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  • 2d, Top-down map with different levels

    - by Ktash
    So, I'm creating a 2d, top down, sprite based (tiled) game, and right now I'm working on maps (well, a map editor at the moment, but it will be creating my maps, so basically the same thing). The scenario So, I'm thinking about efficiency and creating a map in pieces. In each piece, I plan on having 'layers'. Basically, I plan on rendering it down to a 'below hero' level, and an 'above hero' level, with the hero rendered in between obviously. There will likely also be a 'on level with hero' layer, but I'm not quite there yet. Not even worrying about events or interaction yet. Just looking to get a hero on the screen. Now for movement, I obviously need to know what tiles can be moved and in what direction. My plan at the moment is each tile getting 8 bits (4 'can enter in direction' bits, 4 'can leave in direction'). This will allow me to limit movement and even allow one way directional movement. The dilemma This works great for a lot of scenarios. It will allow me to store a map in essentially 3 layers, a string, and gives me flexibility going forward. However, I can't create maps that themselves have layers. A good example is a bridge where the user can go under or over the bridge without invalid moves being allowed. I can't create a platform and allow movement underneath. These are things I would like to be able to include in my game. My idea In theory, I could allow multiple hero layers and then allow multiple sets of 'below' and 'above' layers (or sandwich layers). But this complicates my system, and makes movement between maps potentially tricky (If the hero is on the third layer at the edge of a map, but that corresponds to the second layer on the other map, how can I allow or disallow movement). My question Is there a better way to manage multiple maps with multiple levels like this where a users level may be 'connected' on different levels on different maps? Or even... Am I doing this the hard way? Is there a more standard way to handle top-down 2d tiled maps that I am just not aware of? Things to note or that might be helpful This will be done in Javascript (transferred around in JSON) State will need to be transferred quickly, so a map-id and x/y/direction should be enough to get me a boolean 'can move' value Maps will not be standard sized (though they will be in a certain number of tiles) Making an editor tool so that I can have others help, so something that I can create in a tool would be helpful 'Teleportation' locations will likely need to exist to get into building maps and to and from different map sets (which will not necessarily be connected), but have not been created yet (lumping in with events at the moment).

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  • Rotating Sprite around Y-Axis (2D)

    - by Bruce Collie
    I'm going to be creating a game soon, and part of it involves spinning sprites. The sprites will be spinning around the Y-Axis (imagine a spinning plate on top of a stick, where the stick stands up vertically. The main way I've thought of is to have a series of sprites for various rotation values that I blur between as the 'plate' rotates (the sprite is more complex than a plate, though). The game will be for iPhone, but I'm open to using any 2D gave development library for it.

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  • Drivers for NVIDIA 520M not working in Ubuntu 12.04

    - by Don
    I am aware that this is nominally a duplicate question, however I've read the other questions and haven't been able to resolve my problem after many hours and attempts, so please don't delete it. Additionally, it seems like many answers to the other questions are specifically dependent on certain situations. My situation being different from the others I found represented, here's my question. Until last night, I had Ubuntu 12.04 installed with Wubi, and it ran ok, though slowly and with occasional hangs. So I partitioned the drive and installed 12.04 in its own partition. Now when I start it, I am stuck using 2D. I believe this is an NVIDIA bug. My NVIDIA card is a GT 520M and my machine has Optimus. Additional Drivers only displays my wireless driver. Going to System Settings Details Graphics shows Driver:Unknown, Experience:Standard. I downloaded the driver from the NVIDIA website, and ran the installer with no errors, except that the "distribution-provided pre-install script failed". After rebooting, my screen was stuck at 640X480, which was fixed by editing /etc/X11/xorg.conf However, I still was stuck in 2D, and nothing else had changed either. A thread suggested something called Bumblebee. I tried that, and when I ran optirun firefoxI got a frozen blank screen. Following another suggestion, I checked the BIOS to try and disable Optimus. I found and ran myriad other commands to try and fix the problem and nothing changed. Now I have just done a clean re-install of Ubuntu. From there, I: Installed all the updates Downloaded the NVIDIA driver Installed it Got screen stuck at 640X480, fixed in xorg.conf. To recap the problem: I can't get the NVIDIA drivers working I am stuck using 2D I'm an idiot I think if the first one is solved, the solution to the second will naturally follow. If you need me to provide any other information, I'd be happy to. From what I've seen in other threads, I think this information may help: lsmod: dh@donsMachine:~$ lsmod Module Size Used by nvidia 12353161 0 snd_hda_codec_hdmi 32474 1 snd_hda_codec_realtek 223867 1 joydev 17693 0 parport_pc 32866 0 ppdev 17113 0 rfcomm 47604 0 bnep 18281 2 bluetooth 180104 10 rfcomm,bnep snd_hda_intel 33773 3 snd_hda_codec 127706 3 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel snd_hwdep 13668 1 snd_hda_codec snd_pcm 97188 3 snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec uvcvideo 72627 0 videodev 98259 1 uvcvideo v4l2_compat_ioctl32 17128 1 videodev snd_seq_midi 13324 0 snd_rawmidi 30748 1 snd_seq_midi snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61896 2 snd_seq_midi,snd_seq_midi_event lib80211_crypt_tkip 17390 0 wl 2568210 0 lib80211 14381 2 lib80211_crypt_tkip,wl snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq snd 78855 16 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device psmouse 87692 0 serio_raw 13211 0 i915 468745 2 soundcore 15091 1 snd snd_page_alloc 18529 2 snd_hda_intel,snd_pcm drm_kms_helper 46978 1 i915 drm 242038 3 i915,drm_kms_helper mei 41616 0 i2c_algo_bit 13423 1 i915 mxm_wmi 12979 0 acer_wmi 28418 0 sparse_keymap 13890 1 acer_wmi video 19596 1 i915 wmi 19256 2 mxm_wmi,acer_wmi mac_hid 13253 0 lp 17799 0 parport 46562 3 parport_pc,ppdev,lp tg3 152032 0 sdhci_pci 18826 0 sdhci 33205 1 sdhci_pci lspci -nn | grep VGA dh@donsMachine:~$ lspci -nn | grep VGA 00:02.0 VGA compatible controller [0300]: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller [8086:0116] (rev 09) 01:00.0 VGA compatible controller [0300]: NVIDIA Corporation Device [10de:0df7] (rev a1) lshw dh@donsMachine:~$ sudo lshw [sudo] password for dh: donsmachine description: Notebook product: EasyNote TS44HR () vendor: Packard Bell version: V1.12 serial: LXBWZ02017134209D71601 width: 64 bits capabilities: smbios-2.7 dmi-2.7 vsyscall32 configuration: boot=normal chassis=notebook uuid=16FE576B-CA15-11E0-B096-B870F4E51243 *-core description: Motherboard product: SJV50_HR vendor: Packard Bell physical id: 0 version: Base Board Version serial: Base Board Serial Number slot: Base Board Chassis Location *-firmware description: BIOS vendor: Packard Bell physical id: 0 version: V1.12 date: 07/11/2011 size: 1MiB capacity: 2496KiB capabilities: pci upgrade shadowing cdboot bootselect edd int13floppynec int13floppytoshiba int13floppy360 int13floppy1200 int13floppy720 int13floppy2880 int9keyboard int10video acpi usb biosbootspecification *-memory description: System Memory physical id: 1b slot: System board or motherboard size: 4GiB *-bank:0 description: SODIMM DDR3 Synchronous 1333 MHz (0.8 ns) product: NT2GC64B88B0NS-CG vendor: Nanya Technology physical id: 0 serial: 598E126E slot: ChannelA-DIMM0 size: 2GiB width: 64 bits clock: 1333MHz (0.8ns) *-bank:1 description: DIMM [empty] physical id: 1 slot: ChannelA-DIMM1 *-bank:2 description: SODIMM DDR3 Synchronous 1333 MHz (0.8 ns) product: NT2GC64B88B0NS-CG vendor: Nanya Technology physical id: 2 serial: 159E126C slot: ChannelB-DIMM0 size: 2GiB width: 64 bits clock: 1333MHz (0.8ns) *-bank:3 description: DIMM [empty] physical id: 3 slot: ChannelB-DIMM1 *-cpu description: CPU product: Intel(R) Core(TM) i3-2330M CPU @ 2.20GHz vendor: Intel Corp. physical id: 2e bus info: cpu@0 version: Intel(R) Core(TM) i3-2330M CPU @ 2.20GHz slot: CPU1 size: 2GHz capacity: 4GHz width: 64 bits clock: 1333MHz capabilities: x86-64 fpu fpu_exception wp vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe syscall nx rdtscp constant_tsc arch_perfmon pebs bts rep_good nopl xtopology nonstop_tsc aperfmperf pni pclmulqdq dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm pcid sse4_1 sse4_2 x2apic popcnt tsc_deadline_timer xsave avx lahf_lm arat epb xsaveopt pln pts tpr_shadow vnmi flexpriority ept vpid cpufreq configuration: cores=2 enabledcores=2 threads=4 *-cache:0 description: L1 cache physical id: 30 slot: L1 Cache size: 32KiB capacity: 32KiB capabilities: synchronous internal write-through instruction *-cache:1 description: L2 cache physical id: 31 slot: L2 Cache size: 256KiB capacity: 256KiB capabilities: synchronous internal write-through unified *-cache:2 description: L3 cache physical id: 32 slot: L3 Cache size: 3MiB capacity: 3MiB capabilities: synchronous internal write-through unified *-cache description: L1 cache physical id: 2f slot: L1 Cache size: 32KiB capacity: 32KiB capabilities: synchronous internal write-through data *-pci description: Host bridge product: 2nd Generation Core Processor Family DRAM Controller vendor: Intel Corporation physical id: 100 bus info: pci@0000:00:00.0 version: 09 width: 32 bits clock: 33MHz configuration: driver=agpgart-intel resources: irq:0 *-pci:0 description: PCI bridge product: Xeon E3-1200/2nd Generation Core Processor Family PCI Express Root Port vendor: Intel Corporation physical id: 1 bus info: pci@0000:00:01.0 version: 09 width: 32 bits clock: 33MHz capabilities: pci pm msi pciexpress normal_decode bus_master cap_list configuration: driver=pcieport resources: irq:40 ioport:2000(size=4096) memory:d0000000-d10fffff ioport:a0000000(size=301989888) *-display description: VGA compatible controller product: NVIDIA Corporation vendor: NVIDIA Corporation physical id: 0 bus info: pci@0000:01:00.0 version: a1 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vga_controller bus_master cap_list rom configuration: driver=nvidia latency=0 resources: irq:16 memory:d0000000-d0ffffff memory:a0000000-afffffff memory:b0000000-b1ffffff ioport:2000(size=128) memory:d1000000-d107ffff *-display description: VGA compatible controller product: 2nd Generation Core Processor Family Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:43 memory:d1400000-d17fffff memory:c0000000-cfffffff ioport:3000(size=64) *-communication description: Communication controller product: 6 Series/C200 Series Chipset Family MEI Controller #1 vendor: Intel Corporation physical id: 16 bus info: pci@0000:00:16.0 version: 04 width: 64 bits clock: 33MHz capabilities: pm msi bus_master cap_list configuration: driver=mei latency=0 resources: irq:42 memory:d1a04000-d1a0400f *-usb:0 description: USB controller product: 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #2 vendor: Intel Corporation physical id: 1a bus info: pci@0000:00:1a.0 version: 04 width: 32 bits clock: 33MHz capabilities: pm debug ehci bus_master cap_list configuration: driver=ehci_hcd latency=0 resources: irq:16 memory:d1a0a000-d1a0a3ff *-multimedia description: Audio device product: 6 Series/C200 Series Chipset Family High Definition Audio Controller vendor: Intel Corporation physical id: 1b bus info: pci@0000:00:1b.0 version: 04 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: driver=snd_hda_intel latency=0 resources: irq:44 memory:d1a00000-d1a03fff *-pci:1 description: PCI bridge product: 6 Series/C200 Series Chipset Family PCI Express Root Port 1 vendor: Intel Corporation physical id: 1c bus info: pci@0000:00:1c.0 version: b4 width: 32 bits clock: 33MHz capabilities: pci pciexpress msi pm normal_decode bus_master cap_list configuration: driver=pcieport resources: irq:17 memory:9fb00000-9fbfffff ioport:d1800000(size=1048576) *-network description: Ethernet interface product: NetLink BCM57785 Gigabit Ethernet PCIe vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:02:00.0 logical name: eth0 version: 10 serial: b8:70:f4:e5:12:43 capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi msix pciexpress bus_master cap_list rom ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=tg3 driverversion=3.121 firmware=sb latency=0 link=no multicast=yes port=twisted pair resources: irq:16 memory:d1830000-d183ffff memory:d1840000-d184ffff memory:d1850000-d18507ff *-generic:0 description: SD Host controller product: NetXtreme BCM57765 Memory Card Reader vendor: Broadcom Corporation physical id: 0.1 bus info: pci@0000:02:00.1 version: 10 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: driver=sdhci-pci latency=0 resources: irq:17 memory:d1800000-d180ffff *-generic:1 UNCLAIMED description: System peripheral product: Broadcom Corporation vendor: Broadcom Corporation physical id: 0.2 bus info: pci@0000:02:00.2 version: 10 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: latency=0 resources: memory:d1810000-d181ffff *-generic:2 UNCLAIMED description: System peripheral product: Broadcom Corporation vendor: Broadcom Corporation physical id: 0.3 bus info: pci@0000:02:00.3 version: 10 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: latency=0 resources: memory:d1820000-d182ffff *-pci:2 description: PCI bridge product: 6 Series/C200 Series Chipset Family PCI Express Root Port 2 vendor: Intel Corporation physical id: 1c.1 bus info: pci@0000:00:1c.1 version: b4 width: 32 bits clock: 33MHz capabilities: pci pciexpress msi pm normal_decode bus_master cap_list configuration: driver=pcieport resources: irq:16 memory:d1900000-d19fffff *-network description: Wireless interface product: BCM43225 802.11b/g/n vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:03:00.0 logical name: eth1 version: 01 serial: 68:a3:c4:44:81:96 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=wl0 driverversion=5.100.82.38 ip=192.168.0.12 latency=0 multicast=yes wireless=IEEE 802.11bgn resources: irq:17 memory:d1900000-d1903fff *-usb:1 description: USB controller product: 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #1 vendor: Intel Corporation physical id: 1d bus info: pci@0000:00:1d.0 version: 04 width: 32 bits clock: 33MHz capabilities: pm debug ehci bus_master cap_list configuration: driver=ehci_hcd latency=0 resources: irq:23 memory:d1a09000-d1a093ff *-isa description: ISA bridge product: HM65 Express Chipset Family LPC Controller vendor: Intel Corporation physical id: 1f bus info: pci@0000:00:1f.0 version: 04 width: 32 bits clock: 33MHz capabilities: isa bus_master cap_list configuration: latency=0 *-storage description: SATA controller product: 6 Series/C200 Series Chipset Family 6 port SATA AHCI Controller vendor: Intel Corporation physical id: 1f.2 bus info: pci@0000:00:1f.2 logical name: scsi0 logical name: scsi1 version: 04 width: 32 bits clock: 66MHz capabilities: storage msi pm ahci_1.0 bus_master cap_list emulated configuration: driver=ahci latency=0 resources: irq:41 ioport:3098(size=8) ioport:30bc(size=4) ioport:3090(size=8) ioport:30b8(size=4) ioport:3060(size=32) memory:d1a08000-d1a087ff *-disk description: ATA Disk product: ST9500325AS vendor: Seagate physical id: 0 bus info: scsi@0:0.0.0 logical name: /dev/sda version: 0001 serial: S2W1AMSX size: 465GiB (500GB) capabilities: partitioned partitioned:dos configuration: ansiversion=5 signature=a45f21e9 *-volume:0 description: Windows NTFS volume physical id: 1 bus info: scsi@0:0.0.0,1 logical name: /dev/sda1 version: 3.1 serial: 46aa-2a25 size: 19GiB capacity: 20GiB capabilities: primary ntfs initialized configuration: clustersize=4096 created=2011-08-25 21:32:00 filesystem=ntfs label=PQSERVICE state=clean *-volume:1 description: Windows NTFS volume physical id: 2 bus info: scsi@0:0.0.0,2 logical name: /dev/sda2 version: 3.1 serial: 10aa-ad1a size: 98MiB capacity: 100MiB capabilities: primary bootable ntfs initialized configuration: clustersize=4096 created=2011-08-25 21:32:03 filesystem=ntfs label=SYSTEM RESERVED state=clean *-volume:2 description: Windows NTFS volume physical id: 3 bus info: scsi@0:0.0.0,3 logical name: /dev/sda3 version: 3.1 serial: 668c5afc-182e-ff4b-b084-3cc09f54972d size: 395GiB capacity: 395GiB capabilities: primary ntfs initialized configuration: clustersize=4096 created=2011-08-25 21:32:03 filesystem=ntfs label=Don's Machine state=clean *-volume:3 description: Extended partition physical id: 4 bus info: scsi@0:0.0.0,4 logical name: /dev/sda4 size: 49GiB capacity: 49GiB capabilities: primary extended partitioned partitioned:extended *-logicalvolume:0 description: Linux swap / Solaris partition physical id: 5 logical name: /dev/sda5 capacity: 3945MiB capabilities: nofs *-logicalvolume:1 description: Linux filesystem partition physical id: 6 logical name: /dev/sda6 logical name: / capacity: 46GiB configuration: mount.fstype=ext4 mount.options=rw,relatime,errors=remount-ro,user_xattr,barrier=1,data=ordered state=mounted *-cdrom description: DVD-RAM writer product: DVD-RW DVRTD11RS vendor: PIONEER physical id: 1 bus info: scsi@1:0.0.0 logical name: /dev/cdrom logical name: /dev/cdrw logical name: /dev/dvd logical name: /dev/dvdrw logical name: /dev/sr0 version: 1.01 capabilities: removable audio cd-r cd-rw dvd dvd-r dvd-ram configuration: ansiversion=5 status=nodisc *-serial UNCLAIMED description: SMBus product: 6 Series/C200 Series Chipset Family SMBus Controller vendor: Intel Corporation physical id: 1f.3 bus info: pci@0000:00:1f.3 version: 04 width: 64 bits clock: 33MHz configuration: latency=0 resources: memory:d1a06000-d1a060ff ioport:3040(size=32) *-power UNCLAIMED description: OEM_Define1 product: OEM_Define5 vendor: OEM_Define2 physical id: 1 version: OEM_Define6 serial: OEM_Define3 capacity: 75mWh *-battery description: Lithium Ion Battery product: CRB Battery 0 vendor: -Virtual Battery 0- physical id: 2 version: 10/12/2007 serial: Battery 0 slot: Fake

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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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  • Need to know the origin and coordinates for 2d texture and 2d/3d vertices in webgl

    - by mathacka
    Long story short, I know my coordinates are off and I believe my indices might be off. I'm trying to render a simple 2d rectangle with a texture in webgl here's the code I have for the vbo/ibo: rectVertices.vertices = new Float32Array( [ -0.5, -0.5, // Vertice 1, bottom / left 0.0, 0.0, // UV 1 -0.5, 0.5, // Vertice 2, top / left 0.0, 1.0, // UV 2 0.5, 0.5, // Vertice 3, top / right 1.0, 1.0, // UV 3 0.5, -0.5, // Vertice 4, bottom / right 1.0, 0.0, // UV 4 ]); rectVertices.indices = new Int16Array([ 1,2,3,1,3,4 ]); /* I'm assuming the vertices go like this (-0.5, 0.5) ------ ( 0.5, 0.5) | | | | (-0.5,-0.5) ------ ( 0.5,-0.5) with the origin in the middle and the texture coordinates go like this: ( 0.0, 1.0) ------ ( 1.0, 1.0) | | | | ( 0.0, 0.0) ------ ( 1.0, 0.0) so as you can see I'm all messed up. I'm also using: gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); */ So, I need to know the origins.

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  • Running Unity 2d - Does not work on actual system but works fine in VM

    - by Dylan
    So I'm running Ubuntu 10.10 and I cannot get Unity 2d to work with my system. This is particularly frustrating as it works just fine in all the VMs I've tested it on. I actually really like Unity and I want to get to know it (in part) before Ubuntu 11.04. I checked Synaptic and it looks like everything's there. The only thing not installed are dev libs and so on. Should I install those as well? Obviously the difference between my system and a VM is that the VM is running off a basically brand new OS. I only use VMs to test new stuff out and remake them often, so my only guess is that I have something installed on my system that is preventing Unity from running. Any thoughts?

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  • Triangle - Rectangle Intersection in 2D

    - by Kevin Boyd
    I had previously asked this for 3D but now I changed my strategy and would like to do the intersection in 2D. The Rectangle is axis aligned and will always be in a fixed position, and has a constant shape and size, basically I want to clip the red areas of the triangles that extend outside the bounds of the rectangle The triangles could be in any position, shape or size, I my code I have a loop where I check the triangles one by one however I am still clueless about the math. I have identified 5 cases of triangle rectangle intersection as shown here. How do I find the intersection points of the triangle and the rectangle?

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  • Unity 2d support dropped in 12.10, what now?

    - by tomodachi
    So its been announced. Ubuntu is dropping unity 2d support. I wouldn't mind if it wasn't for two things that are important to me. 1) A working system Unity is nice, i try to use it quite often. But it lags. 2) Support for older hardware. I also have old computers. You can imagine how they would work with unity if my current laptop is slog in Ubuntu. I guess i could use another desktop environment/ window manager , like switching to fluxbox. Anyone have any suggestion ideas/solutions on how to proceed with Ubuntu in the future? All insights welcome

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  • can't login to Unity always login to Unity 2D

    - by Goddard
    I select Ubuntu on login and it always loads Unity 2D. I ran /usr/lib/nux/unity_support_test -p And got this error X Error of failed request: BadWindow (invalid Window parameter) Major opcode of failed request: 137 (NV-GLX) Minor opcode of failed request: 4 () Resource id in failed request: 0x21f Serial number of failed request: 42 Current serial number in output stream: 42 I'm using 12.04 with all the latest updates. nvidia-installer --version nvidia-installer: version 295.53 ([email protected]) Sat May 12 00:34:26 PDT 2012 The NVIDIA Software Installer for Unix/Linux. This program is used to install, upgrade and uninstall The NVIDIA Accelerated Graphics Driver Set for Linux-x86_64. Copyright (C) 2003 - 2010 NVIDIA Corporation.

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  • OpenGL 2D Depth Perception

    - by Stephen James
    This is the first time i have ever commented on a forum about programming, so sorry if I'm not specific enough. Here's my problem: I have a 2D RPG game written in Java using LWJGL. All works fine, but at the moment I'm having trouble deciding what the best way to do depth perception is. So , for example, if the player goes in front of the tree/enemy (lower than the objects y-coordinate) then show the player in front), if the player goes behind the tree/enemy (higher than the objects specific y-coordinate), then show the player behind the object. I have tried writing a block of code to deal with this, and it works quite well for the trees, but not for the enemies yet. Is there a simpler way of doing this in LWJGL that I'm missing? Thanks :)

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  • OpenGL 2D Depth Perception

    - by Stephen James
    I have a 2D RPG game written in Java using LWJGL. All works fine, but at the moment I'm having trouble deciding what the best way to do depth perception is. So , for example, if the player goes in front of the tree/enemy (lower than the objects y-coordinate) then show the player in front), if the player goes behind the tree/enemy (higher than the objects specific y-coordinate), then show the player behind the object. I have tried writing a block of code to deal with this, and it works quite well for the trees, but not for the enemies yet. Is there a simpler way of doing this in LWJGL that I'm missing?

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  • Alt-Tab in Unity 2D makes app icon jiggle instead of switching

    - by itsadok
    I'm using Unity 2D as my desktop, and it works fine most of the time, but every now and then, I try to Alt-Tab to switch to a different application, and instead of switching to that window, the launcher bar opens, and the icon of the application I was trying to switch to starts jiggling. If I try to switch to something else, that icon starts jiggling too. If I click on the icon with the mouse, then it stops jiggling and switches to the requested window. What is this behavior? I haven't seen any mention of jiggling icons in Unity. I don't understand the original purpose of this, and I'd like a way to fix it so that I won't have to use the mouse.

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  • how to create 2D collision detection

    - by Aidan Mueller
    I would like to know the best or most effective way to test for 2D collision. I also can do AABBs but when you have a line, for example, that is rotated 45º, and it is really long. it will be hitting things when it shouldn't. I might be able to go through the pixels to see if they are touching others, but that might be slow if I had a big picture. and it might add some complications if I had a movie clip made of several images. How do I check collision between two Images? How would I do circle to box? Please help : ) PS: I do know java so you can write with java syntax and then use a made up GL

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  • Collision filtering techniques

    - by Griffin
    I was wondering what efficient techniques are out there for mapping collision filtering between various bodies, sub-bodies, and so forth. I'm familiar with the simple idea of having different layers of 2D bodies, but this is not sufficient for more complex mapping: (Think of having sub-bodies of a body, such as limbs, collide with each other by placing them on the same layer, and then wanting to only have the legs collide with the ground while the arms would not) This can be solved with a multidimensional layer setup, but I would probably end up just creating more and more layers to the point where the simplicity and efficiency of layer filtering would be gone. Are there any more complex ways to solve even more complex situations than this?

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  • android: How to apply pinch zoom and pan to 2D GLSurfaceView

    - by mak_just4anything
    I want to apply pinch zoom and panning effect on GLSurfaceView. It is Image editor, so It would not be 3D object. I tried to implement using these following links: https://groups.google.com/forum/#!topic/android-developers/EVNRDNInVRU Want to apply pinch and zoom to GLSurfaceView(3d Object) http://www.learnopengles.com/android-lesson-one-getting-started/ These all are links for 3D object rendering. I can not use ImageView as I need to work out with OpenGL so, had to implement it on GLSurfaceView. Suggest me or any reference links are there for such implementation. **I need it for 2D only.

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  • Java 2D Rectangle Collision? [on hold]

    - by Andreas Elia
    I am just wanting to know of another (longer OR shorter) way of getting 100% effective collisions on a 2D plat-former. The current collision system that is in place works from coords on the level and does not always work reliably. Thank you in advance for any help/support. The current system draws a rectangle and is checking to see if any two points collide. From testing, the system can sometimes "glitch" and allow the player to collide into walls etc. Player Class http://pastebin.com/2zE8vz8R Main Class http://pastebin.com/A6Utb3ti

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  • monotouch 2d pixel with correct resolution

    - by acidzombie24
    I am writing up a game that is size sensitive. It needs to be pixel perfect. I believe the resolution is 480x320 pixels with the iphone being twice the width and height. My code is grid based with images exactly 16x16pixels. I found samples of opengl in the past but I never found any good tutorial that had 0,0 the top left and was the correct size in resolution (which made images look terrible) What can I use? I'd like to write the code in C# (or C++ but C# is preferred) and use monotouch. I don't know any libraries for 2d graphics. I'll figure out sound and such afterwards and I seen documentation on monotouch for input.

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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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  • Collisions between moving ball and polygons

    - by miguelSantirso
    I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want. I am developing a 2D game in which I need to perform collisions between a ball and simple polygons. The polygons are defined as an array of vertices. I have implemented the collisions with the bounding boxes of the polygons (that was easy) and I need to refine that collision in the cases where the ball collides with the bounding box. The ball can move quite fast and the polygons are not too big so I need to perform continuous collisions. I am looking for a method that allows me to detect if the ball collides with a polygon and, at the same time, calculate the new direction for the ball after bouncing in the polygon. (I am using XNA, in case that helps)

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  • Boat passing under a bridge in a 2D tile based RTS

    - by aleguna
    I'm writing a 2D tile based RTS. And I want to add a 'pseudo 3D' feature to it - bridges over the rivers. I havent't start any coding yet, just trying to think how it fits the collision detection model. A boat passing under the bridge and a unit moving over the bridge will eventually occupy the same cell on the map. How to prement them from colliding? Is there a common approach to solve such a problem? Or I need to implement a 3D world to do this?

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  • Drawing large 2D sidescroller level terrain

    - by Yar
    I'm a relatively good programmer but now that it comes to add some basic levels to my 2D game I'm kinda stuck. What I want to do: An acceptable, large (8000 * 1000 pixels) "green hills" test level for my game. What is the best way for me to do this? It doesn't have to look great, it just shouldn't look like it was made in MS paint with the line and paint bucket tool. Basically it should just mud with grass on top of it, shaped in some form of hills. But how should I draw it, I can't just take out the pencil tool and start drawing it pixel per pixel, can I?

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  • Obtain rectangle indicating 2D world space camera can see

    - by Gareth
    I have a 2D tile based game in XNA, with a moveable camera that can scroll around and zoom. I'm trying to obtain a rectangle which indicates the area, in world space, that my camera is looking at, so I can render anything this rectangle intersects with (currently, everything is rendered). So, I'm drawing the world like this: _SpriteBatch.Begin( SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, // Don't smooth null, null, null, _Camera.GetTransformation()); The GetTransformation() method on my Camera object does this: public Matrix GetTransformation() { _transform = Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } The camera properties in the method above should be self explanatory. How can I get a rectangle indicating what the camera is looking at in world space?

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  • Rotating multiple points at once in 2D

    - by Deukalion
    I currently have an editor that creates shapes out of (X, Y) coordinates and then triangulate that to make up a shape of those points. What will I have to do to rotate all of those points simultaneously? Say I click the screen in my editor, it locates the point where I've clicked and if I move the mouse up or down from that point it calculates rotation on X and Y axis depending on new position relevant to first position, say I move up 10 on the Y axis it rotates that way and the same way for X. Or simply, somehow to enter rotation degree: 90, 180, 270, 360, for example. I use VertexPositionColor at the moment. What are the best algorithms or methods that I can look at to rotate multiple points in 2D at once? Also: Since this is an editor I do now want to rotate it on the Matrix, so if I want to rotate the whole shape 180 degree that's the new "position" of all the points, so that's the new rotation = 0 for example. Later on I probably will use World Matrix rotation for this, but not now.

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  • Good resources for JavaScript 2D game programming?

    - by DJCouchyCouch
    As an exercise, I've decided to look into JavaScript for game programming. While it's far from being the best language for that, I do like the idea that it's cross-platform and it's always available as a web page. So I thought I'd see what I could do with it. Specifically, I'd like to make a 2D tile-based game of some kind. Where can I find resources to do that? I'm sure this question's come up before, but I can't find any reference to it.

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  • Detecting a ledge in Box2D

    - by DormoTheNord
    I'm making a 2D platformer with Box2D. The player needs to be able to grab onto a ledge and pull him/herself up. Right now I have a sensor that extends in every direction from the upper half of the player's body. The logic seems simple enough: if there are tiles inside the sensor and empty space above them, then it's a ledge and the game should act accordingly. The problem is that I can't figure out how to implement that logic with Box2D. Anyone have any ideas?

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