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  • Interesting/Innovative Open Source tools for indie games [closed]

    - by Gastón
    Just out of curiosity, I want to know opensource tools or projects that can add some interesting features to indie games, preferably those that could only be found on big-budget games. EDIT: As suggested by The Communist Duck and Joe Wreschnig, I'm putting the examples as answers. EDIT 2: Please do not post tools like PyGame, Inkscape, Gimp, Audacity, Slick2D, Phys2D, Blender (except for interesting plugins) and the like. I know they are great tools/libraries and some would argue essential to develop good games, but I'm looking for more rare projects. Could be something really specific or niche, like generating realistic trees and plants, or realistic AI for animals.

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  • How display path ball will bounce?

    - by boolean
    I'm trying to figure out a way to show the path a ball will travel, so that the player can line up a shot before they fire the ball. I can't think of a way to calculate this path in advance and show it to the player, especially if it involves collision detection. At first I thought I would run the game at a super high speed for one update, plot the path with some dotted lines where the ball bounced, and then in the next frame hide the 'tracer' ball. This seems to have two issues - Calculating collision detection without actually updating the frames and collision detection getting less reliable at high speeds. If they were straight lines I think I could figure this out in a while loop, but trying to take into account the speed of the ball, the curve of the path, the reflecting from other objects..it all seems a bit much. I'm not looking for any code and this isn't a platform specific question, more just help trying to figure out conceptually how this would work. Can this be done? Are there techniques to achieve this?

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  • How to design good & continuous tiles

    - by Mikalichov
    I have trouble designing tiles so that when assembled, they don't look like tiles, but look like an homogeneous thing. For example on the image below: even though the main part of the grass is only one tile, you don't "see" the grid; you know where it is if you look a bit carefully, but it is not obvious. Whereas when I design tiles, you can only see "oh, jeez, 64 times the same tile". A bit like on that image: (taken from a gamedev.stackexchange question, sorry; no critic about the game, but it proves my point, and actually has better tile design that what I manage) I think the main problem is that I design them so they are independent, there is no junction between two tiles if put closed to each other. I think having the tiles more "continuous" would have a smoother effect, but can't manage to do it, it seems overly complex to me. I think it is probably simpler than I think once you know how to do it, but couldn't find a tutorial on that specific point. Is there a known method to design continuous / homogeneous tiles? (my terminology might be totally wrong, don't hesitate to correct me)

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  • About Alpha blending sprites in Direct3D9

    - by ambrozija
    I have a Direct3D9 application that is rendering ID3DXSprites. The problem I am experiencing is best described in this situation: I have a texture that is totally opaque. On top of it I draw a rectangle filled with solid color and alpha of 128. On top of the rectangle I have a text that is totally opaque. I draw all of this and get the resulting image through GetRenderTarget call. The problem is that on the resulting image, on the area where the transparent rectangle is, I have semi transparent pixels. It is not a problem that the rectangle is transparent, the problem is that the resulting image is. The question is how to setup the blending so in this situation I don't get the transparent pixels in the resulting image? I use the sprite with D3DXSPRITE_ALPHABLEND which sets the device state to D3DBLEND_SRCALPHA and D3DBLEND_INVSRCALPHA. I tried couple of combinations of SetRenderState, like D3DBLEND_SRCALPHA, D3DBLEND_DESTALPHA etc., but couldn't make it work. Thanks.

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  • GetData() error creating framebuffer

    - by Lelezeus
    I'm currently porting a game written in C# with XNA library to Android with Monogame. I have a Texture2D and i'm trying to get an array of uint in this way: Texture2d textureDeform = game.Content.Load<Texture2D>("Texture/terrain"); uint[] pixelDeformData = new uint[textureDeform.Width * textureDeform.Height]; textureDeform.GetData(pixelDeformData, 0, textureDeform.Width * textureDeform.Height); I get the following exception: System.Exception: Error creating framebuffer: Zero at Microsoft.Xna.Framework.Graphics.Texture2D.GetTextureData (Int32 ThreadPriorityLevel) [0x00000] in :0 I found that the problem is in private byte[] GetTextureData(int ThreadPriorityLevel) creating the framebuffer: private byte[] GetTextureData(int ThreadPriorityLevel) { int framebufferId = -1; int renderBufferID = -1; GL.GenFramebuffers(1, ref framebufferId); // framebufferId is still -1 , why can't be created? GraphicsExtensions.CheckGLError(); GL.BindFramebuffer(All.Framebuffer, framebufferId); GraphicsExtensions.CheckGLError(); //renderBufferIDs = new int[currentRenderTargets]; GL.GenRenderbuffers(1, ref renderBufferID); GraphicsExtensions.CheckGLError(); // attach the texture to FBO color attachment point GL.FramebufferTexture2D(All.Framebuffer, All.ColorAttachment0, All.Texture2D, this.glTexture, 0); GraphicsExtensions.CheckGLError(); // create a renderbuffer object to store depth info GL.BindRenderbuffer(All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); GL.RenderbufferStorage(All.Renderbuffer, All.DepthComponent24Oes, Width, Height); GraphicsExtensions.CheckGLError(); // attach the renderbuffer to depth attachment point GL.FramebufferRenderbuffer(All.Framebuffer, All.DepthAttachment, All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); All status = GL.CheckFramebufferStatus(All.Framebuffer); if (status != All.FramebufferComplete) throw new Exception("Error creating framebuffer: " + status); ... } The frameBufferId is still -1, seems that framebuffer could not be generated and I don't know why. Any help would be appreciated, thank you in advance.

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  • Trying to setup first DirectX project (don't understand the error) [on hold]

    - by user1157885
    I've just started learning DirectX with the book "3D Game Programming with DirectX". I just finished setting up all the paths and adding the code to the project which I think I did correctly, but I get this massive error which I don't really understand and is hard to google. Could someone tell me what it means and how to fix it? Error 1 error TRK0002: Failed to execute command: ""C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Utilities\bin\x64\fxc.exe" /nologo /Emain /Fo "C:\Desktop\DirectX 11 Projects\box\Win32Project2\Debug\color.cso" /Od /Zi "....\Book Files\3DGameProg\DVD\Code\Chapter 6 Drawing in Direct3D\Box\FX\color.fx"". The handle is invalid.

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  • If I use my own normal values, should I turn off winding order culling?

    - by Phil
    I've discovered that I managed to program a series of boxes with indexed vertices in such a way that every other triangle (Half of each face) has a backwards winding order. As a result, XNA is culling half of them. However, my Vertex objects contain normal data that I have explicitly set, and I am going to implement my own backface culling shortly to reduce the size of the VertexBuffer. Should I turn off winding order culling and manage it myself, or should I make sure the winding order is consistent and let XNA handle it?

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  • How to implement physical effect, perspective effect on Android

    - by asedra_le
    I'm researching about 2D game for Android to implement an Android Game Project. My project looks nearly like PaperToss. Instance of throwing a page, my game will throw a coin. Suppose that I have a coin put in three-dimensional that have coordinates at A(x,y,z). I throw that point ahead, after 1/100 second, that coin move from A(x,y,z) to A'(x',y',z'). By this way, I have two problems need to solve. Determine the formulas can be used to compute the coordinates of the coin at time t. This problem is under-researching. I have no idea to solve this problem. Mapping three-dimensional points to a two-dimensional and use those new coordinates (a two-dimensional coordinates) to draw our coin on screen. I have found two solutions for this problem: Orthographic projection & Perspective projection However, my old friend said that OpenGL supports to solve problems like my problems. Any body have experiences about my problems? Help me please :) Thank for reading my question.

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  • Multiplayer mobile games and coping with high latency

    - by liortal
    I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/consoles). I'd like to know if there are ways to overcome this or minimize the issues of high latency? The model i'll be using is peer-to-peer (using Photon cloud to broadcast messages to all other players). How do i deal with a scenario where a message about a local object's state at time t will only get to other players at *t + HUGE_LAG* ?

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  • Help, i cant reference my vars!

    - by SystemNetworks
    I have a sub-class(let's call it sub) and it contains all the function of an object in my game. In my main class(Let's call it main), i connect my sub to main. (Example sub Code: s = new sub(); Then I put my sub function at the update method. Code: s.myFunc(); Becuase in my sub, i have booleans, integers, float and more. The problem is that I don't want to connect my main class to use my main's int, booleans and others. If i connect it, it will have a stack overflow. This is what I put in my sub: Code: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Armory { package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Store { public Integer wood; public Float probePositionX; public Float probePositionY; public Boolean StoreOn; public Boolean darkBought; public Integer money; public Integer darkEnergy; public Integer lifeLeft; public Integer powerLeft; public void darkStores(GameContainer gc, StateBasedGame sbg, GameContainer gc2) { Input input1 = gc.getInput(); //Player need wood to enter(200) If not there will be an error. if(wood>=200) { //Enter Store! if(input1.isKeyDown(Input.KEY_Q)) { //Player must be in this cord! if((probePositionX>393 && probePositionX<555) && (probePositionY< 271 && probePositionY>171)) { //The Store is On StoreOn=true; } } } } } In my main (update function) I put: Code: s.darkBought = darkBought; s.darkEnergy = darkEnergy; s.lifeLeft = lifeLeft; s.money = money; s.powerLeft = powerLeft; s.probePositionX = probePositionX; s.probePositionY = probePositionY; s.StoreOn = StoreOn; s.wood = wood; s.darkStores(gc, sbg, gc); The problem is when I go to the place, and I press q, nothing shows up. It should show another image. Is there anything wrong???

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  • Modify game using external file

    - by Veehmot
    In Flash, for example, I can place an xml file along with the binary, then if I modify some variable the game will change for everyone. How to achieve something like that in Android? I know that for every change I make to the game, the player would need to download a new update. But the main goal I'm looking for, is modifying a game stats without the need for recompile the entire APK. I'm working with Haxe+OpenFL.

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

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

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  • How can I use iteration to lead targets?

    - by e100
    In my 2D game, I have stationary AI turrets firing constant speed bullets at moving targets. So far I have used a quadratic solver technique to calculate where the turret should aim in advance of the target, which works well (see Algorithm to shoot at a target in a 3d game, Predicting enemy position in order to have an object lead its target). But it occurs to me that an iterative technique might be more realistic (e.g. it should fire even when there is no exact solution), efficient and tunable - for example one could change the number of iterations to improve accuracy. I thought I could calculate the current range and thus an initial (inaccurate) bullet flight time to target, then work out where the target would actually be by that time, then recalculate a more accurate range, then recalculate flight time, etc etc. I think I am missing something obvious to do with the time term, but my aimpoint calculation does not currently converge after the significant initial correction in the first iteration: import math def aimpoint(iters, target_x, target_y, target_vel_x, target_vel_y, bullet_speed): aimpoint_x = target_x aimpoint_y = target_y range = math.sqrt(aimpoint_x**2 + aimpoint_y**2) time_to_target = range / bullet_speed time_delta = time_to_target n = 0 while n <= iters: print "iteration:", n, "target:", "(", aimpoint_x, aimpoint_y, ")", "time_delta:", time_delta aimpoint_x += target_vel_x * time_delta aimpoint_y += target_vel_y * time_delta range = math.sqrt(aimpoint_x**2 + aimpoint_y**2) new_time_to_target = range / bullet_speed time_delta = new_time_to_target - time_to_target n += 1 aimpoint(iters=5, target_x=0, target_y=100, target_vel_x=1, target_vel_y=0, bullet_speed=100)

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  • Using XNA for a 2D isometric game, but wanna move on

    - by Daniel Ribeiro
    I've been building a 2D isometric game (with learning purposes) in C# using XNA. I found it's really easy to manage sprite sheets loading, collision, basic physics and such with the XNA api. The thing is, I want to move on. My real goal is to learn C++ and develop a game using that language. What engine/library would you guys recommend for me to keep going on that same 2D isometric game direction using pretty much sprite sheets for the graphical part of the game?

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  • Seeking an C/C++ OBJ geometry read/write that does not modify the representation

    - by Blake Senftner
    I am seeking a means to read and write OBJ geometry files with logic that does not modify the geometry representation. i.e. read geometry, immediately write it, and a diff of the source OBJ and the one just written will be identical. Every OBJ writing utility I've been able to find online fails this test. I am writing small command line tools to modify my OBJ geometries, and I need to write my results, not just read the geometry for rendering purposes. Simply needing to write the geometry knocks out 95% of the OBJ libraries on the web. Also, many of the popular libraries modify the geometry representation. For example, Nat Robbin's GLUT library includes the GLM library, which both converts quads to triangles, as well as reverses the topology (face ordering) of the geometry. It's still the same geometry, but if your tool chain expects a given topology, such as for rigging or morph targets, then GLM is useless. I'm not rendering in these tools, so dependencies like OpenGL or GLUT make no sense. And god forbid, do not "optimize" the geometry! Redundant vertices are on purpose for maintaining oneself on cache with our weird little low memory mobile devices.

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  • Implementing Light Volume Front Faces

    - by cubrman
    I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that I failed to understand. It in fact is one of the most interesting ones, as it explains how to implement transparency with this approach: Typically when rendering light volumes in deferred rendering, only surfaces that intersect the light volume are marked and lit. This is generally accomplished by a “shadow volume like” technique of rendering back faces – incrementing stencil where depth is greater than – then rendering front faces and only accepting when depth is less than and stencil is not zero. By only rendering front faces where depth is less than, all future lookups by fragments in the forward rendering pass will get all possible lights that could hit the fragment. Can anyone explain how exactly you need to render only front faces? Another question is why do you need the front faces at all? Why can't we simply render all the lights and store the ones that overlap at this pixel in a texture? Does this approach serves as a cut-off plane to discard lights blocked by opaque geometry?

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  • How many vertices are needed to draw reasonably good-looking terrain?

    - by bobbaluba
    I have some pretty expensive code in my terrain vertex shader, and I am trying to figure out if it will still be fast enough. I haven't yet developed a level-of-detail system for my terrain rendering, but I can easily benchmark my code by just drawing mock triangles. My problem is, how do I know how many vertices to test with? Are there for example rendering engines that will tell me how many terrain vertices are currently on-screen? Or maybe it is possible to create a formula that will give me an estimate based on screen resolution?

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  • How do I do Collisions in my JavaScript Game Code Below?

    - by Henry
    I'm trying to figure out how would I add collision detection to my code so that when the "Man" character touches the "RedHouse" the RedHouse disappears? Thanks. By the way, I'm new to how things are done on this site, so thus, if there is anything else needed or so, let me know. <title>HMan</title> <body style="background:#808080;"> <br> <canvas id="canvasBg" width="800px" height="500px"style="display:block;background:#ffffff;margin:100px auto 0px;"></canvas> <canvas id="canvasRedHouse" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy2" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasMan" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <script> var isPlaying = false; var requestAnimframe = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame; var canvasBg = document.getElementById('canvasBg'); var ctxBg = canvasBg.getContext('2d'); var canvasRedHouse = document.getElementById('canvasRedHouse'); var ctxRedHouse = canvasRedHouse.getContext('2d'); var House1; House1 = new RedHouse(); var canvasMan = document.getElementById('canvasMan'); var ctxMan = canvasMan.getContext('2d'); var Man1; Man1 = new Man(); var imgSprite = new Image(); imgSprite.src = 'SpritesI.png'; imgSprite.addEventListener('load',init,false); function init() { drawBg(); startLoop(); document.addEventListener('keydown',checkKeyDown,false); document.addEventListener('keyup',checkKeyUp,false); } function drawBg() { var SpriteSourceX = 0; var SpriteSourceY = 0; var drawManOnScreenX = 0; var drawManOnScreenY = 0; ctxBg.drawImage(imgSprite,SpriteSourceX,SpriteSourceY,800,500,drawManOnScreenX, drawManOnScreenY,800,500); } function clearctxBg() { ctxBg.clearRect(0,0,800,500); } function Man() { this.SpriteSourceX = 10; this.SpriteSourceY = 540; this.width = 40; this.height = 115; this.DrawManOnScreenX = 100; this.DrawManOnScreenY = 260; this.speed = 10; this.actualFrame = 1; this.speed = 2; this.isUpKey = false; this.isRightKey = false; this.isDownKey = false; this.isLeftKey = false; } Man.prototype.draw = function () { clearCtxMan(); this.updateCoors(); this.checkDirection(); ctxMan.drawImage(imgSprite,this.SpriteSourceX,this.SpriteSourceY+this.height* this.actualFrame, this.width,this.height,this.DrawManOnScreenX,this.DrawManOnScreenY, this.width,this.height); } Man.prototype.updateCoors = function(){ this.leftX = this.DrawManOnScreenX; this.rightX = this.DrawManOnScreenX + this.width; this.topY = this.DrawManOnScreenY; this.bottomY = this.DrawManOnScreenY + this.height; } Man.prototype.checkDirection = function () { if (this.isUpKey && this.topY > 240) { this.DrawManOnScreenY -= this.speed; } if (this.isRightKey && this.rightX < 800) { this.DrawManOnScreenX += this.speed; } if (this.isDownKey && this.bottomY < 500) { this.DrawManOnScreenY += this.speed; } if (this.isLeftKey && this.leftX > 0) { this.DrawManOnScreenX -= this.speed; } if (this.isRightKey && this.rightX < 800) { if (this.actualFrame > 0) { this.actualFrame = 0; } else { this.actualFrame++; } } if (this.isLeftKey) { if (this.actualFrame > 2) { this.actualFrame = 2; } function checkKeyDown(var keyID = e.keyCode || e.which; if (keyID === 38) { Man1.isUpKey = true; e.preventDefault(); } if (keyID === 39 ) { Man1.isRightKey = true; e.preventDefault(); } if (keyID === 40 ) { Man1.isDownKey = true; e.preventDefault(); } if (keyID === 37 ) { Man1.isLeftKey = true; e.preventDefault(); } } function checkKeyUp(e) { var keyID = e.keyCode || e.which; if (keyID === 38 || keyID === 87) { Man1.isUpKey = false; e.preventDefault(); } if (keyID === 39 || keyID === 68) { Man1.isRightKey = false; e.preventDefault(); } if (keyID === 40 || keyID === 83) { Man1.isDownKey = false; e.preventDefault(); } if (keyID === 37 || keyID === 65) { Man1.isLeftKey = false; e.preventDefault(); } } function clearCtxMan() { ctxMan.clearRect(0,0,800,500); } function RedHouse() { this.srcX = 135; this.srcY = 525; this.width = 265; this.height = 245; this.drawX = 480; this.drawY = 85; } RedHouse.prototype.draw = function () { clearCtxRedHouse(); ctxRedHouse.drawImage(imgSprite,this.srcX,this.srcY, this.width,this.height,this.drawX,this.drawY,this.width,this.height); }; function clearCtxRedHouse() { ctxRedHouse.clearRect(0,0,800,500); } function loop() { if (isPlaying === true){ Man1.draw(); House1.draw(); requestAnimframe(loop); } } function startLoop(){ isPlaying = true; loop(); } function stopLoop(){ isPlaying = false; } </script> <style> .top{ position: absolute; top: 4px; left: 10px; color:black; } .top2{ position: absolute; top: 60px; left: 10px; color:black; } </style> <div class="top"> <p><font face="arial" color="black" size="4"><b>HGame</b><font/><p/> <p><font face="arial" color="black" size="3"> My Game Here <font/><p/> </div> <div class="top2"> <p><font face="arial" color="black" size="3"> It will start now <font/><p/> </div>

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  • How do I make my rain effect look more like rain and less like snowfall?

    - by Nikhil Lamba
    I am making a game in that game I want a rain effect. I am little bit far from this right now. I am creating the rain effect like below: particleSystem.addParticleInitializer(new ColorInitializer(1, 1, 1)); particleSystem.addParticleInitializer(new AlphaInitializer(0)); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new VelocityInitializer(2, 2, 20, 10)); particleSystem.addParticleInitializer(new RotationInitializer(0.0f, 30.0f)); particleSystem.addParticleModifier(new ScaleModifier(1.0f, 2.0f, 0, 150)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1, 1f, 1, 1, 1, 3)); particleSystem.addParticleModifier(new ColorModifier(1, 1, 1f, 1, 1, 1, 1, 6)); particleSystem.addParticleModifier(new AlphaModifier(0, 1, 0, 3)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 1, 125)); particleSystem.addParticleModifier(new ExpireModifier(50, 50)); scene.attachChild(particleSystem); But it looks like snowfall! What changes can I do for it to look more like rain? EDIT Here is a screenshot:

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  • What are the cons of using DrawableGameComponent for every instance of a game object?

    - by Kensai
    I've read in many places that DrawableGameComponents should be saved for things like "levels" or some kind of managers instead of using them, for example, for characters or tiles (Like this guy says here). But I don't understand why this is so. I read this post and it made a lot of sense to me, but these are the minority. I usually wouldn't pay too much attention to things like these, but in this case I would like to know why the apparent majority believes this is not the way to go. Maybe I'm missing something.

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  • How to expose game data in the game without a singelton?

    - by zardon
    I'm quite new to cocos2d and games programming, and am currently I am writing a game that is currently in Prototype stage. Everything is going okay, but I've realized a potentially big problem and I am not sure how to solve it. I am using a singelton to store a bunch of arrays for everything, a global list of planets, a global list of troops, a global list of products, etc. And only now I'm realizing that all of this will be in memory and this is the wrong way to do it. I am not storing files or anything on the disk just yet, with exception to a save/load state, which is a capture of everything. My game makes use of a map which allows you to select a planet, then it will give you a breakdown of that planets troops and resources, Lets use this scenario: My game has 20 planets. On which you can have 20 troops. Straight away that's an array of 400! This does not add the NPC, which is another 10. So, 20x10 = 200 So, now we have 600 all in arrays inside a Singelton. This is obviously very bad, and very wrong. Especially as the game scales in the amount of data. But I need to expose pretty much everything, especially on the map page, and I am not sure how else to do it. I've been told that I can use a controller for the map page which has the information I need for each planet, and other controllers for other items I require global display for. I've also thought about storing each planet's data in a save file, using initWithCoder however there could be a boatload of files on the user's device? I really don't want to use a database, mainly because I would need to translate NSObjects and non-NSObjects like CGRects and CGPoints and Colors into/from SQL. I am open to other ideas on how to store and read game data to prevent using a singelton to store everything, everywhere. Thanks for your time.

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  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

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  • Why is GL_TEXTURE_MAX_ANISOTROPY_EXT undefined?

    - by Haydn
    So I'm writing my texture class in my opengl game, I get to the part where I would normally set GL_TEXTURE_MAX_ANISOTROPY_EXT, and I'm shocked to discover that it's undefined! This exact same extensions worked perfectly in a different application, so I know it's not a typo or something. It's worth noting that I'm getting my extensions using glcorearb.h, instead of glext.h, because I have no intention of supporting the compatibility profile. Could this be my problem, and if so, how do I work around it?

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  • Finding Z given X & Y coordinates on terrain?

    - by mrky
    I need to know what the most efficient way of finding Z given X & Y coordinates on terrain. My terrain is set up as a grid, each grid block consisting of two triangles, which may be flipped in any direction. I want to move game objects smoothly along the floor of the terrain without "stepping." I'm currently using the following method with unexpected results: double mapClass::getZ(double x, double y) { int vertexIndex = ((floor(y))*width*2)+((floor(x))*2); vec3ray ray = {glm::vec3(x, y, 2), glm::vec3(x, y, 0)}; vec3triangle tri1 = { glmFrom(vertices[vertexIndex].v1), glmFrom(vertices[vertexIndex].v2), glmFrom(vertices[vertexIndex].v3) }; vec3triangle tri2 = { glmFrom(vertices[vertexIndex+1].v1), glmFrom(vertices[vertexIndex+1].v2), glmFrom(vertices[vertexIndex+1].v3) }; glm::vec3 intersect; if (!intersectRayTriangle(tri1, ray, intersect)) { intersectRayTriangle(tri2, ray, intersect); } return intersect.z; } intersectRayTriangle() and glmFrom() are as follows: bool intersectRayTriangle(vec3triangle tri, vec3ray ray, glm::vec3 &worldIntersect) { glm::vec3 barycentricIntersect; if (glm::intersectLineTriangle(ray.origin, ray.direction, tri.p0, tri.p1, tri.p2, barycentricIntersect)) { // Convert barycentric to world coordinates double u, v, w; u = barycentricIntersect.x; v = barycentricIntersect.y; w = 1 - (u+v); worldIntersect.x = (u * tri.p0.x + v * tri.p1.x + w * tri.p2.x); worldIntersect.y = (u * tri.p0.y + v * tri.p1.y + w * tri.p2.y); worldIntersect.z = (u * tri.p0.z + v * tri.p1.z + w * tri.p2.z); return true; } else { return false; } } glm::vec3 glmFrom(s_point3f point) { return glm::vec3(point.x, point.y, point.z); } My convenience structures are defined as: struct s_point3f { GLfloat x, y, z; }; struct s_triangle3f { s_point3f v1, v2, v3; }; struct vec3ray { glm::vec3 origin, direction; }; struct vec3triangle { glm::vec3 p0, p1, p2; }; vertices is defined as: std::vector<s_triangle3f> vertices; Basically, I'm trying to get the intersect of a ray (which is positioned at the x, and y coordinates specified facing pointing downwards toward the terrain) and one of the two triangles on the grid. getZ() rarely returns anything but 0. Other times, the numbers it generates seem to be completely off. Am I taking the wrong approach? Can anyone see a problem with my code? Any help or critique is appreciated!

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  • Camera doesnt move on opengl qt

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but i couldnt make it move,Thanks in advance. #define PI_OVER_180 0.0174532925f define GL_CLAMP_TO_EDGE 0x812F include "metinalifeyyaz.h" include include include include include include include metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); 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_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); 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_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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