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  • Having trouble with projection matrix, need help

    - by Mr.UNOwen
    I'm having trouble with what appears to be the projection matrix. Given a wide enough of a screen, when a cube is on the left and right most edge, the left or right wall will appear stretched to the point that the front face is 1/10 the width of the side. So I do update the screen ratio along with the projection matrix and view port on screen resize, am I safe to assume all the trouble is from the matrix class? Also the cube follows the mouse, but it's only vertically aligned and ahead of the mouse when going left or right from the center of the screen. Perspective function call: * setPerspective * * @param fov: angle in radians * @param aspect: screen ratio w/h * @param near: near distance * @param far: far distance **/ void APCamera::setPerspective(GMFloat_t fov, GMFloat_t aspect, GMFloat_t near, GMFloat_t far) { GMFloat_t difZ = near - far; GMFloat_t *data; mProjection->clear(); //set to identity matrix data = mProjection->getData(); GMFloat_t v = 1.0f / tan(fov / 2.0f); data[_AP_MAA] = v / aspect; data[_AP_MBB] = v; data[_AP_MCC] = (far + near) / difZ; data[_AP_MCD] = -1.0f; data[_AP_MDD] = 0.0f; data[_AP_MDC] = 2.0f * far * near/ difZ; mRatio = aspect; mInvProjOutdated = true; mIsPerspective = true; } and... #define _AP_MAA 0 #define _AP_MAB 1 #define _AP_MAC 2 #define _AP_MAD 3 #define _AP_MBA 4 #define _AP_MBB 5 #define _AP_MBC 6 #define _AP_MBD 7 #define _AP_MCA 8 #define _AP_MCB 9 #define _AP_MCC 10 #define _AP_MCD 11 #define _AP_MDA 12 #define _AP_MDB 13 #define _AP_MDC 14 #define _AP_MDD 15

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  • Rendering different materials in a voxel terrain

    - by MaelmDev
    Each voxel datapoint in my terrain model is made up of two properties: density and material type. Each is stored as an unsigned integer value (but the density is interpreted as a decimal value between 0 and 1). My current idea for rendering these different materials on the terrain mesh is to store eleven extra attributes in each vertex: six material values corresponding to the materials of the voxels that the vertices lie between, three decimal values that correspond to the interpolation each vertex has between each voxel, and two decimal values that are used to determine where the fragment lies on the triangle. The material and interpolation attributes are the exact same for each vertex in the triangle. The fragment shader samples each texture that corresponds to each material and then uses the aforementioned couple of decimal values to interpolate between these samples and obtain the final textured color of the fragment. It should work fine, but it seems like a big memory hog. I won't be able to reuse vertices in the mesh with indexing, and each vertex will have a lot of data associated with it. It also seems pretty slow. What are some ways to improve or replace this technique for drawing materials on a voxel terrain mesh?

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  • Detecting Units on a Grid

    - by hammythepig
    I am making a little turn based strategy game in pygame, that uses a grid system as the main map to hold all the characters and the map layout. (Similar to Fire Emblem, or Advance Wars) I am trying to determine a way to quickly and efficiently (i.e. without too much of a slow down) check if there are any characters within a given range of the currently selected character. So to illustrate: O = currently selected character X = squares within range Range of 1: X X O X X Range of 2: X X X X X X O X X X X X X Range of 3: X X X X X X X X X X X X O X X X X X X X X X X X X Now I have to tell the user who is in range, and I have to let the user choose who to attack if there are multiple enemies in range. If I have a 5x5 grid, filled with " " for empty and numbers for the characters: [ ][ ][ ][ ][4] [ ][1][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][2][3][ ] [ ][ ][ ][ ][ ] Depending on which character the user selects, I would like to show the user which other characters are in range. So if they all had a range of 3: 1 can hit 2 2 can hit 1 or 3 3 can hit 2 4 cannot hit anyone. So, How do I quickly and/or efficiently run though my grid and tell the user where the enemies are? PS- As a bonus, if someone could give an answer that could also work for a minimum distance type range, I would give them a pat on the back and a high five, should they ever travel to Canada and we ever meet in life. For example: Range of 3 to 5: (- is out of range) X X X X X X X X X X X X - X X X X X X - - - X X X X X X - - O - - X X X X X X - - - X X X X X X - X X X X X X X X X X X X

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  • What's the proper way to calculate probability for a card game?

    - by Milan Babuškov
    I'm creating AI for a card game, and I run into problem calculating the probability of passing/failing the hand when AI needs to start the hand. Cards are A, K, Q, J, 10, 9, 8, 7 (with A being the strongest) and AI needs to play to not take the hand. Assuming there are 4 cards of the suit left in the game and one is in AI's hand, I need to calculate probability that one of the other players would take the hand. Here's an example: AI player has: J Other 2 players have: A, K, 7 If a single opponent has AK7 then AI would lose. However, if one of the players has A or K without 7, AI would survive. Now, looking at possible distribution, I have: P1 P2 AI --- --- --- AK7 loses AK 7 survives A7 K survives K7 A survives A 7K survives K 7A survives 7 KA survives AK7 loses Looking at this, it seems that there is 75% chance of survival. However, I skipped the permutations that mirror the ones from above. It should be the same, but somehow when I write them all down, it seems that chance is only 50%: P1 P2 AI --- --- --- AK7 loses A7K loses K7A loses KA7 loses 7AK loses 7KA loses AK 7 survives A7 K survives K7 A survives KA 7 survives 7A K survives 7K A survives A K7 survives A 7K survives K 7A survives K A7 survives 7 AK survives 7 KA survives AK7 loses A7K loses K7A loses KA7 loses 7AK loses 7KA loses 12 loses, 12 survivals = 50% chance. Obviously, it should be the same (shouldn't it?) and I'm missing something in one of the ways to calculate. Which one is correct?

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  • Colorize with a given color a texture

    - by Pacha
    I have a texture and I want to "colorize" it with a given color, lets say cyan (#00ffff) or purple (#800080). What I want to do, is get all the pixel values from the texture, and remove the color and keep the "brightness" and "saturation" and apply to the desired color. There is a tool in GIMP to do this called Colorize (Colors -> Colorize.. while editing), I made an example below. This is will all be done in a shader (GLSL), although this is probably a general algorithm.

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  • Detect collision from a particular side

    - by Fabián
    I'm making a platform sidescrolling game. All I want to do is to detect if my character is on the floor: function OnCollisionStay (col : Collision){ if(col.gameObject.tag == "Floor"){ onFloor = true; } else {onFloor = false;} } function OnCollisionExit (col : Collision){ onFloor = false; } But I know this isn't the accurate way. If I hit a cube with a "floor" tag, in the air (no matter if with the character's feet or head) I would be able to jump. Is there a way to use the same box collision to detect if I'm touching something from a specific side?

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  • map data structure in pacman

    - by Sam Fisher
    i am trying to make a pacman game in c# using GDI+, i have done some basic work and i have previously replicated games like copter-it and minesweeper. but i am confused about how do i implement the map in pacman, i mean which datastructure to use, so i can use it for moving AI controlled objects and check collisions with walls. i thought of a 2d array of ints but that didnt make sense to me. looking for some help. thanks.

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  • Making a Background Scrolling in Stacking Game

    - by David Dimalanta
    Hmmm...Is it a good idea to use a LibGDX parallax background for making a stacking game (i.e. PAPA STACKer Lite)? For example, I'm starting to use the blocks to drag-n-drop it. Next, when the next piece reaches the top of the screen, it automatically scrolls to the next one where the available space left. Aside from that, is it also involved with the camera code (Orthographic Camera) that the screen size appeared like 720x1280 but actually it's 1440x2560 for example? And another thing, does the background scrolling have the option to scroll from start to finish and infinite?

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  • How to transform gameObjects in array?

    - by user1764781
    I have an array of available gameObjects in the scene. An array of GO should be transformed according to received floats through UDP connection. I know it is simple, but can't figure it out how to accomplish the transformation an array of GO according to received unique floats for each GO, any help will be appreciated. Here is a transformation floats, it might be helpful I guess: x =ReadSingleBigEndian(data, signalOffset); signalOffset+=4; y= ReadSingleBigEndian(data, signalOffset); signalOffset+=4; z= ReadSingleBigEndian(data, signalOffset); signalOffset+=4; alpha= ReadSingleBigEndian(data, signalOffset); signalOffset+=4; theta= ReadSingleBigEndian(data,signalOffset); signalOffset+=4; phi= ReadSingleBigEndian(data,signalOffset); signalOffset+=4;

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  • How to highlight non-rectangular hotspots?

    - by HuseyinUslu
    So my question is highly related to Creating non-rectangular hotspots and detecting clicks. Yet again, I've irregular hot-spots (think the game Risk). So basically, we can detect clicks on these hot-spots easily using color key mapping as discussed in above question which I don't have any problems implementing (which is also covered here in details). The problem is about highlighting these irreguar hotspots. So let me explain the question a bit more - the above color key mapping guide uses this as a world map: Then the author color-maps the imaginary countries: Now we can now detect the country the pointer is over. In the same article author mentions outlining countries on mouse-over. Though to get the effect, he creates unique border assets for each country - like: For the game I'm working on I'm using the same color-key mapping idea to detect hot-spots, but I didn't like the way of highlighting hot-spots. Coloring all the hot-spots is already a time-consuming job for me - as I have 25+ hot-spots for each map. Further, the need to have 25 unique border/highlight asset per hot-spot doesn't sound right. Anyone have a better idea/suggestion on highlighting these hot-spots?

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  • can't spot the error. Trying to increment

    - by Kevin Jensen Petersen
    I really can't spot the error, or the misspelling. This script should increase the variable currentTime with 1 every second, as long as i am holding the Space button down. This is Unity C#. using UnityEngine; using System.Collections; public class GameTimer : MonoBehaviour { //Timer private bool isTimeDone; public GUIText counter; public int currentTime; private bool starting; //Each message will be shown random each 20 seconds. public string[] messages; public GUIText msg; //To check if this is the end private bool end; void Update () { counter.guiText.text = currentTime.ToString(); if(Input.GetKey(KeyCode.Space)) { if(starting == false) { starting = true; } if(end == false) { if(isTimeDone) { StartCoroutine(timer()); } } else { msg.guiText.text = "You think you can do better? Press 'R' to Try again!"; if(Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevel); } } } if(!Input.GetKey(KeyCode.Space) & starting) { end = true; } } IEnumerator timer() { isTimeDone = false; yield return new WaitForSeconds(1); currentTime++; isTimeDone = true; } }

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  • Controlling a GameObject from another GameObject's script component

    - by OhMrBigshot
    I'm creating a game where when starting the game, a Cube is duplicated GridSize * GridSize times when the game starts. Now, after the cubes are duplicated I want to attach a variable to them, say "Flag" which is a bool, from another script component (let's say I have a Prefab that generates the cloned cubes). In short, I have something like this: CreateTiles.cs : Attached to Prefab void Start() { createMyTiles(); // a function that clones the tiles flagRandomTiles(); // a function that (what I'm trying to do) "Flags" 10 random cubes } CubeBehavior.cs : Attached to each Cube public bool hasFlag; // other stuff Now, I want flagRandomTiles() to set a Cube's hasFlag property via code, assuming I have access to them via a GameObject[] array. Here's what I've tried: Cubes[x].hasFlag = true; - No access. Making a function such as Cubes[x].setHasFlag(true) - still no access. Initializing Cubes as a CubeBehavior object array, then doing the above - GameObjects can't be converted to CubeBehaviors - I get this error when I try to assign the Cubes into the array. How do I do this?

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  • How can I create and animate 2D skeletons for HTML5 Javascript games? [on hold]

    - by user414209
    I'm trying to make a 2D fighting game in HTML5(somewhat like street fighter). So basically there are two players, one AI and one Human. The players need to have animations for the body movements. Also, there needs to be some collision detection system. I'm using createjs for coding but to design models/objects/animations, I need some other software. So I'm looking for a software that can: easily make custom animation of 2d objects. The objects structure(skeleton etc.) will be same once defined but need to be defined once. Can export the animations and models in a js readable format(preferably json) Collision detection can be done easily after the exported format is loaded in a game engine. For point 1, I'm looking for some generic skeleton based animation. Sprite-sheet based animations will be difficult for collision detection.

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  • How To Scale Canvas In Android

    - by Daniel Braithwaite
    I am writing a android game using Canvas as the way to draw everything, the problem is that when i run it on different android phones the canvas dosn't change size i tried using canvas.scale() but that didn't make a i difference. The code i use for drawing is ... public void draw( Canvas c, int score ) { Obstical2[] obstmp = Queue.toArray(this.o); Coin[] cointmp = QueueC.toArray(this.c); for( int i = 0; i < obstmp.length; i++ ) { obstmp[i].draw(c); } for( int i = 0; i < cointmp.length; i++ ) { cointmp[i].draw(c); } c.drawText(String.format("%d", score ), 20, 50, textPaint); if( isWon && isStarted ) c.drawText("YOU WON", 20, 400, resPaint); else if( isLost && isStarted ) c.drawText("YOU LOST", 20, 400, resPaint); } The function above calls the draw functions for the entity's on the screen, theses function are as follows Draw Function For Obstical : public void draw( Canvas c ) { Log.i("D", "COIN"); coin.draw(c); } Draw Function For Coin : public void draw( Canvas c ) { obstical.draw(c); } How could i make the canvas re-size to it would look the same on any screen ? Cheers Daniel

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  • Stop map from scrolling but let player still move?

    - by ChocoMan
    I have a basic method of scrolling around on a map (moving the map instead of the player), but at when the player gets to a certain proximity to the edge, how do you stop the map from scrolling, but still allow the player to move around until it is away from that proximity? I'm not looking for any code. Just a suggestion so that I can implement it myself. I can see it visually (creating 4 boxed intersecting boundaries for the player to enter), but not sure how to come about stopping and resuming the scrolling of the map.

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  • Cocos2d copied actions not responding?

    - by Stephen
    I am running an animation on 2 sprites like so: -(void) startFootballAnimation { CCAnimation* footballAnim = [CCAnimation animationWithFrame:@"Football" frameCount:60 delay:0.005f]; spiral = [CCAnimate actionWithAnimation:footballAnim]; CCRepeatForever* repeat = [CCRepeatForever actionWithAction:spiral]; [self runAction:repeat]; [secondFootball runAction:[[repeat copy] autorelease]]; } The problem I am having is I call this method: - (void) slowAnimation { [spiral setDuration:[spiral duration] + 0.01]; } and it only slows down the first sprites animation and not the second one. Do I need to do something different with copied actions to get them to react to the slowing of the animation?

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  • How do game engines implement certain features?

    - by Milo
    I have always wondered how modern game engines do things such as realistic water, ambient occluded lighting, eye adaptation, global illumination, etc. I'm not so much interested in the implementation details, but more on what part of the graphics API such as D3D or OpenGL allow adding such functionality. The only thing I can think of is shaders, but I do not think just shaders can do all that. So really what I'm asking is, what functions or capabilities of graphics APIs enable developers to implement these types of features into their engines? Thanks

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  • Good resources for 2.5D and rendering walls, floors, and sprites

    - by Aidan Mueller
    I'm curious as to how games like Prelude of the chambered handle graphics. If you play for a bit you will see what I mean. It made me wonder how it works. (it is open-source so you can get the source on This page) I did find a few tutorials but I couldn't undertand some of the stuff but it did help with some things. However, I don't like doing things I don't understand. Does anyone know of any good sites for this kind of 2.5D? Any help is appreciated. After all I've been googling all day. Thanks :)

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  • Unable to access A class variables in B Class - Unity-Monodevelop

    - by Syed
    I have made a class including variables in Monodevelop which is: public class GridInfo : MonoBehaviour { public float initPosX; public float initPosY; public bool inUse; public int f; public int g; public int h; public GridInfo parent; public int y,x; } Now I am using its class variable in another class, Map.cs which is: public class Map : MonoBehaviour { public static GridInfo[,] Tile = new GridInfo[17, 23]; void Start() { Tile[0,0].initPosX = initPosX; //Line 49 } } Iam not getting any error on runtime, but when I play in unity it is giving me error NullReferenceException: Object reference not set to an instance of an object Map.Start () (at Assets/Scripts/Map.cs:49) I am not inserting this script in any gameobject, as Map.cs will make a GridInfo type array, I have also tried using variables using GetComponent, where is the problem ?

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  • Is there an open source sports manager project?

    - by massive
    For a long time I've tried to search for an open source manager game, but without any luck. I'm looking for a suitable project for a reference to my own pet project. Features like well designed data model, tournament and fixture generation and understandable match simulation algorithm would be a great bonuses. I'm especially interested in game projects like Hattrick and SI Games' Football Manager, although it is irrelevant what the particular sport is. The project should be preferably web-based as Hattrick is. I've crawled through GitHub and SourceForge, but I found only a few sports simulation projects. Projects, which I have found, were either dead or not fulfilling my wishes. Do you know any open source manager game / fantasy sports game project, which would be available as open source, OR at least any material, which would be useful when building a such project?

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  • How to draw texture to screen in Unity?

    - by user1306322
    I'm looking for a way to draw textures to screen in Unity in a similar fashion to XNA's SpriteBatch.Draw method. Ideally, I'd like to write a few helper methods to make all my XNA code work in Unity. This is the first issue I've faced on this seemingly long journey. I guess I could just use quads, but I'm not so sure it's the least expensive way performance-wise. I could do that stuff in XNA anyway, but they made SpriteBatch not without a reason, I believe.

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  • What's the difference between Canvas and WebGL?

    - by gadr90
    I'm thinking about using CAAT as a part of a HTML5 game engine. One of it's features is the ability to render to Canvas and WebGL without changing anything in the client code. That is a good thing, but I haven't found precisely: what are the differences between those two technologies? I would specially like to know the differences of Canvas and WebGL in the following regards: Framerate Desktop browser support Mobile browser support Futureproofability (TM)

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  • Most efficient AABB - Ray intersection algorithm for input/output distance calculation

    - by Tobbey
    Thanks to the following thread : most efficient AABB vs Ray collision algorithms I have seen very fast algorithm for ray/AABB intersection point computation. Unfortunately, most of the recent algorithm are accelerated by omitting the "output" intersection point of the box. In my application, I would interested in getting both the the distance from source ray to input: t0 and source ray to output of bounding box: t1. I have seen for instance Eisemann designed a very fast version regarding plucker, smits, ... , but it does not compare the case when both input/output distance should be computed see: http://www.cg.cs.tu-bs.de/publications/Eisemann07FRA/ Does someone know where I can find more information on algorithm performances for the specific input/output problem ? Thank you in advance

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  • What's wrong with this turn to face algorithm?

    - by Chan
    I implement a torpedo object that chases a rotating planet. Specifically, it will turn toward the planet each update. Initially my implement was: void move() { vector3<float> to_target = target - get_position(); to_target.normalize(); position += (to_target * speed); } which works perfectly for torpedo that is a solid sphere. Now my torpedo is actually a model, which has a forward vector, so using this method looks odd because it doesn't actually turn toward but jump toward. So I revised it a bit to get, double get_rotation_angle(vector3<float> u, vector3<float> v) const { u.normalize(); v.normalize(); double cosine_theta = u.dot(v); // domain of arccosine is [-1, 1] if (cosine_theta > 1) { cosine_theta = 1; } if (cosine_theta < -1) { cosine_theta = -1; } return math3d::to_degree(acos(cosine_theta)); } vector3<float> get_rotation_axis(vector3<float> u, vector3<float> v) const { u.normalize(); v.normalize(); // fix linear case if (u == v || u == -v) { v[0] += 0.05; v[1] += 0.0; v[2] += 0.05; v.normalize(); } vector3<float> axis = u.cross(v); return axis.normal(); } void turn_to_face() { vector3<float> to_target = (target - position); vector3<float> axis = get_rotation_axis(get_forward(), to_target); double angle = get_rotation_angle(get_forward(), to_target); double distance = math3d::distance(position, target); gl_matrix_mode(GL_MODELVIEW); gl_push_matrix(); { gl_load_identity(); gl_translate_f(position.get_x(), position.get_y(), position.get_z()); gl_rotate_f(angle, axis.get_x(), axis.get_y(), axis.get_z()); gl_get_float_v(GL_MODELVIEW_MATRIX, OM); } gl_pop_matrix(); move(); } void move() { vector3<float> to_target = target - get_position(); to_target.normalize(); position += (get_forward() * speed); } The logic is simple, I find the rotation axis by cross product, the angle to rotate by dot product, then turn toward the target position each update. Unfortunately, it looks extremely odds since the rotation happens too fast that it always turns back and forth. The forward vector for torpedo is from the ModelView matrix, the third column A: MODELVIEW MATRIX -------------------------------------------------- R U A T -------------------------------------------------- 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 -------------------------------------------------- Any suggestion or idea would be greatly appreciated.

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  • Collision detection via adjacent tiles - sprite too big

    - by BlackMamba
    I have managed to create a collision detection system for my tile-based jump'n'run game (written in C++/SFML), where I check on each update what values the surrounding tiles of the player contain and then I let the player move accordingly (i. e. move left when there is an obstacle on the right side). This works fine when the player sprite is not too big: Given a tile size of 5x5 pixels, my solution worked quite fine with a spritesize of 3x4 and 5x5 pixels. My problem is that I actually need the player to be quite gigantic (34x70 pixels given the same tilesize). When I try this, there seems to be an invisible, notably smaller boundingbox where the player collides with obstacles, the player also seems to shake strongly. Here some images to explain what I mean: Works: http://tinypic.com/r/207lvfr/8 Doesn't work: http://tinypic.com/r/2yuk02q/8 Another example of non-functioning: http://tinypic.com/r/kexbwl/8 (the player isn't falling, he stays there in the corner) My code for getting the surrounding tiles looks like this (I removed some parts to make it better readable): std::vector<std::map<std::string, int> > Game::getSurroundingTiles(sf::Vector2f position) { // converting the pixel coordinates to tilemap coordinates sf::Vector2u pPos(static_cast<int>(position.x/tileSize.x), static_cast<int>(position.y/tileSize.y)); std::vector<std::map<std::string, int> > surroundingTiles; for(int i = 0; i < 9; ++i) { // calculating the relative position of the surrounding tile(s) int c = i % 3; int r = static_cast<int>(i/3); // we subtract 1 to place the player in the middle of the 3x3 grid sf::Vector2u tilePos(pPos.x + (c - 1), pPos.y + (r - 1)); // this tells us what kind of block this tile is int tGid = levelMap[tilePos.y][tilePos.x]; // converts the coords from tile to world coords sf::Vector2u tileRect(tilePos.x*5, tilePos.y*5); // storing all the information std::map<std::string, int> tileDict; tileDict.insert(std::make_pair("gid", tGid)); tileDict.insert(std::make_pair("x", tileRect.x)); tileDict.insert(std::make_pair("y", tileRect.y)); // adding the stored information to our vector surroundingTiles.push_back(tileDict); } // I organise the map so that it is arranged like the following: /* * 4 | 1 | 5 * -- -- -- * 2 | / | 3 * -- -- -- * 6 | 0 | 7 * */ return surroundingTiles; } I then check in a loop through the surrounding tiles, if there is a 1 as gid (indicates obstacle) and then check for intersections with that adjacent tile. The problem I just can't overcome is that I think that I need to store the values of all the adjacent tiles and then check for them. How? And may there be a better solution? Any help is appreciated. P.S.: My implementation derives from this blog entry, I mostly just translated it from Objective-C/Cocos2d.

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