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  • Algorithm to shift the car

    - by Simran kaur
    I have a track that can be divided into n number of tracks and a car as GamObject. The track has transforms such that some part of the track's width lies in negative x axis and other in positive. Requirement: One move should cross one track. On every move(left or right), I want the car to reach exact centre of the next track on either sides i.e left or right. My code: Problem: : Because of negative values , somewhere I am missing out something that is making car move not in desirable positions and that's because of negative values only. variable tracks is the number of tracks the whole track is divided in. variable dist is the total width of the complete track. On left movement: if (Input.GetKeyDown (KeyCode.LeftArrow)) { if (this.transform.position.x < r.renderer.bounds.min.x + box.size.x) { this.transform.position = new Vector3 (r.renderer.bounds.min.x + Mathf.FloorToInt(box.size.x), this.transform.position.y, this.transform.position.z); } else { int tracknumber = Mathf.RoundToInt(dist - transform.position.x)/tracks; float averagedistance = (tracknumber*(dist/tracks) + (tracknumber-1)*(dist/tracks))/2; if(transform.position.x > averagedistoftracks) { amountofmovement = amountofmovement + (transform.position.x - averagedistance); } else { amountofmovement = amountofmovement - (averagedistance - transform.position.x); } this.transform.position = new Vector3 (this.transform.position.x - amountofmovement, this.transform.position.y, this.transform.position.z); } }

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  • Calculate an AABB for bone animated model

    - by Byte56
    I have a model that has its initial bounding box calculated by finding the maximum and minimum on the x, y and z axes. Producing a correct result like so: The vertices are then stored in a VBO and only altered with matrices for rotation and bone animation. Currently the bounds are not updated when the model is altered. So the animated and rotated model has bounds like so: (Maybe it's hard to tell, but the bounds are the same as before, and don't accurately represent the rotated/animated model) So my question is, how can I calculate the bounding box using the armature matrices and rotation/translation matrices for each model? Keep in mind the modified vertex data is not available because those calculations are performed on the GPU in the shader. The end result I want is to have an accurate AABB the represents the animated model for picking/basic collision checks.

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  • Drawing isometric map in canvas / javascript

    - by Dave
    I have a problem with my map design for my tiles. I set player position which is meant to be the middle tile that the canvas is looking at. How ever the calculation to put them in x:y pixel location is completely messed up for me and i don't know how to fix it. This is what i tried: var offset_x = 0; //used for scrolling on x var offset_y = 0; //used for scrolling on y var prev_mousex = 0; //for movePos function var prev_mousey = 0; //for movePos function function movePos(e){ if (prev_mousex === 0 && prev_mousey === 0) { prev_mousex = e.pageX; prev_mousey = e.pageY; } offset_x = offset_x + (e.pageX - prev_mousex); offset_y = offset_y + (e.pageY - prev_mousey); prev_mousex = e.pageX; prev_mousey = e.pageY; run = true; } player_posx = 5; player_posy = 55; ct = 19; for (i = (player_posx-ct); i < (player_posx+ct); i++){ //horizontal for (j=(player_posy-ct); j < (player_posy+ct); j++){ // vertical //img[0] is 64by64 but the graphic is 64by32 the rest is alpha space var x = (i-j)*(img[0].height/2) + (canvas.width/2)-(img[0].width/2); var y = (i+j)*(img[0].height/4); var abposx = x - offset_x; var abposy = y - offset_y; ctx.drawImage(img[0],abposx,abposy); } } Now based on these numbers the first render-able tile is I = 0 & J = 36. As numbers in the negative are not in the array. But for I=0 and J= 36 the position it calculates is : -1120 : 592 Does any one know how to center it to canvas view properly?

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  • Shadow mapping: what is the light looking at?

    - by PgrAm
    I'm all set to set up shadow mapping in my 3d engine but there is one thing I am struggling to understand. The scene needs to be rendered from the light's point of view so I simply first move my camera to the light's position but then I need to find out which direction the light is looking. Since its a point light its not shining in any particular direction. How do I figure out what the orientation for the light point of view is?

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  • Why does this game loop stop my process from responding?

    - by Ben
    I implemented a fixed time step loop for my C# game. All it does at the moment is make a square bounce around the screen. The problem I'm having is that when I execute the program, I can't close it from the window's close button and the cursor is stuck on the "busy" icon. I have to go into Visual Studio and stop the program manually. Here's the loop at the moment: public void run() { int updates = 0; int frames = 0; double msPerTick = 1000.0 / 60.0; double threshhold = 0; long lastTime = getCurrentTime(); long lastTimer = getCurrentTime(); while (true) { long currTime = getCurrentTime(); threshhold += (currTime - lastTime) / msPerTick; lastTime = currTime; while (threshhold >= 1) { update(); updates++; threshhold -= 1; } this.Refresh(); frames++; if ((getCurrentTime() - lastTimer) >= 1000) { this.Text = updates + " updates and " + frames + " frames per second"; updates = 0; frames = 0; lastTimer += 1000; } } } Why is this happening?

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  • Determining explosion radius damage - Circle to Rectangle 2D

    - by Paul Renton
    One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by rectangular bounding boxes as the objects in question are tanks) within the explosion radius. So this boils down to circle to rectangle collision and how far away the circle's radius is from the closest rectangle edge. I took a stab at figuring this out last night, but I believe there may be a better way. In particular, I don't know the best way to determine what percentage of damage to apply based on the distance calculated. Note : All tank objects have an anchor point of (0,0) so position is according to bottom left corner of bounding box. Explosion point is the center point of the circular explosion. TankObject * tank = (TankObject*) gameSprite; float distanceFromExplosionCenter; // IMPORTANT :: All GameCharacter have an assumed (0,0) anchor if (explosionPoint.x < tank.position.x) { // Explosion to WEST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, tank.position); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = tank.position.x - explosionPoint.x; } // end if } else if (explosionPoint.x > (tank.position.x + tank.contentSize.width)) { // Explosion to EAST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y)); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = explosionPoint.x - (tank.position.x + tank.contentSize.width); } // end if } else { // Tank is either north or south and is inbetween left and right corner of rect if (explosionPoint.y < tank.position.y) { // Explosion is South distanceFromExplosionCenter = tank.position.y - explosionPoint.y; } else { // Explosion is North distanceFromExplosionCenter = explosionPoint.y - (tank.position.y + tank.contentSize.height); } // end if } // end outer if if (distanceFromExplosionCenter < explosionRadius) { /* Collision :: Smaller distance larger the damage */ int damageToApply; if (self.directHit) { damageToApply = self.explosionMaxDamage + self.directHitBonusDamage; [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explsoion-> DIRECT HIT with total damage %d", damageToApply); } else { // TODO adjust this... turning out negative for some reason... damageToApply = (1 - (distanceFromExplosionCenter/explosionRadius) * explosionMaxDamage); [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explosion-> Non direct hit collision with tank"); CCLOG(@"Damage to apply is %d", damageToApply); } // end if } else { CCLOG(@"Explosion-> Explosion distance is larger than explosion radius"); } // end if } // end if Questions: 1) Can this circle to rect collision algorithm be done better? Do I have too many checks? 2) How to calculate the percentage based damage? My current method generates negative numbers occasionally and I don't understand why (Maybe I need more sleep!). But, in my if statement, I ask if distance < explosion radius. When control goes through, distance/radius must be < 1 right? So 1 - that intermediate calculation should not be negative. Appreciate any help/advice!

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  • AndEngine doesn't fill correctly an image on my device

    - by Guille
    I'm learning about AndEngine a little bit, I'm trying to follow a tutorial but I don't get to fill the background image correctly, so, it's just appear in one side of my screen. My device is a Galaxy Nexus (1270x768 I think...). The image is 800x480. The code is: public EngineOptions onCreateEngineOptions() { camera = new Camera(0, 0, 800, 480); EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new FillResolutionPolicy(), this.camera); engineOptions.getAudioOptions().setNeedsMusic(true).setNeedsSound(true); engineOptions.getRenderOptions().setMultiSampling(true);//.getConfigChooserOptions().setRequestedMultiSampling(true); engineOptions.setWakeLockOptions(WakeLockOptions.SCREEN_ON); return engineOptions; } I have been trying with several values in the camera, but it doesn't fill in all the screen, why?

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  • Help, i cant reference my vars!

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

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  • How to I access "Deny" message from a Lidgren client?

    - by TJ Mott
    I'm using the Lidgren v3 network for a UDP client/server networking model. On the server end, I'm initializing a NetServer object with the NetIncomingMessage.ConnectionApproval message type enabled. So the client is able to successfully connect and the first packet it sends is a login packet, containing a username and password supplied by the user. The server is receiving that and doing some black magic to authenticate, and everything works up to that point. If the login fails, the server calling NetIncomingMessage.SenderConnection.Deny("Invalid Login Credentials"). I want to know how to properly receive this deny message on the client. I'm getting the message, it shows up with a message type of NetIncomingMessage.StatusChanged. If I call ReadString on that message, I get a corrupted version of the string I passed to the Deny method on the server. The type of corruption varies, I've seen odd characters in there but in every case it's truncated and is way shorter than the string I entered. Any ideas? The official documentation is sparse on this topic. I could use pointers from anyone who has successfully used the Lidgren library and uses the Accept or Deny methods. Also, if I don't do any authentication and just Approve() the connection every time, stuff actually works just fine and I'm getting reliable two-way UDP traffic. (And lastly, Stack Exchange said I don't have enough reputation to use the "Lidgren" tag....???)

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  • Loading files during run time

    - by NDraskovic
    I made a content pipeline extension (using this tutorial) in XNA 4.0 game. I altered some aspects, so it serves my need better, but the basic idea still applies. Now I want to go a step further and enable my game to be changed during run time. The file I am loading trough my content pipeline extension is very simple, it only contains decimal numbers, so I want to enable the user to change that file at will and reload it while the game is running (without recompiling as I had to do so far). This file is a very simplified version of level editor, meaning that it contains rows like: 1 1,5 1,78 -3,6 Here, the first number determines the object that will be drawn to the scene, and the other 3 numbers are coordinates where that object will be placed. So, how can I change the file that contains these numbers so that the game loads it and redraws the scene accordingly? Thanks

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  • What's a good data structure solution for a scene manager in XNA?

    - by tunnuz
    Hello, I'm playing with XNA for a game project of myself, I had previous exposure to OpenGL and worked a bit with Ogre, so I'm trying to get the same concepts working on XNA. Specifically I'm trying to add to XNA a scene manager to handle hierarchical transforms, frustum (maybe even occlusion) culling and transparency object sorting. My plan was to build a tree scene manager to handle hierarchical transforms and lighting, and then use an Octree for frustum culling and object sorting. The problem is how to do geometry sorting to support transparencies correctly. I know that sorting is very expensive if done on a per-polygon basis, so expensive that it is not even managed by Ogre. But still images from Ogre look right. Any ideas on how to do it and which data structures to use and their capabilities? I know people around is using: Octrees Kd-trees (someone on GameDev forum said that these are far better than Octrees) BSP (which should handle per-polygon ordering but are very expensive) BVH (but just for frustum and occlusion culling) Thank you Tunnuz

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  • Developing an ELO like point system for a multiplayer gaming site

    - by Alejandro Piad
    I'm currently working on a gaming site where users will submit virtual players for different games, like Chess, Nash, Backgammon, Go, etc. The idea is that users don't compete themselves, but through their virtual players. There will be leagues, tournaments, and other competition formats. The question is which would be a good rating system for users in this environment. Take into account that every user may have many different virtual players playing in many different games. As a general guideline I would like to guarantee the following properties: Users who have a lot of mediocre players should not score higher than users with a few very good players. A user with a high rating should not be penalized if he adds a new bad player, until he has had enough time to improve his player. Users who don't play often should not score higher than users who play every day. Thanks in advance.

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  • Why does Unity3D crash in VirtualBox?

    - by FakeRainBrigand
    I'm running Unity3D in a virtual instance of Windows, using the Virtual Box software on Linux. I have guest additions installed with DirectX support. I've tried using Windows XP SP3 32-bit, and Windows 7 64bit. My host is Ubuntu 12.04 64bit. I installed and registered Unity on both. It loads up fine, and then crashes my entire VirtualBox instance (equivalent of a computer shutting off with no warning).

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  • Need help about Drag a sprite with Animation (Cocos2d)

    - by Zishan
    I want to play an animation when someone drag a sprite from it's default position to another selected position. If he drag half of the selected position then animation will be play half. Example, I have 15 Frames of a animation and have a projectile arm. The projectile arm can be rotate maximum 30°, if someone rotate the arm 2° then animation sprite will be show 2nd frame, if rotate 12° then animation sprite will be show 6th frame.... and so on. Also when he release the arm, then the arm will be reverse back to it's default position and animation frames also will be reverse back to it's default first frame. I am new on cocos2d.I know how to make an animation and how to drag a sprite but I have no idea how to do this. Can anyone Please give me any idea or any tutorial how to do this, it will be very helpful for me. Thank you in advance.

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  • Switching my collision detection to array lists caused it to stop working

    - by Charlton Santana
    I have made a collision detection system which worked when I did not use array list and block generation. It is weird why it's not working but here's the code, and if anyone could help I would be very grateful :) The first code if the block generation. private static final List<Block> BLOCKS = new ArrayList<Block>(); Random rnd = new Random(System.currentTimeMillis()); int randomx = 400; int randomy = 400; int blocknum = 100; String Title = "blocktitle" + blocknum; private Block block; public void generateBlocks(){ if(blocknum > 0){ int offset = rnd.nextInt(250) + 100; //500 is the maximum offset, this is a constant randomx += offset;//ofset will be between 100 and 400 int randomyoff = rnd.nextInt(80); //500 is the maximum offset, this is a constant randomy = platformheighttwo - 6 - randomyoff;//ofset will be between 100 and 400 block = new Block(BitmapFactory.decodeResource(getResources(), R.drawable.block2), randomx, randomy); BLOCKS.add(block); blocknum -= 1; } The second is where the collision detection takes place note: the block.draw(canvas); works perfectly. It's the blocks that don't work. for(Block block : BLOCKS) { block.draw(canvas); if (sprite.bottomrx < block.bottomrx && sprite.bottomrx > block.bottomlx && sprite.bottomry < block.bottommy && sprite.bottomry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // bottom left touching block? if (sprite.bottomlx < block.bottomrx && sprite.bottomlx > block.bottomlx && sprite.bottomly < block.bottommy && sprite.bottomly > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } // top right touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } //top left touching block? if (sprite.toprx < block.bottomrx && sprite.toprx > block.bottomlx && sprite.topry < block.bottommy && sprite.topry > block.topry ){ Log.d(TAG, "Collided!!!!!!!!!!!!1"); } } The values eg bottomrx are in the block.java file..

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  • How to implement physical effect, perspective effect on Android

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

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  • Is it possible to construct a cube with fewer than 24 vertices

    - by Telanor
    I have a cube-based world like Minecraft and I'm wondering if there's a way to construct a cube with fewer than 24 vertices so I can reduce memory usage. It doesn't seem possible to me for 2 reasons: the normals wouldn't come out right and per-face textures wouldn't work. Is this the case or am I wrong? Maybe there's some fancy new DX11 tech that can help? Edit: Just to clarify, I have 2 requirements: I need surface normals for each cube face in order to do proper lighting and I need a way to address a different indexes in a texture array for each cube face

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  • 2D basic map system

    - by Cyril
    i'm currently coding a 2D game in Java, and I would like to have some clues on how-to build this system : the screen is moving on a grander map, for instance, the screen represent 800*600 units on a 100K*100K map. When you command your unit to go to another position, the screen move on this map AND when you move your mouse on a side or another of the screen, you move the screen on the map. Not sure that i'm clear, but we can retrieve this system in most RTS games (warcraft/starcraft for example). I'm currently using Slick 2D. Any idea ? Thanks.

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  • matrix 4x4 position data

    - by freefallr
    I understand that a 4x4 matrix holds rotation and position data. The rotation data is held in the 3x3 sub-matrix at the top left of the matrix. The position data is held in the last column of the matrix. e.g. glm::vec3 vParentPos( mParent[3][0], mParent[3][1], mParent[3][2] ); My question is - am I accessing the parent matrix correctly in the example above? I know that opengl uses a different matrix ordering that directx, (row order instead of column order or something), so, should the mParent be accessed as follows instead? glm::vec3 vParentPos( mParent[0][3], mParent[1][3], mParent[2][3] ); thanks!

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  • how can I specify interleaved vertex attributes and vertex indices

    - by freefallr
    I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into a shader program, for use with glDrawArrays. My vertex data already exists in a VertexBufferObject that uses the following data structure to create a vertex buffer: class CustomVertex { public: float m_Position[3]; // x, y, z // offset 0, size = 3*sizeof(float) float m_TexCoords[2]; // u, v // offset 3*sizeof(float), size = 2*sizeof(float) float m_Normal[3]; // nx, ny, nz; float colour[4]; // r, g, b, a float padding[20]; // padded for performance }; I've already written a working VertexBufferObject class that creates a vertex buffer object from an array of CustomVertex objects. This array is said to be interleaved. It renders successfully with the following code: void VertexBufferObject::Draw() { if( ! m_bInitialized ) return; glBindBuffer( GL_ARRAY_BUFFER, m_nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_nVboIdIndex ); glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glEnableClientState( GL_NORMAL_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); glVertexPointer( 3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 0) ); glTexCoordPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 12)); glNormalPointer(GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 20)); glColorPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 32)); glDrawElements( GL_TRIANGLES, m_nNumIndices, GL_UNSIGNED_INT, ((char*)NULL + 0) ); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); } Back to the Vertex Array Object though. My code for creating the Vertex Array object is as follows. This is performed before the ShaderProgram runtime linking stage, and no glErrors are reported after its steps. // Specify the shader arg locations (e.g. their order in the shader code) for( int n = 0; n < vShaderArgs.size(); n ++) glBindAttribLocation( m_nProgramId, n, vShaderArgs[n].sFieldName.c_str() ); // Create and bind to a vertex array object, which stores the relationship between // the buffer and the input attributes glGenVertexArrays( 1, &m_nVaoHandle ); glBindVertexArray( m_nVaoHandle ); // Enable the vertex attribute array (we're using interleaved array, since its faster) glBindBuffer( GL_ARRAY_BUFFER, vShaderArgs[0].nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vShaderArgs[0].nVboIndexId ); // vertex data for( int n = 0; n < vShaderArgs.size(); n ++ ) { glEnableVertexAttribArray(n); glVertexAttribPointer( n, vShaderArgs[n].nFieldSize, GL_FLOAT, GL_FALSE, vShaderArgs[n].nStride, (GLubyte *) NULL + vShaderArgs[n].nFieldOffset ); AppLog::Ref().OutputGlErrors(); } This doesn't render correctly at all. I get a pattern of white specks onscreen, in the shape of the terrain rectangle, but there are no regular lines etc. Here's the code I use for rendering: void ShaderProgram::Draw() { using namespace AntiMatter; if( ! m_nShaderProgramId || ! m_nVaoHandle ) { AppLog::Ref().LogMsg("ShaderProgram::Draw() Couldn't draw object, as initialization of ShaderProgram is incomplete"); return; } glUseProgram( m_nShaderProgramId ); glBindVertexArray( m_nVaoHandle ); glDrawArrays( GL_TRIANGLES, 0, m_nNumTris ); glBindVertexArray(0); glUseProgram(0); } Can anyone see errors or omissions in either the VAO creation code or rendering code? thanks!

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  • rts libgdx design?

    - by user36531
    I am attempting to create a simple rts multi-player strategy game using libgdx. I am stumped at the moment. I want the underlying game world to run at all times and be aware of where all items are on the map.. so if player A logs in and moves unit to some location on the grid and logs off, that unit info is still there and can be accessed again by player A when they log back on to move somewhere else (if it didnt get attacked during the playerA was logged off). How can i do this? Do i create a main game world on the server and when players connect make client just sequentially request whats in each visible tile? Is there an easier way to get this done? Or go SQL route? Whats better?

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  • How would I be able to get a game over screen using the pause function?

    - by Joachim Velzel
    I am having problems with my snake game, when the snake collides with itself it draws a "game over" image in the background, but only while it's colliding with itself. I want it to behave like the pause function, so that as soon as the snake collides with itself it draws an image on the screen and stops the game play. And then how would you be able to restart or to quit the game? I just have this for the detection at the moment: if (snakeHeadRectangle.Intersects(snakeBodyRectangleArray[bodyNumber])) { spriteBatch.Draw(textureGameOver, gameOverPosition, Color.White); } Thanks

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  • Turning on collision crashes game

    - by MomentumGaming
    I am getting a null pointer excecption to both my sprite and level. I am working on my mob class, and when I try to move him and the move function is called, the game crashes after checking collision with a null pointer excecption. Taking out the one line that actually checks if the tile located in front of it fixes the problem. Also, if i keep collision ON but don't move the position of the mob (the spider) the game works fine. I will have collision, and the spider appears on the screen, only problem is, getting it to move causes this nasty error that i just can't fix. true Exception in thread "Display" java.lang.NullPointerException at com.apcompsci.game.entity.mob.Mob.collision(Mob.java:67) at com.apcompsci.game.entity.mob.Mob.move(Mob.java:38) at com.apcompsci.game.entity.mob.spider.update(spider.java:58) at com.apcompsci.game.level.Level.update(Level.java:55) at com.apcompsci.game.Game.update(Game.java:128) at com.apcompsci.game.Game.run(Game.java:106) at java.lang.Thread.run(Unknown Source) Here is my renderMob mehtod: public void renderMob(int xp,int yp,Sprite sprite,int flip) { xp -= xOffset; yp-=yOffset; for(int y = 0; y<32; y++) { int ya = y + yp; int ys = y; if(flip == 2||flip == 3)ys = 31-y; for(int x = 0; x<32; x++) { int xa = x + xp; int xs = x; if(flip == 1||flip == 3)xs = 31-x; if(xa < -32 || xa >=width || ya<0||ya>=height) break; if(xa<0) xa =0; int col = sprite.pixels[xs+ys*32]; if(col!= 0x000000) pixels[xa+ya*width] = col; } } } My spider class which determines the sprite and where I control movement, also rendering the spider onto the screen, when I increment ya to move the sprite, I get the crash, but without ya++, it runs flawlessly with a spider sprite on screen: package com.apcompsci.game.entity.mob; import com.apcompsci.game.entity.mob.Mob.Direction; import com.apcompsci.game.graphics.Screen; import com.apcompsci.game.graphics.Sprite; import com.apcompsci.game.level.Level; public class spider extends Mob{ Direction dir; private Sprite sprite; private boolean walking; public spider(int x, int y) { this.x = x <<4; this.y = y <<4; sprite = sprite.spider_forward; } public void update() { int xa = 0, ya = 0; ya++; if(ya<0) { sprite = sprite.spider_forward; dir = Direction.UP; } if(ya>0) { sprite = sprite.spider_back; dir = Direction.DOWN; } if(xa<0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa>0) { sprite = sprite.spider_side; dir = Direction.LEFT; } if(xa!= 0 || ya!= 0) { System.out.println("true"); move(xa,ya); walking = true; } else{ walking = false; } } public void render(Screen screen) { screen.renderMob(x, y, sprite, 0); } } This is th mob class that contains the move() method that is called in the spider class above. This move method calls the collision method. tile and sprite comes up null in the debugger: package com.apcompsci.game.entity.mob; import java.util.ArrayList; import java.util.List; import com.apcompsci.game.entity.Entity; import com.apcompsci.game.entity.projectile.DemiGodProjectile; import com.apcompsci.game.entity.projectile.Projectile; import com.apcompsci.game.graphics.Sprite; public class Mob extends Entity{ protected Sprite sprite; protected boolean moving = false; protected enum Direction { UP,DOWN,LEFT,RIGHT } protected Direction dir; public void move(int xa,int ya) { if(xa != 0 && ya != 0) { move(xa,0); move(0,ya); return; } if(xa>0) dir = Direction.RIGHT; if(xa<0) dir = Direction.LEFT; if(ya>0)dir = Direction.DOWN; if(ya<0)dir = Direction.UP; if(!collision(xa,ya)){ x+= xa; y+=ya; } } public void update() { } public void shoot(int x, int y, double dir) { //dir = Math.toDegrees(dir); Projectile p = new DemiGodProjectile(x, y,dir); level.addProjectile(p); } public boolean collision(int xa,int ya) { boolean solid = false; for(int c = 0; c<4; c++) { int xt = ((x+xa) + c % 2 * 14 - 8 )/16; int yt = ((y+ya) + c / 2 * 12 +3 )/16; if(level.getTile(xt, yt).solid()) solid = true; } return solid; } public void render() { } } Finally, here is the method in which i call the add() method for the spider to add it to the level: protected void loadLevel(String path) { try{ BufferedImage image = ImageIO.read(SpawnLevel.class.getResource(path)); int w = width =image.getWidth(); int h = height = image.getHeight(); tiles = new int[w*h]; image.getRGB(0, 0, w,h, tiles,0, w); } catch(IOException e){ e.printStackTrace(); System.out.println("Exception! Could not load level file!"); } add(new spider(20,45)); } I don't think i need to include the level class but just in case, I have provided a gistHub link for better context. It contains all of the full classes listed above , plus my entity class and maybe another. Thanks for the help if you decide to do so, much appreciated! Also, please tell me if i'm in the wrong section of stackeoverflow, i figured that since this is the gamign section that it belonged but debugging code normally goes into the general section.

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  • How is an HTML5 game sold?

    - by Bane
    (I know this site doesn't give legal advice, but what I'm dealing here with isn't anything serious at all. Also, I apologize to JP for being annoying over this.) Someone found a game I made on the Internet, and expressed interest in buying it. We agreed upon a price, and, in the meantime, I removed the game's source from the Internet, just to be sure. Now, I'm wondering what to do next. These are the terms: He gets the game's source code, and only that, without the graphics (which weren't made by me). He gets the right to develop and sell the game. I get to keep the ownership of the original game, meaning that I can use it in my portfolio when applying for jobs, for example. The game gets to stay on its original site. But I am not sure how can I legally realize this. Which license can I use?

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  • Unity 3d (Using Blender) - anime/manga/cel-shaded style characters

    - by David Archer
    Making a game using Blender for 3D models and Unity for the game engine. Just wondering if anyone knows any links to pages that give a tutorial on Japanese anime style 3D modelling, texturing and shading through blender. I'm actually looking to create a cel-shaded look eventually (read: Okami/Jet Set Radio style) and I'm kind of stuck with the design stuff. I'm not a Blender expert by any means, and still kind of new to the design side of things (I'm a programmer by trade), so please don't vote me down too hard. I've tried googling, but there doesn't seem to be much in the way of what I'm after. The only thing I've found really is a plugin for blender called freestyle, or using the ToonShader shading tool. If there are any good tutorials or anything, I'm really happy to sit through them - just want to learn :) Thanks for any help :)

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