Search Results

Search found 33194 results on 1328 pages for 'development approach'.

Page 421/1328 | < Previous Page | 417 418 419 420 421 422 423 424 425 426 427 428  | Next Page >

  • Is there an algorithm for a pool game?

    - by Dmitri
    Hello! I am looking for algorithm to calculate direction and speed of balls in a pool game. I am sure there has to be some type of open source code for this since pool games are some of the oldest computer games I can remember. I mean, when one ball hits another, I need a algorithm to calculate direction of both of them. It will depend of exact angle of where they hit each other and on speed. I want to practice Java coding, so I am looking for java code or package that has this type of code.

    Read the article

  • Problems in exporting terrain from autodesk 3ds

    - by Jatin Kumar
    i am trying to make small counter strike sort of game and for the terrain part i have exported the terrain in 3ds format from Autodesk 3ds-max and imported the same in opengl using lib3ds. Its working fine but with few problems: The terrain is mainly made up of some cubical boxes with texture on them and placed on a big flat surface with boundary wall. In opengl i have enabled anti aliasing but still there is too much aliasing on the boundaries (visible when rotating the camera). I have tiled the floor with some image but in opengl it is just the single image stretched over the complete surface. I have exported animated model (Skelton+mesh+material+animation) from 3ds and used cal3d library for reading the same. Model has a gun also which is not appearing in opengl and it too has too much of aliasing problem. I have googled around but couldn't find any relevant solutions. Thanks in advance

    Read the article

  • 2D isometric: screen to tile coordinates

    - by Dr_Asik
    I'm writing an isometric 2D game and I'm having difficulty figuring precisely on which tile the cursor is. Here's a drawing: where xs and ys are screen coordinates (pixels), xt and yt are tile coordinates, W and H are tile width and tile height in pixels, respectively. My notation for coordinates is (y, x) which may be confusing, sorry about that. The best I could figure out so far is this: int xtemp = xs / (W / 2); int ytemp = ys / (H / 2); int xt = (xs - ys) / 2; int yt = ytemp + xt; This seems almost correct but is giving me a very imprecise result, making it hard to select certain tiles, or sometimes it selects a tile next to the one I'm trying to click on. I don't understand why and I'd like if someone could help me understand the logic behind this. Thanks!

    Read the article

  • add collision detection to sprite?

    - by xBroak
    bassically im trying to add collision detection to the sprite below, using the following: self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") However it seems that when the collide is triggered it continuously prints 'collide' over and over when instead i want them to simply not be able to walk through the object, any help? def update(self, time_passed): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() global bounds_rect bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead")

    Read the article

  • What could cause a pixel shader to paint outside the lines of the vertex shader output?

    - by Rei Miyasaka
    From what I understand, the pixels that a pixel shader operates on are specified implicitly by the SV_POSITION output (in DirectX) of the vertex shader. What then could cause a pixel shader to render in the middle of nowhere? I used the new Visual Studio 2012 graphics debugger to visualize my vertex and pixel shader output. This is the output from a DrawIndexed() call that draws a cube: The pink part is the rendered output of the pixel shader, which takes the cube on its left as its input. The vertex shader code: cbuffer Buf { float4x4 final; }; struct In { float4 pos:POSITION; float3 norm:NORMAL; float2 texuv:TEXCOORD; }; struct Out { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; Out main(In input) { Out output; output.pos = mul(input.pos, final); output.col = float4(1.0f, 0.5f, 0.5f, 1.0f); output.tex = input.texuv; return output; } And the pixel shader: struct In { float4 col:COLOR; float2 tex:TEXCOORD; float4 pos:SV_POSITION; }; float4 main(In input) : SV_TARGET { return input.col; } The raster stage is the only thing between the vertex shader and the pixel shader, so my suspicion is that it's some raster stage settings. But the raster stage shouldn't change the shape of the vertex shader output so drastically, should it?

    Read the article

  • 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.

    Read the article

  • Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

    Read the article

  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

    Read the article

  • Can I use DllImport/PInvoke in libraries loaded as Assets in Unity Free?

    - by sebf
    I am interested in using utilising third-party libraries in Unity Free. I know Unity can use managed libraries as Assets, but only the Pro version supports using native libraries. (DllImport within scripts). This thread however suggests that it is possible to import DLLs in the free version. I would like to utilise native libraries (as a hobbyist I cannot afford Pro), but want to do it the supported way so I don't have to worry about Unity 'fixing' this hole if that is what it is. Is there any supported way to use native libraries with Unity free? (i.e. does that thread suggest a workaround or is it a 'bug'? Is it supported to use DllImport/PInvoke in libraries loaded as assets? (could I create a wrapper myself?)

    Read the article

  • Deferred rendering with both Clockwise and CounterClockwise culling

    - by user1423893
    I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling. I have a problem with Clockwise culled objects that are supposed to represent hollow that display their inside faces only. The image below shows a CounterClockwise culled object (left) Clockwise culled object (right). The Clockwise culled object faces display what would be displayed on the CounterClockwise face. How can I get the lighting to light the inner faces for Clockwise culled objects and continue lighting the outer CounterClockwise faces as normal? My lighting method is below private void DeferredLighting(GameTime gameTime) { // Set the render target for the lights game.GraphicsDevice.SetRenderTarget(lightMap); // Clear the render target to (0, 0, 0, 0) game.GraphicsDevice.Clear(Color.Transparent); // Set the render states game.GraphicsDevice.BlendState = BlendState.Additive; game.GraphicsDevice.DepthStencilState = DepthStencilState.None; game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; // Set sampler state to Point as the Surface type requires it in XNA 4.0 game.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; // Set the camera properties for all lights BaseLight.SetCameraProperties(game.ActiveCamera); // Draw the lights int numLights = lights.Count; for (int i = 0; i < numLights; ++i) { if (lights[i].Diffuse.W > 0f) { lights[i].Render(gameTime, ref normalMap, ref depthMap, ref sgrMap); } } // Resolve the render target game.GraphicsDevice.SetRenderTarget(null); } I have tried adjusting the render states but no combination works for both objects.

    Read the article

  • tunnel effect cocos2d

    - by samfisher
    I am looking to create a similar tunnel effect in COCOS2D (iOS). Could anyone suggest any pointers? ref Video 1 ref Video 2 Till now I have tried with several ring shape sprites with decreasing scale and positioned center to a same point and keeping Z decreasing as well for each smaller sprite. With that, animating it with CCScaleTo and changing the size to 2.0 with animation duration but it does not come anyway near to the tunnel effect shown in the reference. Thanks, sam

    Read the article

  • How to get all keys values of the player prefs in unity [java script ]

    - by Akari
    in the first test game I've developed if the player passed all the levels and win , he must enter his name ... so his name and his score will be stored in a player prefs : and there is another scene that displays the names and scores of all the user passed the game : I've searched from the morning and try all the ways I know and finally I failed to perform this .... is it possible to display all the keys values previously stored in the player prefs ??? or can someone to provide me by a JavaScript to do this ???? thanks...

    Read the article

  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

    Read the article

  • How to change speed without changing path travelled?

    - by Ben Williams
    I have a ball which is being thrown from one side of a 2D space to the other. The formula I am using for calculating the ball's position at any one point in time is: x = x0 + vx0*t y = y0 + vy0*t - 0.5*g*t*t where g is gravity, t is time, x0 is the initial x position, vx0 is the initial x velocity. What I would like to do is change the speed of this ball, without changing how far it travels. Let's say the ball starts in the lower left corner, moves upwards and rightwards in an arc, and finishes in the lower right corner, and this takes 5s. What I would like to be able to do is change this so it takes 10s or 20s, but the ball still follows the same curve and finishes in the same position. How can I achieve this? All I can think of is manipulating t but I don't think that's a good idea. I'm sure it's something simple, but my maths is pretty shaky.

    Read the article

  • JPEG images not loading on PlayBook (Marmalade + iwgame)

    - by Vexille
    I'm using iwgame on a test project and I was trying to render different resolutions of JPG and PNG images. Everything works fine on the Marmalade Simulator, however once I deploy the game to our PlayBook and run it, only the PNG images are shown. I have declared the images in the MKB file and on a XML file iwgame's using to load the images. I've checked the deployments folder and all images are present in the intermediatefiles/native folder. We're currently using a BlackBerry only license, so we can only test this on the PlayBook, but we do intend to get a Community license and deploy to iOS and Android devices eventually (I'm not sure if this is a problem exclusive to the PlayBook). I really don't know if this is a Marmalade or a iwgame issue. I have a different test project without iwgame and it simply won't run with jpg images (I get the error: 'Could not find handler for extension "jpg"'). While searching for a sollution, I've seen people talking about using libjpg, but I've also found that Marmalade supposedly has integrated native jpeg support (and because of that iwgame has abandoned their jpeg loading support since v0.340), so I don't know what to think. I'm currently using the most recent versions of both Marmalade and iwgame, I believe: Marmalade 6.1.2 and iwgame 0.400. Also, please let me know if there's an easier or better way to do this, such as linking libjpg or something (I'm not exactly sure how to do this). I really would appreciate some help with this, there's a huge difference in size for the images we're planning to use, from a ~500kb jpg file to a ~3.5mb png file. Thanks, guys.

    Read the article

  • How are buttons made to be clicked?

    - by Johnny
    I just want to ask a general question. According to that answer, Ill continue thinking. You know in games there are lots of clickable items. Play button, exit, comboboxes maybe etc. My question is are those buttons drawn in same canvas with background and all other things, or for every different thing there is another canvas object? My question is about for general. Im not asking about a specific game, im asking how they are made generally. Im planning to start a game on Android, and Im confused actually how to design buttons, and other object. Probably Im going to use View/SurfaceView for now. I don't have much experience with OpenGL yet. Thanks in advance.

    Read the article

  • Keeping game model and graphics/animation separate but in sync

    - by AJM
    Suppose I'm building a chess game where I want to have animations. Pieces glide to their new squares when moved. Pieces perform attack animations when capturing other pieces. I'm not sure how to effectively separate the data and logic needed for these animations and the actual game model (in the MVC sense). The pieces themselves should ideally not have to worry about their pixel coordinates or current animation frame. At the same time, many changes to the model are effectively driven by animations. A moved piece changes its position after (before?) its sprite is done gliding. A piece is removed from the board after the capturing piece is finished its attack animation. How would you suggest I manage the game model, the graphics and animations, and their relationships? For example, where would the animations "live"? How would animations be created and managed in response to player moves? How would animations drive updates to the game model, or how would the game model drive animations?

    Read the article

  • Having trouble getting MEF imports to be resolved

    - by Dave
    This is sort of a continuation of one of my earlier posts, which involves the resolving of modules in my WPF application. This question is specifically related to the effect of interdependencies of modules and the method of constructing those modules (i.e. via MEF or through new) on MEF's ability to resolve relationships. First of all, here is a simple UML diagram of my test application: I have tried two approaches: left approach: the App implements IError right approach: the App has a member that implements IError Left approach My code behind looked like this (just the MEF-related stuff): // app.cs [Export(typeof(IError))] public partial class Window1 : Window, IError { [Import] public CandyCo.Shared.LibraryInterfaces.IPlugin Plugin { get; set; } [Export] public CandyCo.Shared.LibraryInterfaces.ICandySettings Settings { get; set; } private ICandySettings Settings; public Window1() { // I create the preferences here with new, instead of using MEF. I wonder // if that's my whole problem? If I use MEF, and want to have parameters // going to the constructor, then do I have to [Export] a POCO (i.e. string)? Settings = new CandySettings( "Settings", @"c:\settings.xml"); var catalog = new DirectoryCatalog( "."); var container = new CompositionContainer( catalog); try { container.ComposeParts( this); } catch( CompositionException ex) { foreach( CompositionError e in ex.Errors) { string description = e.Description; string details = e.Exception.Message; } throw; } } } // plugin.cs [Export(typeof(IPlugin))] public class Plugin : IPlugin { [Import] public CandyCo.Shared.LibraryInterfaces.ICandySettings CandySettings { get; set; } [Import] public CandyCo.Shared.LibraryInterfaces.IError ErrorInterface { get; set; } [ImportingConstructor] public Plugin( ICandySettings candy_settings, IError error_interface) { CandySettings = candy_settings; ErrorInterface = error_interface; } } // candysettings.cs [Export(typeof(ICandySettings))] public class CandySettings : ICandySettings { ... } Right-side approach Basically the same as the left-side approach, except that I created a class that inherits from IError in the same assembly as Window1. I then used an [Import] to try to get MEF to resolve that for me. Can anyone explain how the two ways I have approached MEF here are flawed? I have been in the dark for so long that instead of reading about MEF and trying different suggestions, I've added MEF to my solution and am stepping into the code. The part where it looks like it fails is when it calls partManager.GetSavedImport(). For some reason, the importCache is null, which I don't understand. All the way up to this point, it's been looking at the part (Window1) and trying to resolve two imported interfaces -- IError and IPlugin. I would have expected it to enter code that looks at other assemblies in the same executable folder, and then check it for exports so that it knows how to resolve the imports...

    Read the article

  • JMonkey Engine (JME) load Blender scene with textures?

    - by leigero
    I am having the hardest time trying to accomplish the simplest task. I have created a floor and 4 walls (not that complicated) in Blender. I added a basic material and cloud texture so they have something to look at other than gray. When I import them into JMonkey they show up as solid white objects with no shading or depth. White silhouettes. I thought this may be a lighting issue, but I have ambient light added to the scene. I can remove that light or adjust its intensity and it has no affect on the scene. I exported all Blender files into OgreXML format, then converted them to .j3o format in JMonkey. I renamed the textures to match their corresponding mesh and this didn't do anything. Does anybody know how to create a flat object and put it into JMonkey with a texture? This sounds simple and there is absolutely no information on this. This should be step 1!

    Read the article

  • 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?

    Read the article

  • Island Generation Library

    - by thatguy
    Can anyone recommend a tile map generator (written in Java is a plus), where one can control some land types? For example: islands, large continents, singe large continent, archipelago, etc. I've been reading through many posts on the subject, it almost seems like many are just rolling their own. Before creating my own, I'm wondering if there's already an open source implementation that I might not be finding. If not, it seems like using Perlin Noise is a popular choice. Some articles I've been reading: http://simblob.blogspot.com/2010/01/simple-map-generation.html Generate islands/continents with simplex noise https://sites.google.com/site/minecraftlandgenerator/

    Read the article

  • Importing Models from Maya to OpenGL

    - by Mert Toka
    I am looking for ways to import models to my game project. I am using Maya as modelling software, and GLUT for windowing of my game. I found this great parser, it imports all the textures and normal vectors, but it is compatible with .obj files of 3dsMAX. I tried to use it with Maya obj's, and it turned out that Maya's obj files are a bit different from former one, thus it cannot parse them. If you know any way to convert Maya obj files to 3dsMax obj files, that would be acceptable as well as a new parser for Maya obj files.

    Read the article

  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

    Read the article

  • Extra fire simulation on iPad device

    - by Nezam
    I have with me an iOS app for iPad which creates a few fire simulations over a png.Well,its working well exactly how we wanted it but when we are testing it on a device,we get an extra fire simulation.Heres the screen: iPad Simulator: This is how it should display (iPad Simulation) iPad Device: This is how its displaying (iPad Device) M ready to share whichever portion of my code which gets me to my solution once someone gets hit here.Thanks in advance

    Read the article

  • How to port animation from one skeleton to another?

    - by shawn
    While I need to do this in a Blender3D modeler script, the math should be similar for other modelers or realtime engines. Blender3D specific terminology: Armature = skeleton EditBone = rest pose bone (stores the rest pose matrix) PoseBone = can store a different pose (animation matrix) for each frame of your animation I need to share animations (Blender Actions) between Armatures which have EditBones with same names and which have the same positions, but can have different (rest pose) angles and scales. Plus the Armatures might have different bone hierarchy (bone parenting/ no bone parenting). Why I need this: I've made an importer/exporter for a 3d format for a game. The format doesn't store enough info to connect/parent the bones, which makes posing/animating character models in a 3d modeller nearly impossible (original model files for the 3d modeler don't exist, this is for modding). As there are only 2 character skeleton types in the game, I decided to optionally allow to generate the bone from a hardcoded data in the model importer and undo that in the exporter. This allows to easily pose the model for checking weights, easily create weights, makes it easier for Blender to generate automatic weights and of course makes animating possible. This worked perfectly: the importer optionally generated the Armature itself and the exporter removed those changes, so the exported model works with existing animations in the game. But now I'm writing an importer and exporter for the game's animation format and here come the problems of: Trying to make original animations work in Blender with my "custom" (modified) Armature Trying to make animations created by using the "custom" (modified) Armature work with the original models in the game (and Blender). Constraints or bone snapping inside Blender won't work as they don't care that the bones have different angles in the rest pose, they will still face the same direction. It seems I just need to get the "difference" between the EditBone matrices of all EditBones for the two Armatures somehow and apply that difference to PoseBone matrices of all PoseBones, for all frames of my animation. I need to know how to get that difference and how to apply it. BTW, PoseBone matrices are relative to rest pose, they are by default [1.000000, 0.000000, 0.000000, 0.000000](matrix [row 0]) [0.000000, 1.000000, 0.000000, 0.000000](matrix [row 1]) [0.000000, 0.000000, 1.000000, 0.000000](matrix [row 2]) [0.000000, 0.000000, 0.000000, 1.000000](matrix [row 3]) So the question is: How to get the difference between two bone (EditBone) matrices to apply that difference to the animation matrices (PoseBone matrices)? Please be easy on the matrix math.

    Read the article

< Previous Page | 417 418 419 420 421 422 423 424 425 426 427 428  | Next Page >