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  • Minecraft-style player-gound collision detection

    - by khyperia
    The title pretty much says it all... (Minecraft is a game consisting of evenly-spaced cubes for terrain, like voxels) Note: I am using C# XNA. I am pretty sure AABB is the way to go, yet I don't know how to implement it. I admit, I'm almost looking for code, but theories/ideas are very welcome. Important capabilities of my code: I have a function that can get a block anywhere in the world, and get a BoundingBox for that cube. Hence, I have created a BoundingBox for the player to collide with those cubes. My idea was to get the blocks around the player (maybe 4x6x4) and test against those. The problems I have been having: Say the world is a flat plane. If I use the method of go the shortest distance out, then if the player is slightly clipped into the ground (from gravity), but even slighter into the next block over, then the player will be pushed sideways (and so cannot walk along ground). Of course, this is assuming I react to every block intersected. Another problem is knowing which direction to go (aka negative x or positive). That takes me to my final problem- Getting the amount of intersection, in the correct direction (+ or -) has been tough for me. I hope I haven't been too hard to understand, I'm not too good at explaining things... And if this question has already been asked, I'm sorry, I looked for it... for 3 days straight. One last thing, if someone knows exactly how minecraft does it, or has source (I know MC modders have the source, how else would they mod), please point me to it.

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  • Dealing with "jumping" sprites: badly centered?

    - by GigaBass
    Thing is, I've used darkFunction Editor as a way to get all the spriteCoordinates off a spriteSheet for each individual sprite, and parse the .xml it generates inside my game. It all works fine, except when the sprites are all similarly sized, but when a sprite changes from a small sprite into a big one, such as here: When from walking from some direction, to attacking, it starts "jumping", appearing glitchy, because it's not staying in the same correct position, only doing so for the right attacking sprite, due to the drawing being made from the lower left part of the rectangle. I think someone experienced will immediately recognize the problem I mean, if not, when I return home soon, I will shoot a little youtube video demonstrating the issue! So the question is: what possible solutions are there? I've thought that some sort of individual frame "offset" system might be the answer, or perhaps splitting, in this case, the sprite in 2: the sword, and the character itself, and draw sword according to character's facing, but that might be overly complex. Another speculation would be that there might be some sort of method in LibGdx, the library I'm using, that allows me to change the drawing center (which I looked for and didn't find), so I could choose from where the drawing starts.

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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  • What is the best practice to move sprites using mouse order in Tile games?

    - by Robin-Hood
    I am trying to make my first Tile-game using XNA. I have no problem drawing the map layers using TiledLib from codeplex, but, now I want to give sprite an (order) to move to a specific position on map, by selecting the sprite (left mouse click) and then right mouse click somewhere on the map to specify the target position. I don’t know what is the best practice to move sprite this way, considering that there may be collision objects in the direct path. what is the best practice to do this? Is there any demo covering this issue? thanks. BTW: I couldn’t upload snapshot because of my low score :(

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  • What is the most efficient way to blur in a shader?

    - by concernedcitizen
    I'm currently working on screen space reflections. I have perfectly reflective mirror-like surfaces working, and I now need to use a blur to make the reflection on surfaces with a low specular gloss value look more diffuse. I'm having difficulty deciding how to apply the blur, though. My first idea was to just sample a lower mip level of the screen rendertarget. However, the rendertarget uses SurfaceFormat.HalfVector4 (for HDR effects), which means XNA won't allow linear filtering. Point filtering looks horrible and really doesn't give the visual cue that I want. I've thought about using some kind of Box/Gaussian blur, but this would not be ideal. I've already thrashed the texture cache in the raymarching phase before the blur even occurs (a worst case reflection could be 32 samples per pixel), and the blur kernel to make the reflections look sufficiently diffuse would be fairly large. Does anyone have any suggestions? I know it's doable, as Photon Workshop achieved the effect in Unity.

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  • XNA running slow when making a texture

    - by Anthony
    I'm using XNA to test an image analysis algorithm for a robot. I made a simple 3D world that has a grass, a robot, and white lines (that are represent the course). The image analysis algorithm is a modification of the Hough line detection algorithm. I have the game render 2 camera views to a render target in memory. One camera is a top down view of the robot going around the course, and the second camera is the view from the robot's perspective as it moves along. I take the rendertarget of the robot camera and convert it to a Color[,] so that I can do image analysis on it. private Color[,] TextureTo2DArray(Texture2D texture, Color[] colors1D, Color[,] colors2D) { texture.GetData(colors1D); for (int x = 0; x < texture.Width; x++) { for (int y = 0; y < texture.Height; y++) { colors2D[x, y] = colors1D[x + (y * texture.Width)]; } } return colors2D; } I want to overlay the results of the image analysis on the robot camera view. The first part of the image analysis is finding the white pixels. When I find the white pixels I create a bool[,] array showing which pixels were white and which were black. Then I want to convert it back into a texture so that I can overlay on the robot view. When I try to create the new texture showing which ones pixels were white, then the game goes super slow (around 10 hz). Can you give me some pointers as to what to do to make the game go faster. If I comment out this algorithm, then it goes back up to 60 hz. private Texture2D GenerateTexturesFromBoolArray(bool[,] boolArray,Color[] colorMap, Texture2D textureToModify) { for(int i =0;i < screenWidth;i++) { for(int j =0;j<screenHeight;j++) { if (boolArray[i, j] == true) { colorMap[i+(j*screenWidth)] = Color.Red; } else { colorMap[i + (j * screenWidth)] = Color.Transparent; } } } textureToModify.SetData<Color>(colorMap); return textureToModify; } Each Time I run draw, I must set the texture to null, so that I can modify it. public override void Draw(GameTime gameTime) { Vector2 topRightVector = ((SimulationMain)Game).spriteRectangleManager.topRightVector; Vector2 scaleFactor = ((SimulationMain)Game).config.scaleFactorScreenSizeToWindow; this.spriteBatch.Begin(); // Start the 2D drawing this.spriteBatch.Draw(this.textureFindWhite, topRightVector, null, Color.White, 0, Vector2.Zero, scaleFactor, SpriteEffects.None, 0); this.spriteBatch.End(); // Stop drawing. GraphicsDevice.Textures[0] = null; } Thanks for the help, Anthony G.

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  • Multiple render targets and pixel shader outputs terminology

    - by Rei Miyasaka
    I'm a little confused on the jargon: does Multiple Render Targets (MRT) refer to outputting from a pixel shader to multiple elements in a struct? That is, when one says "MRT is to write to multiple textures", are multiple elements interleaved in a single output texture, or do you specify multiple discrete output textures? By the way, from what I understand, at least for DX9, all the elements of this struct need to be of the same size. Does this restriction still apply to DX11?

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  • Pathfinding Java library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running AStar in Java, but for fancier stuff like DStar I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

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  • 2D soft-body physics engines?

    - by Griffin
    Hi so i've recently learned the SFML graphics library and would like to use or make a non-rigid body 2D physics system to use with it. I have three questions: The definition of rigid body in Box2d is A chunk of matter that is so strong that the distance between any two bits of matter on the chunk is completely constant. And this is exactly what i don't want as i would like to make elastic, deformable, breakable, and re-connection bodies. 1. Are there any simple 2D physics engines, but with these kinds of characteristics out there? preferably free or opensource? 2. If not could i use box2d and work off of it to create it even if it's based on rigid bodies? 3. Finally, if there is a simple physics engine like this, should i go through with the proccess of creating a new one anyway, simply for experience and to enhance physics math knowledge? I feel like it would help if i ever wanted to modify the code of an existing engine, or create a game with really unique physics. Thanks!

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  • What are the GPU requirements for XNA 4.0?

    - by Nate Koppenhaver
    I tried to build a sample application using XNA, but I got an error saying that Pixel Shader 1.1 was required, so I got a used Radeon X300 GPU that supports Pixel Shader. I tried to build it again, but I got another error saying that "Your current graphics card does not support the XNA HiDef profile" and would not build. Since that card seems to not be compatible, I guess I need to buy another one. What features should I look for to make sure that it's compatible with XNA?

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  • What should be contained in a game scene graph?

    - by Bunkai.Satori
    Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state should be the major prart of the Scene Graph) Simple static game ojbects? (I mean ojects places in the background that do not get animated, neither do they collide) Game Triggers? Game Lights? Game Cameras? Weapon Bullets? Game Explosions and Special Effects? The above considered object types. Now to the coverage of the scene graph: Should a scene graph contain the whole game level map since the level start, or should it contain only the visible portion of the map? If the second is true, it would mean that scene graph would be continuously updated, by adding/removing game objects, as the player moves. However, containing only the visible are of the map obviously would be much faster to traverse and update.

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  • How to draw image in memory manually in pyglet?

    - by Mossen
    In pyglet, I want to create an image buffer in memory, then set the bytes manually, then draw it. I tried making a 3x3 red square like this in my draw() function: imageData = pyglet.image.ImageData(3, 3, 'RGB', [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0 ]) imageData.blit(10, 10) ...but at runtime, Python complains: ctypes.ArgumentError: argument 9: <type 'exceptions.TypeError'>: wrong type Is this the right approach? Am I missing a step? How can I fix this?

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  • Do 2D games have a future? [closed]

    - by Griffin
    I'm currently working on a 2D soft-body physics engine (since none exist right now -_-), but I'm worried that there's no point to spending what will most likely be years on it. Although I love working on it, I doubt such an engine would get any income considering anyone willing to pay money for the library will likely to be working in 3D. Do 2D games have any sort of future in the game industry? Should I just drop my engine and find something meaningful to work on? Bonus: I've been trying to think of a unique way to implement my physics engine in a 2d game by looking at games that are multiple dimensions, but still in 2d perspective like Paper Mario. Any ideas?

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  • Edge Detection on Screen

    - by user2056745
    I have a edge collision problem with a simple game that i am developing. Its about throwing a coin across the screen. I am using the code below to detect edge collisions so i can make the coin bounce from the edges of the screen. Everything works as i want except one case. When the coin hits left edge and goes to right edge the system doesnt detect the collision. The rest cases are working perfectly, like hitting the right edge first and then the left edge. Can someone suggest a solution for it? public void onMove(float dx, float dy) { coinX += dx; coinY += dy; if (coinX > rightBorder) { coinX = ((rightBorder - coinX) / 3) + rightBorder; } if (coinX < leftBorder) { coinX = -(coinX) / 3; } if (coinY > bottomBorder) { coinY = ((bottomBorder - coinY) / 3) + bottomBorder; } invalidate(); }

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • Can i make money with my Android Engine or should I focus on game-making?

    - by Roger Travis
    I have dedicated past few month to developing my own android 2d engine. You can see its description, demo and tutorials here http://www.aboxengine.com/ ( jar files will be up in a day or two ). While working on the engine I believed it to be better then most available alternatives ( such as andengine, etc. ) and that people would love to use it in their games and, hopefully, would give me some royalties. Yet as I started posting about my engine on other forums, it start looking like people are only interested in free/opensource engines. Based on your experience, what do you think, is there some way for me to make money with that engine or should I forget about selling it and more focus on making games with it myself? Thanks!

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  • How to produce assets effectively on large Flash game projects?

    - by Antoine Lassauzay
    I have been working on Flash games professionally for two years now and somehow, having our artists producing assets the right way is one of our biggest challenge. More precisely, it is very hard to have them following any kind of structure and/or standards, nor taking into consideration performance. I would say also the most of our issues concerns UI and related animations. Our current workflow is (on a Facebook hidden object game) : Artists produce PSD and animate prototypes in Flash Artists re-organize their FLA files to be a bit more "programmer friendly" Programmers retouches assets until they have the right structure and export classes inside a SWC, from Flash Programmers try to improve performances, sometimes degrading the quality of game graphics Our main idea is to hire somebody dedicated to prepare assets for programmers but I am really looking forward to improving the pipeline. I was wondering if you guys have tips of any kind to improve this workflow, whether it be team organization, training, tools or tips with Flash. Any explanation on your asset pipeline is well appreciated too.

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  • Alternative to pyGame ?

    - by stighy
    Hi, i'm learning something about game programming from a book about "pyGame". pyGame is simple, but... python is a little complex and different from my previous knoweledge about programming. I know "classical" language: C# (also C/C++), Java ... I know a lot of people love Python but for me is a little harder to learn! So i'm looking something like "pyGame" but for java or for c# ... A library with which i can do almost the same thing i can do with pygame (so .. do more with less code ... and headhace). Thank you Ps: excuse my "poor" english!

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  • How can I fit a rectangle to an irregular shape?

    - by Anil gupta
    I used masking for breaking an image into the below pattern. Now that it's broken into different pieces I need to make a rectangle of each piece. I need to drag the broken pieces and adjust to the correct position so I can reconstruct the image. To drag and put at the right position I need to make the pieces rectangles but I am not getting the idea of how to make rectangles out of these irregular shapes. How can I make rectangles for manipulating these pieces? This is a follow up to my previous question.

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  • How do I stop XNA/Visual Studio from rebuilding my content project every time I build?

    - by Phil Quinn
    My group and I are working on a game in XNA 4.0 with Visual Studio 2010/2012. The main solution has 6 projects: 2 XNA game projects (1 executable/ 1 class library), 1 WPF executable for the level editor, 2 standard class libraries, and a content project. Originally, the editor and engine XNA game projects had a content reference to separate content projects. Recently, I consolidated the content projects into one to simplify asset additions. Since pushing these changes to our git repo, certain members of my group have been experiencing weird build issues. Every time they run the project, they have to re-build all of the assets. This happens regardless of whether any changes were made, even if they just run the project directly after building. I've taken a few steps to figure out why this is happening. Below is the MSBuild output set on Normal verbosity. The seemingly important part is at 4, with the line 4> Rebuilding all content because build settings have changed 1>------ Build started: Project: Engine.Core, Configuration: Debug x86 ------ 1>Build started 11/29/2012 3:24:24 AM. 1>ResolveAssemblyReferences: 1> A TargetFramework profile exclusion list will be generated. 1>EmbedXnaFrameworkRuntimeProfile: 1>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 1>GenerateTargetFrameworkMonikerAttribute: 1>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 1>CoreCompile: 1>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 1>XnaWriteCacheFile: 1>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 1>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 1> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 1>_CopyAppConfigFile: 1>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 1>CopyFilesToOutputDirectory: 1> Engine.Core -> <solution-dir>\src\Engine.Core\bin\x86\Debug\TimeSink.Engine.Core.dll 1> 1>Build succeeded. 1> 1>Time Elapsed 00:00:00.13 2>------ Build started: Project: TimeSink.Entities, Configuration: Debug x86 ------ 2>Build started 11/29/2012 3:24:25 AM. 2>ResolveAssemblyReferences: 2> A TargetFramework profile exclusion list will be generated. 2>EmbedXnaFrameworkRuntimeProfile: 2>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 2>GenerateTargetFrameworkMonikerAttribute: 2>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 2>CoreCompile: 2>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 2>XnaWriteCacheFile: 2>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 2>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 2> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 2>CopyFilesToOutputDirectory: 2> TimeSink.Entities -> <solution-dir>\src\TimeSink.Entities\bin\x86\Debug\TimeSink.Entities.dll 2> 2>Build succeeded. 2> 2>Time Elapsed 00:00:00.11 3>------ Build started: Project: Editor (Editor\Editor), Configuration: Debug x86 ------ 4>------ Build started: Project: Engine.Game, Configuration: Debug x86 ------ 3>Build started 11/29/2012 3:24:25 AM. 3>CoreCompile: 3> All content is already up to date 3>ResolveAssemblyReferences: 3> A TargetFramework profile exclusion list will be generated. 3>EmbedXnaFrameworkRuntimeProfile: 3>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 3>GenerateTargetFrameworkMonikerAttribute: 3>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 3>CoreCompile: 3>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 3>XnaWriteCacheFile: 3>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 3>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 3> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 3>_CopyOutOfDateNestedContentItemsToOutputDirectory: 3>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 3>CopyFilesToOutputDirectory: 3> Editor -> <solution-dir>\src\Editor\Editor\bin\x86\Debug\Editor.dll 3> 3>Build succeeded. 3> 3>Time Elapsed 00:00:00.39 4>Build started 11/29/2012 3:24:25 AM. 4>CoreCompile: 4> Rebuilding all content because build settings have changed 4> Building Textures\circle.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Importing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Building Textures\giroux.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Importing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Building Textures\Body_Neutral.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Importing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Building font.spritefont -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4> Importing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter 4> Processing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4>ResolveAssemblyReferences: 4> A TargetFramework profile exclusion list will be generated. 4>EmbedXnaFrameworkRuntimeProfile: 4>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 4>GenerateTargetFrameworkMonikerAttribute: 4>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 4>CoreCompile: 4>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 4>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 4> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 4>_CopyOutOfDateNestedContentItemsToOutputDirectory: 4>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 4>_CopyAppConfigFile: 4>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 4>CopyFilesToOutputDirectory: 4> Engine.Game -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Engine.Game.exe 4>IncrementalClean: 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\circle.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\giroux.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Body_Neutral.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\font.xnb". 4> 4>Build succeeded. 4> 4>Time Elapsed 00:00:01.72 ========== Build: 4 succeeded, 0 failed, 1 up-to-date, 0 skipped ========== I can't think of how build settings could change between consecutive executions. Like I said, this only happens for half our group. One member is on a 32-bit Windows 7 Prof bootcamp partition on a Mac. Everyone else, including those who don't have the issue, are running straight 64-bit Windows 7 Prof. Both have tried using VS 2010 and VS 2012. Any insight would be greatly appreciated. Also, I can post more details upon request if this isn't thorough enough.

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  • Andengine put bullet to pull, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pull public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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  • Issue with distinguishing levels in isometric game

    - by Konrad
    I'm working on an isometric game however I am having trouble visually distinguishing between levels in the game. Take the example below, the first image shows concrete blocks at ground level and the following images show an attempt to build a few blocks a level above. As you can see the level above is visually swallowed the one below. I've tried shading to make lower levels darker with respect to camera, but this doesn't work that well.. any ideas?

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  • What can i use as a 3d Tile map editor?

    - by alfa64
    I need to make grid based levels with 3d models for a dungeon crawler ( as a recent example Legend of Grimrock), but i need to have several layers and place entities with properties and position, angle, etc. I was considering Tiled, using layers as height for each level, but it's very hard to work with and visualize. What can i use for this pourpose? The output format needs to be json, xml, or something i can use on my engine. Ideally i'd want something like Tiled with a 3d visualization/edit mode and support for loading models or at least some visual representation of them.

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  • Texture mapping on gluDisk

    - by Marnix
    I'm trying to map a brick texture on the edge of a fountain and I'm using gluDisk for that. How can I make the right coordinates for the disk? My code looks like this and I have only found a function that takes the texture along with the camera. I want the cubic texture to be alongside of the fountain, but gluDisk does a linear mapping. How do I get a circular mapping? void Fountain::Draw() { glPushMatrix(); // push 1 this->ApplyWorldMatrixGL(); glEnable(GL_TEXTURE_2D); // enable texturing glPushMatrix(); // push 2 glRotatef(90,-1,0,0); // rotate 90 for the quadric // also drawing more here... // stone texture glBindTexture(GL_TEXTURE_2D, texIDs[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glPushMatrix(); // push 3 glTranslatef(0,0,height); // spherical texture generation // this piece of code doesn't work as I intended glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); GLUquadric *tub = gluNewQuadric(); gluQuadricTexture(tub, GL_TRUE); gluDisk(tub, radius, outerR, nrVertices, nrVertices); gluDeleteQuadric(tub); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glPopMatrix(); // pop 3 // more drawing here... glPopMatrix(); // pop 2 // more drawing here... glPopMatrix(); // pop 1 } To refine my question a bit. This is an image of what it is at default (left) and of what I want (right). The texture should fit in the border of the disk, a lot of times. If this is possible with the texture matrix, than that's fine with me as well.

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  • Eliminate delay between looping XNA songs?

    - by Stephane Beniak
    I'm making a game with XNA and trying to get some background music to loop correctly. Because the file is an MP3 of about 30 seconds in length, I instantiated it as a Song. I want it to loop perfectly, but even when I set the MediaPlayer.IsRepeating property to true, there is always a delay of about one second before the song starts up again. Is there any way to eliminate this delay such that the song loops instantly, so it can play more fluently?

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