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  • How exactly does XNA's SpriteBatch work?

    - by David Gouveia
    To be more precise, if I needed to recreate this functionality from scratch in another API (e.g. in OpenGL) what would it need to be capable of doing? I do have a general idea of some of the steps, such as how it prepares an orthographic projection matrix and creates a quad for each draw call. I'm not too familiar, however, with the batching process itself. Are all quads stored in the same vertex buffer? Does it need an index buffer? How are different textures handled? If possible I'd be grateful if you could guide me through the process from when SpriteBatch.Begin() is called until SpriteBatch.End(), at least when using the default Deferred mode.

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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  • Algorithm for creating spheres?

    - by Dan the Man
    Does anyone have an algorithm for creating a sphere proceduraly with la amount of latitude lines, lo amount of longitude lines, and a radius of r? I need it to work with Unity, so the vertex positions need to be defined and then, the triangles defined via indexes (more info). EDIT I managed to get the code working in unity. But I think I might have done something wrong. When I turn up the detailLevel, All it does is add more vertices and polygons without moving them around. Did I forget something?

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  • How do I prevent other dynamic bodies from affecting the player's velocity with Box2D?

    - by Milo
    I'm working on my player object for my game. PhysicsBodyDef def; def.fixedRotation = true; def.density = 1.0f; def.position = Vec2(200.0f, 200.0f); def.isDynamic = true; def.size = Vec2(50.0f,200.0f); m_player.init(def,&m_physicsEngine.getWorld()); This is how he moves: b2Vec2 vel = getBody()->GetLinearVelocity(); float desiredVel = 0; if (m_keys[ALLEGRO_KEY_A] || m_keys[ALLEGRO_KEY_LEFT]) { desiredVel = -5; } else if (m_keys[ALLEGRO_KEY_D] || m_keys[ALLEGRO_KEY_RIGHT]) { desiredVel = 5; } else { desiredVel = 0; } float velChange = desiredVel - vel.x; float impulse = getBody()->GetMass() * velChange; //disregard time factor getBody()->ApplyLinearImpulse( b2Vec2(impulse,0), getBody()->GetWorldCenter(),true); This creates a few problems. First, to move the player at a constant speed he must be given a high velocity. The problem with this is if he just comes in contact with a small box, he makes it move a lot. Now, I can fix this by lowering his density, but then comes my main issue: I need other objects to be able to run into him, but when they do, he should be like a static wall and not move. I'm not sure how to do that without high density. I cannot use collision groups since I still need him to be solid toward other dynamic things. How can this be done? Essentially, how do I prevent other dynamic bodies from affecting the player's velocity?

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  • How to manage my model

    - by Christophe Debove
    I have in my model, a list of Classes : Player, NonPlayerCharacter, Monster, Item, NonMovableItem etc With AndEngine I've a list of sprite for each piece of my model, How can I manage the relashionship between my model's classes and the graphical elements, what is the degree of abstaction recommended for my problem? One sprite for one Model or one Model for one Sprite or n for n for exemple If I do drag&drop have I to make abstraction of the Sprite Class, another exemple a map is a List of sprite or a list of element of my model?

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  • Is using multiple canvas objects a good practice?

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: We have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practice? Having multiple canvas to draw? Each game loop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it every time and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive...

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  • XNA C# Rectangle Intersect Ball on a Square

    - by user2436057
    I made a Game like Peggle Deluxe using C# and XNA for lerning. I have 2 rectangles a ball and a square field. The ball gets shoot out with a cannon and if the Ball hits the Square the Square disapears and the Ball flys away.But the Ball doesent spring of realistically, it sometimes flys away in a different direction or gets stuck on the edge. Thads my Code at the moment: public void Update(Ball b, Deadline dl) { ArrayList listToDelete = new ArrayList(); foreach (Field aField in allFields) { if (aField.square.Intersects(b.ballhere)) { listToDelete.Add(aField); Punkte = Punkte + 100; float distanceX = Math.Abs(b.ballhere.X - aField.square.X); float distanceY = Math.Abs(b.ballhere.Y - aField.square.Y); if (distanceX < distanceY) { b.myMovement.X = -b.myMovement.X; } else { b.myMovement.Y = -b.myMovement.Y; } } } It changes the X or Y axis depending on how the ball hits the Square but not everytimes. What could cause the problem? Thanks for your answer. Greetings from Switzerland.

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  • Sprites rendering blurry with velocity

    - by ashes999
    After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot: The one on the left is what renders in my game; the one on the right is the original sprite, pasted over. (This is a screenshot from Photoshop, zoomed in 6x.) Notice the edges are aliasing -- it looks almost like sub-pixel rendering. In fact, if I had not forced my sprites (which have position and velocity as ints) to draw using integer values, I would swear that MonoGame is drawing with floating point values. But it isn't. What could be the cause of these things appearing blurry? It doesn't happen without velocity applied. To be precise, my SpriteComponent class has a Vector2 Position field. When I call Draw, I essentially use new Vector2((int)Math.Round(this.Position.X), (int)Math.Round(this.Position.Y)) for the position. I had a bug before where even stationary objects would jitter -- that was due to me using the straight Position vector and not rounding the values to ints. If I use Floor/Ceiling instead of round, the sprite sinks/hovers (one pixel difference either way) but still draws blurry.

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  • Direct2D Transform

    - by James
    I have a beginner question about Direct2D transforms. I have a 20 x 10 bitmap that I would like to draw in different orientations. To start, I would like to draw it vertically with a destination rectangle of say: (left, top, right, bottom) (300, 300, 310, 320) The bitmap is wider than it is tall (20 x 10), but when I draw it vertically, it will be appear taller than it is wide (10 x 20). I know that I can use a rotation matrix like so: m_pRenderTarget->SetTransform( D2D1::Matrix3x2F::Rotation( 90.0f, D2D1::Point2F(<center of shape>)) ); But when I use this method to rotate my shape, the destination rectangle is still wider than it is tall. Maybe it would look something like this: (left, top, right, bottom) (280, 290, 300, 300) The destination rectangle is 20 x 10 but the bitmap appears on the screen as 10 x 20. I can't look at the destination rectangle in the debugger and compare it to: (left, top, right, bottom) (300, 300, 310, 320) Is there any simple way to say "I want to rotate it so that the image is rendered to exactly this destination rectangle after the rotation?" In this case, I would like to say "Please rotate the bitmap so that it appears on the screen at this location:" (left, top, right, bottom) (300, 300, 310, 320) If I can't do that, is there any way to find out the 10 x 20 destination rectangle where the bitmap is actually being rendered to the screen?

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Pygame: Save a list of objects/classes/surfaces

    - by Sam Tubb
    I am working on a game, in which you can create mazes. You place blocks on a 16x16 grid, while choosing from a variety of block to make the level with. Whenever you create a block, it adds this class: class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) to a list called instances. I tried shelving it to a .bin file, but it returns some error dealing with surfaces. How can I go about saving and loading levels? Any help is appreciated! :) Here is the whole code for reference: import pygame from pygame.locals import * #initstuff pygame.init() screen=pygame.display.set_mode((640,480)) pygame.display.set_caption('PiMaze') instances=[] #loadsprites menuspr=pygame.image.load('images/menu.png').convert() b1spr=pygame.image.load('images/b1.png').convert() b2spr=pygame.image.load('images/b2.png').convert() currentbspr=b1spr curspr=pygame.image.load('images/curs.png').convert() curspr.set_colorkey((0,255,0)) #menu menuspr.set_alpha(185) menurect=menuspr.get_rect(x=-260,y=4) class MenuItem(object): def __init__(self,pos,spr): self.x=pos[0] self.y=pos[1] self.sprite=spr self.pos=(self.x,self.y) self.rect=self.sprite.get_rect(x=self.x,y=self.y) class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) while True: #menu items b1menu=b1spr.get_rect(x=menurect.left+32,y=48) b2menu=b2spr.get_rect(x=menurect.left+64,y=48) menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr)] screen.fill((20,30,85)) mse=pygame.mouse.get_pos() key=pygame.key.get_pressed() placepos=((mse[0]/16)*16,(mse[1]/16)*16) if key[K_q]: if mse[0]<260: if menurect.right<255: menurect.right+=1 else: if menurect.left>-260: menurect.left-=1 else: if menurect.left>-260: menurect.left-=1 for e in pygame.event.get(): if e.type==QUIT: exit() if menurect.right<100: if e.type==MOUSEBUTTONUP: if e.button==1: to_remove = [i for i in instances if i.rect.collidepoint(placepos)] for i in to_remove: instances.remove(i) if not to_remove: instances.append(Block(placepos[0],placepos[1],currentbspr)) for i in instances: screen.blit(i.sprite,i.rect) if not key[K_q]: screen.blit(curspr,placepos) screen.blit(menuspr,menurect) for item in menuitems: screen.blit(item.sprite,item.pos) if item.rect.collidepoint(mse): if pygame.mouse.get_pressed()==(1,0,0): currentbspr=item.sprite pygame.draw.rect(screen, ((255,0,0)), item, 1) pygame.display.flip()

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  • Trouble exporting Maya models to Panda3D?

    - by Aerovistae
    Having issues here. I added the Panda3D exporter script thing to Maya. 2 things: When I go to export to a .egg, no .egg is formed. Instead a fileToBeExported_temp.mb appears next to the original fileToBeExported.ma. My models use curving meshes with many subdivisions, easily in the thousands, like on the smoothed tentacles of an octopus. Will Panda be able to handle this in the first place? I can't find out on my own since it won't export.

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  • Correct order of tasks in each frame for a Physics simulation

    - by Johny
    I'm playing a bit around with 2D physics. I created now some physic blocks which should collide with each other. This works fine "mostly" but sometimes one of the blocks does not react to a collision and i think that's because of my order of tasks done in each frame. At the moment it looks something like this: function GameFrame(){ foreach physicObject do AddVelocityToPosition(); DoCollisionStuff(); // Only for this object not to forget! AddGravitationToVelocity(); end RedrawScene(); } Is this the correct order of tasks in each frame?

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  • Can't remove JPanel from JFrame while adding new class into it

    - by A.K.
    Basically, I have my Frame class, which instantiates all the properties for the JFrame, and draws a JLabel with an image (my title screen). Then I made a separate JPanel with a start button on it, and made a mouse listener that will allow me to remove these objects while adding in a new Board() class (Which paints the main game). *Note: The JLabel is SEPARATE from the JPanel, but it still gets moved to the side by it. Problem: Whenever I click the button though, it only shows a little square of what I presume is my board class trying to run. Code below for the Frame Class: package OurPackage; //Made By A.K. 5/24/12 //Contains Frame. import java.awt.BorderLayout; import java.awt.Color; import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridBagLayout; import java.awt.GridLayout; import java.awt.Image; import java.awt.Rectangle; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.*; import javax.swing.plaf.basic.BasicOptionPaneUI.ButtonActionListener; public class Frame implements MouseListener { public static boolean StartGame = false; ImageIcon img = new ImageIcon(getClass().getResource("/Images/ActionJackTitle.png")); ImageIcon StartImg = new ImageIcon(getClass().getResource("/Images/JackStart.png")); public Image Title; JLabel TitleL = new JLabel(img); public JPanel panel = new JPanel(); JButton StartB = new JButton(StartImg); JFrame frm = new JFrame("Action-Packed Jack"); public Frame() { TitleL.setPreferredSize(new Dimension(1200, 420)); frm.add(TitleL); frm.setLayout(new GridBagLayout()); frm.add(panel); panel.setSize(new Dimension(220, 45)); panel.setLayout(new GridBagLayout ()); panel.add(StartB); StartB.addMouseListener(this); StartB.setPreferredSize(new Dimension(220, 45)); frm.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frm.setSize(1200, 420); frm.setVisible(true); frm.setResizable(false); frm.setLocationRelativeTo(null); } public static void main(String[] args) { new Frame(); } public void mouseClicked(MouseEvent e) { StartB.setContentAreaFilled(false); panel.remove(StartB); frm.remove(panel); frm.remove(TitleL); //frm.setLayout(null); frm.add(new Board()); //Add Game "Tiles" Or Content. x = 1200 frm.validate(); System.out.println("Hit!"); } @Override public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } }

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  • Achieving certain rendering styles

    - by milesmeow
    I'm trying to assess the difficulty of creating a rendering style that is more like the game Okami and the Quake mods (as shown on this page...search for 'okami','quake npr'). Here's a better page describing the Quake rendering mod. Can a game engine such as Unity be used and programmed to achieve these kind of rendering styles? I'm doing research and am totally new to this so any insight into this would help tremendously.

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  • Game Code Design for Rendering

    - by kuroutadori
    I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The Android way is to have two threads, one for rendering and one for updating. This due to some devices blocking when updating the hardware. My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell. I have learnt that I cannot just dynamically add another Renderer class the the tree because I will probably get a dequeuing buffer error - which I believe to be a problem with the OpenGL ES side. So how is it done?

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  • How to monetize and/or protect framework rights?

    - by Arthur Wulf White
    I made a game engine/framerwork for ActionScript 3 that allows very efficient and flexible level design for Platformers, Tower Defense game, RPG's, RTS and racing games. The algorithms I used are new and are not available in any other level editor I've seen. What are the best ways to benefit myself and others with my new framework? It is written for ActionScript 3 so unless I translate it to C# I'm guessing it will be decompiled and used by others. I want to have some lisence, allowing me to share the framework and still benefit from it. Any advice would be appreciated. This issue has been on my mind a lot this year. I am hoping to find a solution that will bring me some relief.

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  • In a browser, is it best to use one huge spritesheet or many (10000) different PNG's?

    - by Nick
    I'm creating a game in jQuery, where I use about 10000 32x32 tiles. Until now, I have been using them all separately (no sprite sheet). An average map uses about 2000 tiles (sometimes re-used PNG's but all separate divs) and the performance ranges from stable (Chrome) to a bit laggy (Firefox). Each of these divs are positioned absolutely using CSS. They do not need to be updated every tick, just when a new map is loaded. Would it be better for performance to use spritesheet methods for the divs using CSS background-positioning, like gameQuery does? Thank you in advance!

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  • Question about separating game core engine from game graphics engine...

    - by Conrad Clark
    Suppose I have a SquareObject class, which implements IDrawable, an interface which contains the method void Draw(). I want to separate drawing logic itself from the game core engine. My main idea is to create a static class which is responsible to dispatch actions to the graphic engine. public static class DrawDispatcher<T> { private static Action<T> DrawAction = new Action<T>((ObjectToDraw)=>{}); public static void SetDrawAction(Action<T> action) { DrawAction = action; } public static void Dispatch(this T Obj) { DrawAction(Obj); } } public static class Extensions { public static void DispatchDraw<T>(this object Obj) { DrawDispatcher<T>.DispatchDraw((T)Obj); } } Then, on the core side: public class SquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } And on the graphics side: public static class SquareRender{ //stuff here public static void Initialize(){ DrawDispatcher<SquareObject>.SetDrawAction((Square)=>{//my square rendering logic}); } } Do this "pattern" follow best practices? And a plus, I could easily change the render scheme of each object by changing the DispatchDraw parameter, as in: public class SuperSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } public class RedSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<RedSquareObject>(); } #endregion } RedSquareObject would have its own render method, but SuperSquareObject would render as a normal SquareObject I'm just asking because i do not want to reinvent the wheel, and there may be a design pattern similar (and better) to this that I may be not acknowledged of. Thanks in advance!

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  • How can I Implement KeyListeners/ActionListeners into the JFrame?

    - by A.K.
    I'll get to the point: I have a player in my game that you control with the keyboard yet the key methods in the player class and ActionListener w/ KeyAdapter in the Board class don't seem to fire. So far I've tried adding these key methods into the JFrame, doesn't seem to let me move him even though other objects that I have (enemies) can move fine. Here's part of the JFrame class with the event listeners: frm.addKeyListener(KeyBoardListener); public void mouseClicked(MouseEvent e) { nSound.play(); StartB.setContentAreaFilled(false); cards.remove(StartB); frm.remove(TitleL); frm.remove(cards); frm.setLayout(new GridLayout(1, 1)); frm.add(nBoard); //Add Game "Tiles" Or Content. x = 1200 nBoard.setPreferredSize(new Dimension(1200, 420)); cards.revalidate(); frm.validate(); } public KeyListener KeyBoardListener = new KeyListener() { @Override public void keyPressed(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = -4; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 4; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = -4; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 4; } if(key == KeyEvent.VK_SPACE) { nBoard.S.fire(); } } @Override public void keyReleased(KeyEvent args0) { int key = args0.getKeyCode(); if(key == KeyEvent.VK_LEFT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_RIGHT) { nBoard.S.vx = 0; } if(key == KeyEvent.VK_UP) { nBoard.S.vy = 0; } if(key == KeyEvent.VK_DOWN) { nBoard.S.vy = 0; } } @Override public void keyTyped(KeyEvent args0) { // TODO Auto-generated method stub } };

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  • How to make players be creative in a game, if the game cannot evaluate it?

    - by Mensonge
    I am working on a prototype game with several funny/visual effects that the player can trigger. The player can be quite creative in the way to use or combine these effects but it seems impossible to make detect/evaluate this creativity by the computer. So, from a game design perspective, I wonder what could be the features to drive the players to be creative (experiment various combinations). For the moment i think about "Draw something" where the result is evaluated by other players. I think about levels designed by "Little Big Planet" players but this aspect is out of the core game. I think also about "Minecraft" but I do not understand really how this game encourages the people to be creative (except of the open world). Please tell me if you have any ideas, articles or references that could help me coping with this problem.

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  • Skyrim Creation Kit with Xbox 360

    - by funseiki
    I posted this on stackoverflow but was advised to post here (here is a link to the stackoverflow question). I'm hoping for constructive feedback on its plausibility. Update on progress: It looks like there are ways to stuff files back onto the console (horizon, modio, xplorer360, etc) and they do require some form of signing. As of now, though, I've had no luck. I was hoping I could get away with just placing the ".esp" into the directory containing marketplace downloads for Skyrim, along with the signed ".bsa" file (basically a zipped up file containing any extra content the .esp will need to refer that doesn't exist in the basic game). This doesn't work, at least not in the ways I've tried, so next I'm going to try install the entire game to my flash drive (if possible) and attempt to traverse through the game's directory (this is probably unlikely). If anyone else has suggestions or luck or wants more detail on my failures comment/answer away. Here is the question: I'm thinking about buying the PC version of Skyrim to get the Creation Kit (I already own a copy for the Xbox). I have read the faq and scoured plenty of forums to see if there was some way to mod Skyrim for a console (Xbox 360, in particular), but they are generally coming up negative. I realize the CreationKit is on the PC, but I was wondering if there was a way to set up the '.esp' (hopefully I'm interpreting this correctly) files to be placed on the Xbox 360 file system in a similar manner to how game add-ons are downloaded from the Xbox Live Marketplace. I believe it is possible to transfer saves between the console and the PC (e.g. google: 'skyrim mod xbox360'), but these are referencing items that already exist in the game (e.g. a console command for maximum carry weight does not require reference to new animations or models). It would probably be easier if one could navigate through the xbox's file system to see where the games' files are placed, but with the current setup, the file system is abstracted away. Any help or insight on the matter would be much appreciated. I would love to work on a project that would make it possible to let console gamers experience and enjoy all the great mods available to the PC community.

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  • Ray Tracing concers: Efficient Data Structure and Photon Mapping

    - by Grieverheart
    I'm trying to build a simple ray tracer for specific target scenes. An example of such scene can be seen below. I'm concerned as to what accelerating data structure would be most efficient in this case since all objects are touching but on the other hand, the scene is uniform. The objects in my ray tracer are stored as a collection of triangles, thus I also have access to individual triangles. Also, when trying to find the bounding box of the scene, how should infinite planes be handled? Should one instead use the viewing frustum to calculate the bounding box? A few other questions I have are about photon mapping. I've read the original paper by Jensen and many more material. In the compact data structure for the photon they introduce, they store photon power as 4 chars, which from my understanding is 3 chars for color and 1 for flux. But I don't understand how 1 char is enough to store a flux of the order of 1/n, where n is the number of photons (I'm also a bit confused about flux vs power). The other question about photon mapping is, if it would be more efficient in my case to store photons per object (or even per Object's triangle) instead of using a balanced kd-tree. Also, same question about bounding box of the scene but for photon mapping. How should one find a bounding box from the pov of the light when infinite planes are involved?

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  • Develop 3d game for iphone & android in single code

    - by lajpat
    I have to make a 3d game on the lines of this app 3D Chess I want to make this app for both android & iphone by writing a single code. Of course little native code will be required to be done. I want to ensure that entire logic & animation code is written only once. What software does one suggest to achieve this since I am not a tight schedule. I came across Corona but I am not sure if such game can be made using it. Others I found Unity & Shiva. I am not experience in 3D game so please if someone can help Thanks Lajpat

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  • If statement causing xna sprites to draw frame by frame

    - by user1489599
    I’m a bit new to XNA but I wanted to write a simple program that would fire a cannon ball from a cannon at a 45 degree angle. It works fine outside of my keyboard i/o if statement, but when I encapsulate the code around an if statement checking to see if the user hits the space bar, the sprite will draw one frame at a time every time the space bar is hit. This is the code in question if (currentKeyboardState.IsKeyUp(Keys.Space) && previousKeyboardState.IsKeyDown(Keys.Space) && !skullBall.Alive) { //works outside the keyboard input if statement //{ skullBall.Position = cannon.Position; skullBall.DeltaY = -(float)(Math.Sin(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time + 0.5 * (gravity * (time * time))); skullBall.DeltaX = (float)(Math.Cos(MathHelper.ToRadians(45)) * 50/*39.7577*/ * time); skullBall.Alive = true; //} } The skull ball represents the cannon ball and the cannon is just the starting point. DeltaX and DeltaY are the values I’m using to update the cannon balls position per update. I know it's dumb to have the cannon ball start at the cannons position every time the update is called but it’s not really noticeable right now. I was wondering if after examining my code, if anyone noticed any errors that would cause the sprite to display frame by frame instead of drawing it as a full animation of the cannon ball leaving the cannon and moving from there.

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