 - x2) Dim y3 = Math.Abs(y1 - y2) Dim z3 = Math.Abs(z1 - z2) 'Calculate distance and round 'Dim distance = Math.Round(Math.Sqrt(Math.Abs((x1 - x2) ^ 2) + Math.Abs((y1 - y2) ^ 2) + Math.Abs((z1 - z2) ^ 2))) Dim distance = firstConstant * Math.Min(secondConstant * (x3 + y3 + z3), Math.Max(x3, Math.Max(y3, z3))) 'Dim distance = Math.Abs(x1 - x2) + Math.Abs(z1 - z2) + Math.Abs(y1 - y2) 'hCache = distance Return distance End Function And the main loop, the other 30% 'Begin search While openList.Count() != 0 'Set current system and move node to closed currentNode = lowestF() move(currentNode.id) For Each neighborNode In neighborNodes If Not onList(neighborNode.toSystem, 0) Then If Not onList(neighborNode.toSystem, 1) Then Dim newNode As New nodeData() newNode.id = neighborNode.toSystem newNode.parent = currentNode.id newNode.g = currentNode.g + neighborNode.distance newNode.h = findDistance(newNode.id, endSystem) newNode.f = newNode.g + newNode.h newNode.security = neighborNode.security openList.Add(newNode) shortOpenList(OLindex) = newNode.id OLindex += 1 Else Dim proposedG As Integer = currentNode.g + neighborNode.distance If proposedG < gValue(neighborNode.toSystem) Then changeParent(neighborNode.toSystem, currentNode.id, proposedG) End If End If End If Next 'Check to see if done If currentNode.id = endSystem Then Exit While End If End While If clarification is needed on my spaghetti code, I'll try to explain.

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  • Silverlight Cream for February 21, 2011 -- #1049

    - by Dave Campbell
    In this Issue: Rob Eisenberg(-2-), Gill Cleeren, Colin Eberhardt, Alex van Beek, Ishai Hachlili, Ollie Riches, Kevin Dockx, WindowsPhoneGeek(-2-), Jesse Liberty(-2-), and John Papa. Above the Fold: Silverlight: "Silverlight 4: Creating useful base classes for your views and viewmodels with PRISM 4" Alex van Beek WP7: "Google Sky on Windows Phone 7" Colin Eberhardt Shoutouts: My friends at SilverlightShow have their top 5 for last week posted: SilverlightShow for Feb 14 - 20, 2011 From SilverlightCream.com: Rob Eisenberg MVVMs Us with Caliburn.Micro! Rob Eisenberg chats with Carl and Richard on .NET Rocks episode 638 about Caliburn.Micro which takes Convention-over-Configuration further, utilizing naming conventions to handle a large number of data binding, validation and other action-based characteristics in your app. Two Caliburn Releases in One Day! Rob Eisenberg also announced that release candidates for both Caliburn 2.0 and Caliburn.Micro 1.0 are now available. Check out the docs and get the bits. Getting ready for Microsoft Silverlight Exam 70-506 (Part 6) Gill Cleeren has Part 6 of his series on getting ready for the Silverlight Exam up at SilverlightShow.... this time out, Gill is discussing app startup, localization, and using resource dictionaries, just to name a few things. Google Sky on Windows Phone 7 Colin Eberhardt has a very cool WP7 app described where he's using Google Sky as the tile source for Bing Maps, and then has a list of 110 Messier Objects.. interesting astronomical objects that you can look at... all with source! Silverlight 4: Creating useful base classes for your views and viewmodels with PRISM 4 Alex van Beek has some Prism4/Unity MVVM goodness up with this discussion of a login module using View and ViewModel base classes. Windows Phone 7 and WCF REST – Authentication Solutions Ishai Hachlili sent me this link to his post about WCF REST web service and authentication for WP7, and he offers up 2 solutions... from the looks of this, I'm also putting his blog on my watch list WP7Contrib: Isolated Storage Cache Provider Ollie Riches has a complete explanation and code example of using the IsolatedStorageCacheProvider in their WP7Contrib library. Using a ChannelFactory in Silverlight, part two: binary cows & new-born calves Kevin Dockx follows-up his post on Channel Factories with this part 2, expanding the knowledge-base into usin parameters and custom binding with binary encoding, both from reader suggestions. All about UriMapping in WP7 WindowsPhoneGeek has a post up about URI mappings in WP7 ... what it is, how to enable it in code behind or XAML, then using it either with a hyperlink button or via the NavigationService class... all with code. Passing WP7 Memory Consumption requirements with the Coding4Fun MemoryCounter tool WindowsPhoneGeek's latest is a tutorial on the use of the Memory Counter control from the Coding4Fun toolkit and WP7 Memory consumption. Getting Started With Linq Jesse Liberty gets into LINQ in his Episode 33 of his WP7 'From Scratch' series... looks like a good LINQ starting point, and he's going to be doing a series on it. Linq with Objects In his second post on LINQ, Jesse Liberty is looking at creating a Linq query against a collection of objects... always good stuff, Jesse! Silverlight TV Silverlight TV 62: The Silverlight 5 Triad Unplugged John Papa is joined by Sam George, Larry Olson, and Vijay Devetha (the Silverlight Triad) on this Silverlight TV episode 62 to discuss how the team works together, and hey... they're hiring! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Windows Phone 8, possible tablets and what the latest update might mean

    - by Roger Hart
    Microsoft have just announced an update to Windows Phone 8. As one of the five, maybe six people who actually bought a WP8 handset I found this interesting. Then I read the blog post about it, and rushed off to write somewhat less than a thousand words about a single picture. The blog post announces an extra column of tiles on the start screen, and support for higher resolutions. If we ignore all the usual flummery about how this will make your life better, that (and the rotation lock) sounds a little like stage setting for tablets. Looking at the preview screenshot, I started to wonder. What it’s called Phablet_5F00_StartScreenProductivity_5F00_01_5F00_072A1240.jpg Pretty conclusive. If you can brand something a “phablet” and sleep at night you’re made of sterner stuff than I am, but that’s beside the point. It’s explicit in the post that Microsoft are expecting a broader range of form factors for WP8, but they stop short of quite calling out tablet size. The extra columns and resolution definitely back that up, so why stop at a 6 inch “phablet”? Sadly, the string of numbers there don’t really look like a Lumia model number – that would be a bit tendentious even for a speculative blog post about a single screenshot. “Productivity” is interesting too. I get into this a bit more below, but this is a pretty clear pitch for a business device. What it looks like Something that would look quite decent on a 7 inch screen, but something a bit too vertical to go toe-to-toe with the Surface. Certainly, it would look a lot better on a large-factor phone than any of the current models. Those tiles are going to get cramped and a bit ugly if the handsets aren’t getting bigger. What’s on it You have a bunch of missed calls, you rarely text, use a stocks app, and your budget spreadsheet and meeting notes are a thumb-reach away. Outlook is your main form of email. You care enough about LinkedIn to not only install its app but give it a huge live tile. There’s no beating about the bush here, the implicit persona is a corporate exec. With Nokia in the bag and Blackberry pushing daisies, that may not be a stupid play. There’s almost certainly a niche there if they can parlay their corporate credentials into filling it before BYOD (which functionally means an iPhone) reaches the late adopters. The really quite slick WP8 Office implementation ought to help here. This is the face they’ve chosen to present, the cultural milieu they’re normalizing for Windows Phone. It’s an iPhone for Serious Business Grown-ups. Could work, I guess. Does it mean anything? Is the latest WP8 update a sign that we can expect to see tablets running Windows Phone rather than WinRT? Well, WinRT tablets haven’t exactly taken off but I’m not quite going to make a leap like that just from a file name and a column of icons. I feel pretty safe, however, conjecturing that Microsoft would like to squeeze a WP8 “phablet” into the palm of every exec who’s ever grumbled about their Blackberry, and this release might get them a bit closer. If it works well incrementing up to larger devices, then that could be a fair hedge against WinRt crashing and burning any harder in the marketplace.

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  • Microsoft Build 2012 Day 1 Keynote Summary

    - by Tim Murphy
    So I have finally dried the tears after watching the Keynote for Build 2012.  This wasn’t because it was an emotional presentation, but because for the second year I missed the goodies.  Each on site attendee got a Surface RT, a Lumia 920 and a voucher for 100GB of SkyDrive storage. The event was opened with the announcement that in the three days since the launch of Windows 8 over 4 million upgrades have been sold.  I don’t care who you are that is an impressive stat.  Ballmer then spent a fair amount of time remaking the case for the Windows and Windows Phone platforms similar to what we have heard over the last to launch events. There were some cool, but non-essential demos.  The one that was the most fun was the Perceptive Pixel 82” slate device.  At first glance I wondered why I would ever want such a device, but then Ballmer explained it’s possible use for schools and boardrooms.  The actually made sense. Then things got strange.  Steve started explaining features that developers could leverage.  Usually this type of information is left to the product leads.  He focused on the integration with the Charms features such as Search and Share. Steve “Guggs” Guggenheim showed off an app that would appeal to my kids from Disney called “Agent P” which is base on Phineas and Ferb.  Then he got to the meat of the presentation.  We found out that you could add a tile that can be used to sell ad space.  In the same vein we also found out that you could use Microsoft’s, Paypal’s or any commerce engine of your own creation or choosing. For those who are interested in sports and especially developing sports apps you would have found the small presentation from Michael Bayle of ESPN.  He introduced the ESPN app which has tons of features.  For the developers in the crowd he also mentioned that ESPN has an API available at developer.espn.com. During the launch events we were told apps were coming.  In this presentation we were actually shown a scrolling list of logos and told about a couple of them.  Ballmer mentioned specifically Twitter, SAP and DropBox.  These are impressive names that were just a couple of the list impressive names. Steve Ballmer addressed the question of why you should develop for the Windows 8 platform.  He feels that Microsoft has the best commercial terms for developers, a better way to build apps than other platforms and a variety of form factors.  His key point though was the available volume of customers given the current Windows install base and assuming even a flat growth of the platform.  This he backed with a promise that Microsoft is going to do better at marketing and you won’t be able to avoid the ads that they are bringing out. The last section of the key note was present by Kevin Gallo from the Windows Phone team.  This was the real reason I tuned into the webcast.  He impressed upon those watching that the strength of developing for the Microsoft platform is the common programming model that now exist.  While there are difference between form factor implementations you can leverage code across them. He claimed that 90% of developer requests for Windows Phone 8 had been implemented.  These include: More controls with better performance Better live tiles including lock screen integration Speech support in custom apps Easier submission to the market place App camera integration VOIP and chat support Bluetooth and NFC support Native C++ development Direct 3D development   The quote from Kevin that stood out for me was that “Take your Dramamine and buckle your seatbelt type of games are coming to Windows Phone 8”.  He back this up by displaying a list of game development frameworks and then having Unity come out and do a demo. Ok, almost done … The last two things of note for me were the announcement that the SDK is immediately available at dev.windowsphone.com and that they were reducing the cost of an individual developer account to $8 for the next 8 days. Let the development commence. del.icio.us Tags: Build 2012,Windows 8,Windows Phone 8,Windows Phone

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  • Normal map lighting bug in bottom right quadrant

    - by Ryan Capote
    I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't calculating the correct direction to the light or something. Best seen by the red light If I use flat normals (z normal = 1.0), it seems to be working fine: normals for the tile sheet: Shader: #version 330 uniform sampler2D uDiffuseTexture; uniform sampler2D uNormalsTexture; uniform sampler2D uSpecularTexture; uniform sampler2D uEmissiveTexture; uniform sampler2D uWorldNormals; uniform sampler2D uShadowMap; uniform vec4 uLightColor; uniform float uConstAtten; uniform float uLinearAtten; uniform float uQuadradicAtten; uniform float uColorIntensity; in vec2 TexCoords; in vec2 GeomSize; out vec4 FragColor; float sample(vec2 coord, float r) { return step(r, texture2D(uShadowMap, coord).r); } float occluded() { float PI = 3.14; vec2 normalized = TexCoords.st * 2.0 - 1.0; float theta = atan(normalized.y, normalized.x); float r = length(normalized); float coord = (theta + PI) / (2.0 * PI); vec2 tc = vec2(coord, 0.0); float center = sample(tc, r); float sum = 0.0; float blur = (1.0 / GeomSize.x) * smoothstep(0.0, 1.0, r); sum += sample(vec2(tc.x - 4.0*blur, tc.y), r) * 0.05; sum += sample(vec2(tc.x - 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x - 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x - 1.0*blur, tc.y), r) * 0.15; sum += center * 0.16; sum += sample(vec2(tc.x + 1.0*blur, tc.y), r) * 0.15; sum += sample(vec2(tc.x + 2.0*blur, tc.y), r) * 0.12; sum += sample(vec2(tc.x + 3.0*blur, tc.y), r) * 0.09; sum += sample(vec2(tc.x + 4.0*blur, tc.y), r) * 0.05; return sum * smoothstep(1.0, 0.0, r); } float calcAttenuation(float distance) { float linearAtten = uLinearAtten * distance; float quadAtten = uQuadradicAtten * distance * distance; float attenuation = 1.0 / (uConstAtten + linearAtten + quadAtten); return attenuation; } vec3 calcFragPosition(void) { return vec3(TexCoords*GeomSize, 0.0); } vec3 calcLightPosition(void) { return vec3(GeomSize/2.0, 0.0); } float calcDistance(vec3 fragPos, vec3 lightPos) { return length(fragPos - lightPos); } vec3 calcLightDirection(vec3 fragPos, vec3 lightPos) { return normalize(lightPos - fragPos); } vec4 calcFinalLight(vec2 worldUV, vec3 lightDir, float attenuation) { float diffuseFactor = dot(normalize(texture2D(uNormalsTexture, worldUV).rgb), lightDir); vec4 diffuse = vec4(0.0); vec4 lightColor = uLightColor * uColorIntensity; if(diffuseFactor > 0.0) { diffuse = vec4(texture2D(uDiffuseTexture, worldUV.xy).rgb, 1.0); diffuse *= diffuseFactor; lightColor *= diffuseFactor; } else { discard; } vec4 final = (diffuse + lightColor); if(texture2D(uWorldNormals, worldUV).g > 0.0) { return final * attenuation; } else { return final * occluded(); } } void main(void) { vec3 fragPosition = calcFragPosition(); vec3 lightPosition = calcLightPosition(); float distance = calcDistance(fragPosition, lightPosition); float attenuation = calcAttenuation(distance); vec2 worldPos = gl_FragCoord.xy / vec2(1024, 768); vec3 lightDir = calcLightDirection(fragPosition, lightPosition); lightDir = (lightDir*0.5)+0.5; float atten = calcAttenuation(distance); vec4 emissive = texture2D(uEmissiveTexture, worldPos); FragColor = calcFinalLight(worldPos, lightDir, atten) + emissive; }

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  • Seeking advice on tools and technology for my new game [closed]

    - by k.k. slider
    I'm a C# developer who has been programming a game in my spare time using XNA and Visual Studio. The game's logic is mostly done and I've completed a prototype that has most of the functionality of (what I envision to be) the final game. However, having heard about the uncertain future and (possibly) limited audience for XNA games, I'm looking to switch platforms... but I don't know what technology would best suit my needs. Below are some specifics about my game and what exactly I'm looking for, if you're interested: The game is a 2D turn-based tactical RPG (strategy game) for two players. It is a basic sprite and tile based game with animations and sound. 3D capabilities are not necessary. I'd like to allow players to compete with others online, and have a basic ranking/matchmaking system. I will probably need something that can interact with a server and a database (the game is turn-based and has no RNG, so cheating would be easy to detect even if most computation is done client-side and minimal data is sent to the server). Ideally, I would be able to release an early version of the game and have people give feedback as I develop additional features (similar to Minecraft). I'd prefer to have a way to release periodic updates to the game instead of releasing an absolute final product. To reach the widest possible audience, I'd prefer technology that allows me to release on PC, Android, iOS, and (maybe) Mac. This is a game with simple mouse inputs which can fit on a mobile touch screen. The game should be monetizable. If I find success with this game, then I may consider becoming a full-time indie game developer. I have several other game ideas and have learned quite a bit from my first attempt at game development. My first thought was an F2P/microtransaction model, but I'm open to other suggestions. Language isn't a primary concern of mine, since I have a decent amount of experience using several languages to program large projects. I'm willing to spend money (e.g. on a developer's license), but the more expensive it gets, the more hesitant I am to use it. I've looked into the following solutions... there are a LOT of tools out there... if anyone has experience with any of these and would like to recommend/reject any of them, it would be helpful. C#/.NET (XNA/MonoGame/SDL/SlimDX/Xamarin/ExEn/ANX?) HTML5/JS (AppMobi/PhoneGap/Marmalade/FlashCanvas/Cordova/libRocket?) Python (Pyglet/Pygame/Kivy?) Java (JavaFX/libGDX?) Unity/Construct 2/Cocos2D/NME/Corona/other game creation software? I'd like something that can do 2D and isn't limited by being too high-level. Other languages (Lua/LOVE? Moai?) Thanks for answering this rather long and tedious question...

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  • Bounding Box Collision Glitching Problem (Pygame)

    - by Ericson Willians
    So far the "Bounding Box" method is the only one that I know. It's efficient enough to deal with simple games. Nevertheless, the game I'm developing is not that simple anymore and for that reason, I've made a simplified example of the problem. (It's worth noticing that I don't have rotating sprites on my game or anything like that. After showing the code, I'll explain better). Here's the whole code: from pygame import * DONE = False screen = display.set_mode((1024,768)) class Thing(): def __init__(self,x,y,w,h,s,c): self.x = x self.y = y self.w = w self.h = h self.s = s self.sur = Surface((64,48)) draw.rect(self.sur,c,(self.x,self.y,w,h),1) self.sur.fill(c) def draw(self): screen.blit(self.sur,(self.x,self.y)) def move(self,x): if key.get_pressed()[K_w] or key.get_pressed()[K_UP]: if x == 1: self.y -= self.s else: self.y += self.s if key.get_pressed()[K_s] or key.get_pressed()[K_DOWN]: if x == 1: self.y += self.s else: self.y -= self.s if key.get_pressed()[K_a] or key.get_pressed()[K_LEFT]: if x == 1: self.x -= self.s else: self.x += self.s if key.get_pressed()[K_d] or key.get_pressed()[K_RIGHT]: if x == 1: self.x += self.s else: self.x -= self.s def warp(self): if self.y < -48: self.y = 768 if self.y > 768 + 48: self.y = 0 if self.x < -64: self.x = 1024 + 64 if self.x > 1024 + 64: self.x = -64 r1 = Thing(0,0,64,48,1,(0,255,0)) r2 = Thing(6*64,6*48,64,48,1,(255,0,0)) while not DONE: screen.fill((0,0,0)) r2.draw() r1.draw() # If not intersecting, then moves, else, it moves in the opposite direction. if not ((((r1.x + r1.w) > (r2.x - r1.s)) and (r1.x < ((r2.x + r2.w) + r1.s))) and (((r1.y + r1.h) > (r2.y - r1.s)) and (r1.y < ((r2.y + r2.h) + r1.s)))): r1.move(1) else: r1.move(0) r1.warp() if key.get_pressed()[K_ESCAPE]: DONE = True for ev in event.get(): if ev.type == QUIT: DONE = True display.update() quit() The problem: In my actual game, the grid is fixed and each tile has 64 by 48 pixels. I know how to deal with collision perfectly if I moved by that size. Nevertheless, obviously, the player moves really fast. In the example, the collision is detected pretty well (Just as I see in many examples throughout the internet). The problem is that if I put the player to move WHEN IS NOT intersecting, then, when it touches the obstacle, it does not move anymore. Giving that problem, I began switching the directions, but then, when it touches and I press the opposite key, it "glitches through". My actual game has many walls, and the player will touch them many times, and I can't afford letting the player go through them. The code-problem illustrated: When the player goes towards the wall (Fine). When the player goes towards the wall and press the opposite direction. (It glitches through). Here is the logic I've designed before implementing it: I don't know any other method, and I really just want to have walls fixed in a grid, but move by 1 or 2 or 3 pixels (Slowly) and have perfect collision without glitching-possibilities. What do you suggest?

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  • Procedual level generation for a platformer game (tilebased) using player physics

    - by Notbad
    I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and they will have a high probability of being just made of horizontal rooms but sometimes they can have exits to a top/down room. Here is an example of what I would like to achieve. I'm refering only to the caves part. I know level design won't be that great when generated but I think it is possible to have something good enough for people to enjoy the procedural maps (Note: Supermetrod Spoiler!): http://www.snesmaps.com/maps/SuperMetroid/SuperMetroidMapNorfair.html Well, after spending some time thinking about this I have some ideas to create the maps that I would like to share with you: 1) I have read about celular automatas and I would like to use them to carve the rooms but instead of carving just a tile at once I would like to carve full columns of tiles. Of course this carving system will have some restrictions like how many tiles must be left for the roof and the ceiling, etc... This way I could get much cleaner rooms than using the ussual automata. 2) I want some branching into the rooms. It will have little probability to happen but I definitely want it. Thinking about carving I came to the conclusion that I could be using some sort of path creation algorithm that the carving system would follow to create a path in the rooms. This could be more noticiable if we make the carving system to carve columns with the height of a corridor or with the height of a wide room (this will be added to the system as a param). This way at some point I could spawn a new automa beside the main one to create braches. This new automata should play side by side with the first one to create dead ends, islands (both paths created by the automatas meet at some point or lead to the same room. It would be too long to explain here all the tests I have done, etc... just will try to summarize the problems to see if anyone could bring some light to solve them (I don't mind sharing my successes but I think they aren't too relevant): 1) Zone reachability: How can I make sure that the player will be able to reach all zones I created (mainly when branches happen or vertical rooms are created). When branches are created I have to make sure that there will be a way to get onto the new created branch. I mean a bifurcation that the player could follow. Player will follow the main path or jump to a platform to get onto the other way). On the other hand if an island is created by the meeting of both branches I need to make sure the player will be able to get onto the island too. 2) When a branch is created and corridors are generated for each branch how can I make then both merge or repel to create an island or just make them separated corridors. 3) When I create a branch and an island is created becasue both corridors merge at somepoint or they lead to the same room, is there any way to detect this and randomize where to create the needed platforms to get onto the created isle? This platforms could be created at the start of the island or at the end. I guess part of the problem could be solved using some sort of graph following the created paths but I'm a bit lost in this sea of precedural content creation :). On the other hand I don't expect a solution to the problem but some information to get me moving forward again. Thanks in advance.

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  • Getting 2D Platformer entity collision Response Correct (side-to-side + jumping/landing on heads)

    - by jbrennan
    I've been working on a 2D (tile based) 2D platformer for iOS and I've got basic entity collision detection working, but there's just something not right about it and I can't quite figure out how to solve it. There are 2 forms of collision between player entities as I can tell, either the two players (human controlled) are hitting each other side-to-side (i. e. pushing against one another), or one player has jumped on the head of the other player (naturally, if I wanted to expand this to player vs enemy, the effects would be different, but the types of collisions would be identical, just the reaction should be a little different). In my code I believe I've got the side-to-side code working: If two entities press against one another, then they are both moved back on either side of the intersection rectangle so that they are just pushing on each other. I also have the "landed on the other player's head" part working. The real problem is, if the two players are currently pushing up against each other, and one player jumps, then at one point as they're jumping, the height-difference threshold that counts as a "land on head" is passed and then it registers as a jump. As a life-long player of 2D Mario Bros style games, this feels incorrect to me, but I can't quite figure out how to solve it. My code: (it's really Objective-C but I've put it in pseudo C-style code just to be simpler for non ObjC readers) void checkCollisions() { // For each entity in the scene, compare it with all other entities (but not with one it's already compared against) for (int i = 0; i < _allGameObjects.count(); i++) { // GameObject is an Entity GEGameObject *firstGameObject = _allGameObjects.objectAtIndex(i); // Don't check against yourself or any previous entity for (int j = i+1; j < _allGameObjects.count(); j++) { GEGameObject *secondGameObject = _allGameObjects.objectAtIndex(j); // Get the collision bounds for both entities, then see if they intersect // CGRect is a C-struct with an origin Point (x, y) and a Size (w, h) CGRect firstRect = firstGameObject.collisionBounds(); CGRect secondRect = secondGameObject.collisionBounds(); // Collision of any sort if (CGRectIntersectsRect(firstRect, secondRect)) { //////////////////////////////// // // // Check for jumping first (???) // // //////////////////////////////// if (firstRect.origin.y > (secondRect.origin.y + (secondRect.size.height * 0.7))) { // the top entity could be pretty far down/in to the bottom entity.... firstGameObject.didLandOnEntity(secondGameObject); } else if (secondRect.origin.y > (firstRect.origin.y + (firstRect.size.height * 0.7))) { // second entity was actually on top.... secondGameObject.didLandOnEntity.(firstGameObject); } else if (firstRect.origin.x > secondRect.origin.x && firstRect.origin.x < (secondRect.origin.x + secondRect.size.width)) { // Hit from the RIGHT CGRect intersection = CGRectIntersection(firstRect, secondRect); // The NUDGE just offsets either object back to the left or right // After the nudging, they are exactly pressing against each other with no intersection firstGameObject.nudgeToRightOfIntersection(intersection); secondGameObject.nudgeToLeftOfIntersection(intersection); } else if ((firstRect.origin.x + firstRect.size.width) > secondRect.origin.x) { // hit from the LEFT CGRect intersection = CGRectIntersection(firstRect, secondRect); secondGameObject.nudgeToRightOfIntersection(intersection); firstGameObject.nudgeToLeftOfIntersection(intersection); } } } } } I think my collision detection code is pretty close, but obviously I'm doing something a little wrong. I really think it's to do with the way my jumps are checked (I wanted to make sure that a jump could happen from an angle (instead of if the falling player had been at a right angle to the player below). Can someone please help me here? I haven't been able to find many resources on how to do this properly (and thinking like a game developer is new for me). Thanks in advance!

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