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  • Group Matchmaking

    - by Simon Kérouack
    Consider different groups(1 or more players) queuing together, we want to make 2 opposing teams containing each the same amount of players while keeping the groups together. At the same time we want to make both teams' average ranking as close as possible. Now also consider we have as a working set the subset of groups currently queuing within a given ranking range. For an example, let's say we have the following groups, ordered by queuing time: Id, playerCount, totalRank, avgRank 0, 3, 126, 42 1, 2, 60, 30 2, 1, 25, 25 3, 2, 80, 40 4, 1, 40, 40 5, 1, 20, 20 6, 3, 150, 50 for this specific subset, the expected output should ideally be: team1: 0, 1 (total: 186) team2: 2, 5, 6 (total: 195) up to now the solution I have been using is to balance out each team by making each team pick the group with highest ranking within the subset turn by turn. The team who picks is the one with the currently lowest average rank unless one is already full. If one team is already full the other team tries to complete itself with groups that would make the rank gap as small as possible. This solution turns out to have issues with frequent edge cases and I'm looking for a better solution, or some fine-tuning that could be made. In most cases, players seems to want teams of 5 people and queue in group of 2. Our average subset when 2 teams of 5 are chosen is made of about 14 players if that may be of any help.

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  • 2D Grid Map Connectivity Check (avoiding stack overflow)

    - by SombreErmine
    I am trying to create a routine in C++ that will run before a more expensive A* algorithm that checks to see if two nodes on a 2D grid map are connected or not. What I need to know is a good way to accomplish this sequentially rather than recursively to avoid overflowing the stack. What I've Done Already I've implemented this with ease using a recursive algorithm; however, depending upon different situations it will generate a stack overflow. Upon researching this, I've come to the conclusion that it is overflowing the stack because of too many recursive function calls. I am sure that my recursion does not enter an infinite loop. I generate connected sets at the beginning of the level, and then I use those connected sets to determine connectivity on the fly later. Basically, the generating algorithm starts from left-to-right top-to-bottom. It skips wall nodes and marks them as visited. Whenever it reaches a walkable node, it recursively checks in all four cardinal directions for connected walkable nodes. Every node that gets checked is marked as visited so they aren't handled twice. After checking a node, it is added to either a walls set, a doors set, or one of multiple walkable nodes sets. Once it fills that area, it continues the original ltr ttb loop skipping already-visited nodes. I've also looked into flood-fill algorithms, but I can't make sense of the sequential algorithms and how to adapt them. Can anyone suggest a better way to accomplish this without causing a stack overflow? The only way I can think of is to do the left-to-right top-to-bottom loop generating connected sets on a row basis. Then check the previous row to see if any of the connected sets are connected and then join the sets that are. I haven't decided on the best data structures to use for that though. I also just thought about having the connected sets pre-generated outside the game, but I wouldn't know where to start with creating a tool for that. Any help is appreciated. Thanks!

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  • Height Map Mapping to "Chunked" Quadrilateralized Spherical Cube

    - by user3684950
    I have been working on a procedural spherical terrain generator for a few months which has a quadtree LOD system. The system splits the six faces of a quadrilateralized spherical cube into smaller "quads" or "patches" as the player approaches those faces. What I can't figure out is how to generate height maps for these patches. To generate the heights I am using a 3D ridged multi fractals algorithm. For now I can only displace the vertices of the patches directly using the output from the ridged multi fractals. I don't understand how I generate height maps that allow the vertices of a terrain patch to be mapped to pixels in the height map. The only thing I can think of is taking each vertex in a patch, plug that into the RMF and take that position and translate into u,v coordinates then determine the pixel position directly from the u,v coordinates and determine the grayscale color based on the height. I feel as if this is the right approach but there are a few other things that may further complicate my problem. First of all I intend to use "height maps" with a pixel resolution of 192x192 while the vertex "resolution" of each terrain patch is only 16x16 - meaning that I don't have any vertices to sample for the RMF for most of the pixels. The main reason the height map resolution is higher so that I can use it to generate a normal map (otherwise the height maps serve little purpose as I can just directly displace vertices as I currently am). I am pretty much following this paper very closely. This is, essentially, the part I am having trouble with. Using the cube-to-sphere mapping and the ridged multifractal algorithm previously described, a normalized height value ([0, 1]) is calculated. Using this height value, the terrain position is calculated and stored in the first three channels of the positionmap (RGB) – this will be used to calculate the normalmap. The fourth channel (A) is used to store the height value itself, to be used in the heightmap. The steps in the first sentence are my primary problem. I don't understand how the pixel positions correspond to positions on the sphere and what positions are sampled for the RMF to generate the pixels if only vertices cannot be used.

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  • Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget

    - by cubrman
    My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0. To sample the cubemap I compute the 3d reflection vector in a classic way: half3 ReflectionVec = reflect(-directionToCamera, Normal.rgb); I then use the vector to get the actual reflected color: half3 ReflectionCol = texCUBElod(ReflectionSampler, float4(ReflectionVec, 0)); The cubemap I am sampling from is a RenderTarget with 6 flat faces. So my question is, given the 3d world position of an arbitrary 3d object, how can I make sure that I get accurate reflections of this object, when I re-render the cubemap. Should I build the ViewProjection matrix in a specific way? Or is there any other approach?

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  • XNA Skinned Animated Mesh Rendering Exported from Maya

    - by Devin Garner
    I am working on translating an old RTS game engine I wrote from DirectX9 to XNA. My old models didn't have animation & are an old format, so I'm trying with an FBX file. I temporarily "borrowed" a model from League of Legends just to test if my rendering is working correctly. I imported the mesh/bones/skin/animation into Maya 2012 using an "unnamed" 3rd-party import tool. (obviously I'll have to get legit models later, but I just want to test if my programming is correct). Everything looks correct in maya and it renders the animations flawlessly. I exported everything into a single FBX file (with only a single animation). I then tried to load this model using the example at the following site: http://create.msdn.com/en-US/education/catalog/sample/skinned_model With my exported FBX, the animation looks correct for most of the frames, however at random times it screws up for a split second. Basically, the body/arms/head will look right, but the leg/foot will shoot out to a random point in space for a second & then go back to the normal position. The original FBX from the sample looks correct in my program. It seems odd that my model was imported into maya wrong, since it displays fine in Maya. So, I'm thinking either I'm exporting it wrong, or the sample code is bad & the model from the sample caters to the samples bad code. I'm new to 3D programming & maya, so chances are I'm doing something wrong in the export. I'm using mostly the defaults, but I've tried all 3 interpolation modes (quaternion, euler, resample). Thanks

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  • How do I adjust the origin of rotation for a group of sprites?

    - by Jon
    I am currently grouping sprites together, then applying a rotation transformation on draw: private void UpdateMatrix(ref Vector2 origin, float radians) { Vector3 matrixorigin = new Vector3(origin, 0); _rotationMatrix = Matrix.CreateTranslation(-matrixorigin) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(matrixorigin); } Where the origin is the Centermost point of my group of sprites. I apply this transformation to each sprite in the group. My problem is that when I adjust the point of origin, my entire sprite group will re-position itself on screen. How could I differentiate the point of rotation used in the transformation, from the position of the sprite group? Is there a better way of creating this transformation matrix? EDIT Here is the relevant part of the Draw() function: Matrix allTransforms = _rotationMatrix * camera.GetTransformation(); spriteBatch.Begin(SpriteSortMode.BackToFront, null, null, null, null, null, allTransforms); for (int i = 0; i < _map.AllParts.Count; i++) { for (int j = 0; j < _map.AllParts[0].Count; j++) { spriteBatch.Draw(_map.AllParts[i][j].Texture, _map.AllParts[i][j].Position, null, Color.White, 0, _map.AllParts[i][j].Origin, 1.0f, SpriteEffects.None, 0f); } } This all works fine, again, the problem is that when a rotation is set and the point of origin is changed, the sprite group's position is offset on screen. I am trying to figure out a way to adjust the point of origin without causing a shift in position. EDIT 2 At this point, I'm looking for workarounds as this is not working. Does anyone know of a better way to rotate a group of sprites in XNA? I need a method that will allow me to modify the point of rotation (origin) without affecting the position of the sprite group on screen.

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  • Animation API vs frame animation

    - by Max
    I'm pretty far down the road in my game right now, closing in on the end. And I'm adding little tweaks here and there. I used custom frame animation of a single image with many versions of my sprite on it, and controlled which part of the image to show using rectangles. But I'm starting to think that maybe I should've used the Animation API that comes with android instead. Will this effect my performance in a negative way? Can I still use rectangles to draw my bitmap? Could I add effects from the Animation API to my current frame-controlled animation? like the fadeout-effect etc? this would mean I wont have to change my current code. I want some of my animations to fade out, and just noticed that using the Animation API makes things alot easier. But needless to say, I would prefer not having to change all my animation-code. I'm bad at explaining, so Ill show a bit of how I do my animation: private static final int BMP_ROWS = 1; //I use top-view so only need my sprite to have 1 direction private static final int BMP_COLUMNS = 3; public void update(GameControls controls) { if (sprite.isMoving) { currentFrame = ++currentFrame % BMP_COLUMNS; } else { this.setFrame(1); } } public void draw(Canvas canvas, int x, int y, float angle) { this.x=x; this.y=y; canvas.save(); canvas.rotate(angle , x + width / 2, y + height / 2); int srcX = currentFrame * width; int srcY = 0 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); canvas.restore(); }

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  • Any open source editor to make video games online without programming knowledge?

    - by chelder
    With Scratch we can create video games online, from its web platform, and publish them on the same web. I could download its source code and use it, as many others already did (see Scratch modifications). Unfortunately, we need programming knowledge to use it. Actually, Scratch is mainly for teaching kids to code. I also found editors like Construct 2, GameSalad Creator and many others (just type on Google: create a video game without programming). With those editors we can create video games without coding. Unfortunately they are neither open source nor web platform. They need to be installed on Windows or Mac. Do you know some editor like Construct 2 or GameSalad Creator but open source and executable from a web server? Maybe some HTML5 game engine can do it?

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  • Z-order with Alpha blending in a 3D world

    - by user41765
    I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++) Currently, I'm ordering elements back to front before drawing them without batch (so 1 element = 1 drawcall). I would like to implement batching in my framework to decrease draw calls. Here is what I've got for the moment: Order all elements of my scene back to front. Send order list of elements to the Renderer. Renderer look in his batch manager if a batch exist for the given element with his Material. Batch didn't exist: create a new one. Batch exist for element with this Material: Add sprite to the batch. Compute big mesh with all sprite for each batch (1 material type = 1 batch). When all batches are ok, the batch manager compute draw commands for the renderer. Renderer process draw commands (bind shader, bind textures, bind buffers, draw element) Image with my problem here: Explication here But I've got some problems because objects can be behind another objects inside another batch. How can I do something like that? Thanks!

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  • Method for spawning enemies according to player score and game time

    - by Sun
    I'm making a top-down shooter and want to scale the difficulty of the game according to what the score is and how much time has Passed. Along with this, I want to spawn enemies in different patterns and increase the intervals at which these enemies are shown. I'm going for a similar effect to Geometry wars. However, I can think of a to do this other than have multiple if-else statments, e.g. : if (score > 1000) { //spawn x amount if enemies } else if (score > 10000) { //spawn x amount of enemy type 1 & 2 } else if (score > 15000) { //spawn x amount of enemy type 1 & 2 & 3 } else if (score > 25000) { //spawn x amount of enemy type 1 & 2 & 3 //create patterns with enemies } ...etc What would be a better method of spawning enemies as I have described?

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  • Rotate canvas along its center based on user touch - Android

    - by Ganapathy
    I want to rotate the canvas circularly on its center axis based on user touch. i want to rotate based on center but its rotating based on top left corner . so i am able to see only 1/4 for rotation of image. any idea.. Like a old phone dialer . I have tried like as follows onDraw(Canvas canvas){ canvas.save(); // do my rotation canvas.rotate(rotation,0,0); canvas.drawBitmap( ((BitmapDrawable)d).getBitmap(),0,0,p ); canvas.restore(); } @Override public boolean onTouchEvent(MotionEvent e) { float x = e.getX(); float y = e.getY(); updateRotation(x,y); mPreviousX = x; mPreviousY = y; invalidate(); } private void updateRotation(float x, float y) { double r = Math.atan2(x - centerX, centerY - y); rotation = (int) Math.toDegrees(r); }

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  • How does Starcraft 2 load it's metadata?

    - by chobok
    Lets say you are playing Starcraft 2 melee map. The game loads the map. Melee maps have the following dependencies: Liberty (Mod) Liberty Multi (Mod) I think the game engine will load the data from Liberty (Mod) first, then from Liberty Multi (Mod). For data that exists in both dependencies, the engine will use the one from Liberty Multi (Mod). Is this correct? Liberty Multi (Mod) is updated with each patch of Starcraft 2. Does the game engine load just the latest version of Liberty Multi (Mod)? or Does the game engine load all the versions and overwrite duplicate data with the latest version?

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  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script : using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } i figure that my problem occur in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } and its look like this in my mobile phone in portrait: and in landscape mode:

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  • JMonkeyEngine display a spatial in a Nifty GUI interface

    - by Yanick Rochon
    I want to display a spatial (or the rendering of a spatial/scene) in my HUD interface. I'm really not sure how to go with this. I have search the documentation, but all the queries I search yields no result, and all I could find about images is that one can specify one with the setBackgroundImage method in the builder and setImage from the ImageRenderer class. The latter takes a String or a NiftyImage, but I'm not sure how to create one without loading an image file. Any help to understand this (if even possible) is appreciated. Thanks!

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  • I need to move an entity to the mouse location after i rightclick

    - by I.Hristov
    Well I've read the related questions-answers but still cant find a way to move my champion to the mouse position after a right-button mouse-click. I use this code at the top: float speed = (float)1/3; And this is in my void Update: //check if right mouse button is clicked if (mouse.RightButton == ButtonState.Released && previousButtonState == ButtonState.Pressed) { // gets the position of the mouse in mousePosition mousePosition = new Vector2(mouse.X, mouse.Y); //gets the current position of champion (the drawRectangle) currentChampionPosition = new Vector2(drawRectangle.X, drawRectangle.Y); // move champion to mouse position: //handles the case when the mouse position is really close to current position if (Math.Abs(currentChampionPosition.X - mousePosition.X) <= speed && Math.Abs(currentChampionPosition.Y - mousePosition.Y) <= speed) { drawRectangle.X = (int)mousePosition.X; drawRectangle.Y = (int)mousePosition.Y; } else if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)((mousePosition.X - currentChampionPosition.X) * speed); drawRectangle.Y += (int)((mousePosition.Y - currentChampionPosition.Y) * speed); } } previousButtonState = mouse.RightButton; What that code does at the moment is on a click it brings the sprite 1/3 of the distance to the mouse but only once. How do I make it move consistently all the time? It seems I am not updating the sprite at all. EDIT I added the Vector2 as Nick said and with speed changed to 50 it should be OK. I tried it with if ButtonState.Pressed and it works while pressing the button. Thanks. However I wanted it to start moving when single mouse clicked. It should be moving until reaches the mousePosition. The Edit of Nick's post says to create another Vector2, But I already have the one called mousePosition. Not sure how to use another one. //gets a Vector2 direction to move *by Nick Wilson Vector2 direction = mousePosition - currentChampionPosition; //make the direction vector a unit vector direction.Normalize(); //multiply with speed (number of pixels) direction *= speed; // move champion to mouse position if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)(direction.X); drawRectangle.Y += (int)(direction.Y); } } previousButtonState = mouse.RightButton;

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  • C# and Unity - Learning to Develop a game by developing the game I want to develop

    - by 97s
    So I am pretty new to C#, I have some python and javascript experience, but nothing substantial. I have read a lot about C# and Unity and I know they are the tools I want to use. My question is: Should I be reading books about C# or should I just start hacking in unity and piecing the game together part by part? Right now I am going through the book, HeadFirst C#, and it is very good, but I taught myself web design and javascript by just creating and hacking until I got the results I wanted then looked at other code to see ways they did it and improved my code. The issue is that with the browser I got immediate results and it was all under one roof, where developing games is a completely different monster. I am just wondering if my time would be better spent buying a book that uses C# to teach you unity, and doing that instead, or if the time spent in HeadFirst book is going to be valuable. Thanks a ton, I am having difficulties using my time, and I just want to maximize it as I don't have a lot of free time. Edit: Hopefully this isn't to broad? If it is, I will delete and go elsewhere just let me know. Thanks.

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  • Pixel Collision - Detecting corners

    - by Milkboat
    How would I go about detecting the corners of a texture when I use pixel collision detection? I read about corner collision with rectangles, but I am unsure how to adapt it to my situation. Right now my map is tile based and I do rectangular collision until the player is intersecting with a blocked tile, then I switch to pixel collision. The effect I would like to achieve is when the player hits the corner of an object to push him around the side so he doesn't just hit the edge and stop. Any ideas?

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  • How do I implement smooth movement in a Box2D platform game?

    - by Romeo
    I have implemented a character in JBox2D which moves with the help of a wheel rotating at the bottom of it. The movement is the best result I've had 'till now but it's a little glitchy when the character stands on the edge. So I am thinking should I use five smaller wheels instead of a big wheel. The wheel/wheels will not be visible in the finished product, now they are drawn for debugging. Here is a video. Is there a better way to do this using JBox2D?

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  • Is there any simple game that involves psychological factors?

    - by Roman
    I need to find a simple game in which several people need to interact with each other. The game should be simple for an analysis (it should be simple to describe what happens in the game, what players did). Because of the last reason, the video games are not appropriate for my purposes. I am thinking of a simple, schematic, strategic game where people can make a limited set of simple moves. Moreover, the moves of the game should be conditioned not only by a pure logic (like in chess or go). The behavior in the game should depend on psychological factors, on relations between people. In more details, I think it should be a cooperation game where people make their decisions based on mutual trust. It would be nice if players can express punishment and forgiveness in the game. Does anybody knows a game that is close to what I have described above? ADDED I need to add that I need a game where actions of players are simple and easy to formalize. Because of that I cannot use verbal games (where communication between players is important). By simple actions I understand, for example, moves on the board from one position to another one, or passing chips from one player to another one and so on.

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  • Space-efficient data structures for broad-phase collision detection

    - by Marian Ivanov
    As far as I know, these are three types of data structures that can be used for collision detection broadphase: Unsorted arrays: Check every object againist every object - O(n^2) time; O(log n) space. It's so slow, it's useless if n isn't really small. for (i=1;i<objects;i++){ for(j=0;j<i;j++) narrowPhase(i,j); }; Sorted arrays: Sort the objects, so that you get O(n^(2-1/k)) for k dimensions O(n^1.5) for 2d and O(n^1.67) for 3d and O(n) space. Assuming the space is 2D and sortedArray is sorted so that if the object begins in sortedArray[i] and another object ends at sortedArray[i-1]; they don't collide Heaps of stacks: Divide the objects between a heap of stacks, so that you only have to check the bucket, its children and its parents - O(n log n) time, but O(n^2) space. This is probably the most frequently used approach. Is there a way of having O(n log n) time with less space? When is it more efficient to use sorted arrays over heaps and vice versa?

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  • Preferred way to render text in OpenGL

    - by dukeofgaming
    Hi, I'm about tu pick up computer graphics once again for an university project. For a previous project I used a library called ftgl that didn't leave me quite satisfied as it felt kind of heavy (I tried all rendering techniques, text rendering didn't scale very well). My question is, is there a good and efficient library for this?, if not, what would be the way to implement fast but nice looking text?. Some intended uses are: Floating object/character labels Dialogues Menus HUD Regards and thanks in advance. EDIT: Preferrably that it can load fonts

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  • XNA 4.0 SpriteFont not displaying all Characters

    - by Iain Brown
    Am looking for a little help and trying to use SpriteFont in my XNA 4.0 game but the problem is am displaying to string "This is a test" but all that's displayed on the screen is "This is st" so the "a te" are missing from the screen. The space is there for the characters but the letters are not. The code am using is: spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.DrawString(font,"this is a test",new Vector2(692,372),Color.White); spriteBatch.Draw(texture,new Rectangle(0,0,100,100),Color.White); spriteBatch.End(); Any help with this would be great!

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  • Keeping player aligned to grid in Pacman

    - by user17577
    I am making a Pacman game using XNA. The game is tile based, with each tile being 32 pixels. As the player moves, I need to know whenever it is perfectly on a tile (ie position of 32, 64, etc...) so that I can check to see if the next tile is free. I am using the following logic to test this. if (position.X % 32 == 0 && position.Y %32 == 0) { onTile = true; } I figure that I need to make the player's speed evenly divide 32. Everything works fine if I make the player's speed an integer such as 4 or 8. But if I make the speed something like 6.4, I end up with positions such as 64.00001, and my if statement no longer works correctly. How can I keep the player aligned with the grid, while allowing a wider range of player speeds than 1, 2, 4, 8, 16, and 32? Or is there some better way to go about this? Thanks

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  • How to keep balance / Unlock items / achievement rules

    - by Mark Knol
    I'm working on an engine for a game, too learn javascript and just because its fun. I'm a flashdeveloper, I know how to build websites. Now making games is a different challenge, javascript is a challenge, but I'd love to learn how to structure code and what patterns are common. I dont mind if the game ever finish, I'm mostly interested in the programming part of it. I dont have a particular endresult in mind, so I'll see where it takes me. I currently have a system where you can buy items. The items cost a specified amount of gold, silver, diamonds etc. When you have selected and bought the item, it takes time before getting rewarded. When time is over, you are getting rewarded with other properties (gold, energy, diamonds). For example, you can buy an apple for 50gold, It takes a minute, you get rewarded with 75energy. Or if you take a run, it cost 50energy, it takes 5minutes, reward is 25gold and 25silver. These definitions is what i call actions. Currently I already have a system where this already works and I can define as much actions with as much properties as I want. The definitions I have kinda looks like this: {id:101, category:544, onInit:{gold:-75}, onComplete:{energy:75}, time:2000, name:"Apple", locked: false} {id:102, category:544, onInit:{gold:-135}, onComplete:{energy:145}, time:2000, name:"Banana", locked: false} {id:106, category:302, onInit:{energy:-50, power: -25}, onComplete:{gold:100, diamonds:2}, time:10000, name:"Run", locked: false} {id:107, category:302, onInit:{energy:-70, silver: -55}, onComplete:{gold:100}, time:10000, name:"Dance", locked: false} {id:108, category:302, onInit:{energy:-230, power: -355}, onComplete:{gold:70, silver:70}, time:10000, name:"Fitness", locked: false} Now, I would love to add a system where I can lock/unlock the actions using achievement rules. Lets say, if you buy 10 apples, you unlock a new action, like bananas which cost more, and reward more. In the future I maybe want to restrict achievements and actions to levels. I am kinda stuck how to structure this. I have 2 questions: Which patterns are used to define achievements? How/where are they defined? Should it be part of the action, or should it be a separate controller? Is it a good idea to register all completed actions to it? I think I want multiple types of achievement rules, Id love to hear some ideas how to develop it. How do you create/find a good balance, so the user does not get stuck or can cheat by repeat a pattern of actions to get too much rewards. I know there is not a simple answer and i'm lacking of a good game-concept, but I wonder if anyone created such a game and how you dealed and played with it.

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  • How can I cull non-visible isometric tiles?

    - by james
    I have a problem which I am struggling to solve. I have a large map of around 100x100 tiles which form an isometric map. The user is able to move the map around by dragging the mouse. I am trying to optimize my game only to draw the visible tiles. So far my code is like this. It appears to be ok in the x direction, but as soon as one tile goes completely above the top of the screen, the entire column disappears. I am not sure how to detect that all of the tiles in a particular column are outside the visible region. double maxTilesX = widthOfScreen/ halfTileWidth + 4; double maxTilesY = heightOfScreen/ halfTileHeight + 4; int rowStart = Math.max(0,( -xOffset / halfTileWidth)) ; int colStart = Math.max(0,( -yOffset / halfTileHeight)); rowEnd = (int) Math.min(mapSize, rowStart + maxTilesX); colEnd = (int) Math.min(mapSize, colStart + maxTilesY); EDIT - I think I have solved my problem, but perhaps not in a very efficient way. I have taken the center of the screen coordinates, determined which tile this corresponds to by converting the coordinates into cartesian format. I then update the entire box around the screen.

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