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  • Simple 2 player server

    - by Sourabh Lal
    I have recently started learning javascript and html and have developed simple 2 player games such as tick-tack-toe, battleship, and dots&boxes. However these 2 player games can only be played on one computer (i.e. the 2 players must sit together) However, I want to modify this so that one can play with a friend on a different computer. Any suggestions on how this is possible? Also since I am a beginner please do not assume that I know all the jargon.

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  • What are the steps taken by this GLSL code?

    - by user827992
    1 void main(void) 2 { 3 vec2 pos = mod(gl_FragCoord.xy, vec2(50.0)) - vec2(25.0); 4 float dist_squared = dot(pos, pos); 5 6 gl_FragColor = (dist_squared < 400.0) 7 ? vec4(.90, .90, .90, 1.0) 8 : vec4(.20, .20, .40, 1.0); 9 } taken from http://people.freedesktop.org/~idr/OpenGL_tutorials/03-fragment-intro.html Now, this looks really trivial and simple, but my problem is with the mod function. This function is taking 2 vec2 as inputs but is supposed to take just 2 atomic arguments according to the official documentation, also this function makes an implicit use of the floor function that only accepts, again, 1 atomic argument. Can someone explain this to me step by step and point out what I'm not getting here? It's some kind of OpenGL trick? OpenGL Math trick? in the GLSL docs i always find and explicit reference to the type accepted by the function and vec2 it's not there.

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  • Which physics phenomenons can be simulated properly with Box2d or bullet physics? [on hold]

    - by user3585425
    Knowing that box2d or bullet physics can't simulate Newton's cradle (because of multiple bodies being in contact at the same time if I understand correctly), is there a sets of physics phenomenons that imply two or more objects that still can be simulated properly ? For example, I'm thinking about lightweight objects launched towards heavyweight objects. If the object is destroyed on contact, this would not make a difference if the energy is not transmitted correctly on impact.

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  • OpenGL Vertex Attributes - Normalisation

    - by Daniel
    Alas, I have searched, and have found no definitive answer. When would you normalize the vertex data in OpenGL using the following command: glVertexAttribPointer(index, size, type, normalize, stride, pointer); I.e when would normalize == GL_TRUE; what situations, and why would you choose to let the GPU do the calculations instead of preprocessing it? All examples I have ever seen, have this set to GL_FALSE; and I cannot personally see a use for it. But Khronos aren't stupid, so it must be there for something useful (and probably common).

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  • How to make my sprite jump properly?

    - by Matthew Morgan
    I'm currently working on a 2D platformer in XNA. I have, however been having some trouble with creating a fully functional jumping algorithm. This is what I have so far: if (keystate.IsKeyDown(Keys.W)) if (onGround = true) //"onground" is true when the collision between the main sprite and the ground is detected { spritePosition.Y = velocity.Y = -5; } So, the problem I am now having is that as soon as the jump starts the variable "onGround" = false and the sprite is brought back the ground by the simple gravity I have implemented. The other problem I have is creating a limit to the height after which the sprite should automatically return to the ground. Any advice or suggestions would be greatly appreciated.

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  • X Error of failed request: BadMatch [migrated]

    - by Andrew Grabko
    I'm trying to execute some "hello world" opengl code: #include <GL/freeglut.h> void displayCall() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); ... Some more code here glutSwapBuffers(); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500, 500); glutInitWindowPosition(300, 200); glutInitContextVersion(4, 2); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutCreateWindow("Hello World!"); glutDisplayFunc(displayCall); glutMainLoop(); return 0; } As a result I get: X Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 128 (GLX) Minor opcode of failed request: 34 () Serial number of failed request: 39 Current serial number in output stream: 40 Here is the stack trace: fghCreateNewContext() at freeglut_window.c:737 0x7ffff7bbaa81 fgOpenWindow() at freeglut_window.c:878 0x7ffff7bbb2fb fgCreateWindow() at freeglut_structure.c:106 0x7ffff7bb9d86 glutCreateWindow() at freeglut_window.c:1,183 0x7ffff7bbb4f2 main() at AlphaTest.cpp:51 0x4007df Here is the last piece of code, after witch the program crashes: createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress("glXCreateContextAttribsARB" ); if ( createContextAttribs == NULL ) { fgError( "glXCreateContextAttribsARB not found" ); } context = createContextAttribs( dpy, config, share_list, direct, attributes ); "glXCreateContextAttribsARB" address is obtained successfully, but the program crashes on its invocation. If I specify OpenGL version less than 4.2 in "glutInitContextVersion()" program runs without errors. Here is my glxinfo's OpelGL version: OpenGL version string: 4.2.0 NVIDIA 285.05.09 I would be very appreciate any further ideas.

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  • Set Position of multiple bodies

    - by philipp
    I have a character composed of five bodies which are tied together by a lot of joints. On of them is the overall chassis, to which all forces and impulses are applied to move the whole Character. All in all that works very fine, except one thing: I need to set the Position of the Character so that it get Beamed from one place to the other in one single frame. Unfortunately I cannot get this to work. I tried the following code, without any success… playerbodies.forEach(function (bd) { bd.SetLinearVelocity(new b2.Vec2()); var t = bd.GetTransform(); t.p.x -= 10; bd.SetTransform(t, bd.GetAngle()); }); How can I make that happen?

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  • Better way to go up/down slope based on yaw?

    - by CyanPrime
    Alright, so I got a bit of movement code and I'm thinking I'm going to need to manually input when to go up/down a slope. All I got to work with is the slope's normal, and vector, and My current and previous position, and my yaw. Is there a better way to rotate whether I go up or down the slope based on my yaw? Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.toDegrees(Math.cos(Math.toRadians(yaw))); move.z = (float)-Math.toDegrees(Math.sin(Math.toRadians(yaw))); move.normalise(); if(move.z < 0 && slopeNormal.z > 0 || move.z > 0 && slopeNormal.z < 0){ if(move.x < 0 && slopeNormal.x > 0 || move.x > 0 && slopeNormal.x < 0){ move.y += slopeVec.y; } } if(move.z > 0 && slopeNormal.z > 0 || move.z < 0 && slopeNormal.z < 0){ if(move.x > 0 && slopeNormal.x > 0 || move.x < 0 && slopeNormal.x < 0){ move.y -= slopeVec.y; } } move.scale(movementSpeed * delta); Vector3f.add(pos, move, pos);

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  • what is the easiest way to make a hitbox that rotates with it's texture

    - by Matthew Optional Meehan
    In xna when you have a sprite that doesnt rotate it's very easy to get the four corner of a sprite to make a hitbox, but when you do a rotation the points get moved and I assume there is some kind of math that I can use to aquire them. I am using the four points to draw a rectangle that visually represents the hitboxes. I have seen some per-pixel collission examples but I can forsee they would be hard to draw a box/'convex hull' around. I have also seen physics like farseer but I'm not sure if there is a quick tutorial to do what I want. What do you guys think is the best approach becuase I am looking to complete this work by the end of the week.

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  • Generating tileable terrain using Perlin Noise [duplicate]

    - by terrorcell
    This question already has an answer here: How do you generate tileable Perlin noise? 9 answers I'm having trouble figuring out the solution to this particular algorithm. I'm using the Perlin Noise implementation from: https://code.google.com/p/mikeralib/source/browse/trunk/Mikera/src/main/java/mikera/math/PerlinNoise.java Here's what I have so far: for (Chunk chunk : chunks) { PerlinNoise noise = new PerlinNoise(); for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * x / (float)CHUNK_SIZE_WIDTH, i * y / (float)CHUNK_SIZE_HEIGHT, CHUNK_SIZE_WIDTH, CHUNK_SIZE_HEIGHT); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } } Which produces something like this: Each chunk is made up of CHUNK_SIZE number of tiles, and each tile has a TILE_SIZE_WIDTH/HEIGHT. I think it has something to do with the inner-most for loop and the x/y co-ords given to the noise function, but I could be wrong. Solved: PerlinNoise noise = new PerlinNoise(); for (Chunk chunk : chunks) { for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; float xx = x * TILE_SIZE_WIDTH + chunk.x; float yy = y * TILE_SIZE_HEIGHT + chunk.h; int w = CHUNK_SIZE_WIDTH * TILE_SIZE_WIDTH; int h = CHUNK_SIZE_HEIGHT * TILE_SIZE_HEIGHT; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * xx / (float)w, i * yy / (float)h, w, h); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } }

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  • Set vertex position

    - by user1806687
    Can anyone tell me how to set the positions of model vertices? I want to be able to change the position of some of the vertices of a Model. Is there any way to make that happen? And make the changed visible at that moment. EDIT: Well, the thing is,I have a model, a cube, that is made up of four "thin" cubes(top,bottom,left side, right side), so I get this cube with "hole" in the middle. And I want to scale it on Y axis. If I do Scale(0,2,0) it will scale the whole object meaning, it will double the Y size of left and right side, but also double the size of the top and bottom cube, which I do not want. Same for X axis I want to double the size of top and bottom cubes but not the left and right one. Hope you can help

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  • Using Ogre with android [closed]

    - by Rich
    I am trying get Ogre 3d to work on android, I have managed to download and run the ogre sample browser but I am really struggling with trying to get a basic application working i have been trying for days now with no avail. Does anyone have any pointers on where to start with this? Thanks if anyone can help EDIT: Very sorry for my rubbish question! I am a bit new to this and I am just trying to seek some guidance. Ok so i followed the instructions on the Ogre wiki to build ogre for android and the sample browser here: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=CMake+Quick+Start+Guide&tikiversion=Android so it is deffinately possible. The issue I am having is knowing what I need to do to get started with ogre e.g just a simple hello world style app where it might just show the ogre head, so tutorials might actually be good because I could not really find any simple ones as I am very new to 3D development. I just found that the sample browser was just massive and yes it has everything in it but it's very difficult to understand how it all works. What I am asking is basically some help, as I have been trying to pull out some parts of the sample browser to just create a view with a 3D model. Hope this is better?

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  • Import 3ds into JMonkeyEngine 3

    - by Yanick Rochon
    I have asked this question on SO, but I think it will be more suitable here. Basically, we are trying to import an animated character body (with skeleton) from 3D Studio Max to JMonkeyEngine 3, but while we succeeded at importing some animations, we cannot seem to export the skeleton to .skeleton.xml using OgreXML format. Since OgreXML seems to be the favored way to import models into JME, we dropped .obj files and such. Any help appreciated.

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  • Rotate object Up/Down/Left/Right in any orientation

    - by George Duckett
    I'm rendering model at the origin with a fixed camera looking at it positioned on the z axis. I want to be able to rotate the model up/down and left/right. Currently I have 2 variables, HorizontalRotation and VerticalRotation. When calculating the world matrix I rotate about the Y axis by HorizontalRotation and about the X axis by VerticalRotation. The ..Rotation variables are controlled by pressing up/down/left/right arrow keys. The problem I'm having is that the rotations are happening relative to the object. Lets say it's a model of the world. Pressing Up a bit would let me look at the north pole. Currently when i press right the earth spins infront of the camera on its axis; I'm still looking at the north pole. How can i get it so that no matter what rotations are currently applied i can always rotate my model relative to the camera/world axis?

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  • (Where) Can I learn creating art for my 2D games?

    - by Poorly paid coder
    I'm currently bad at drawing. If I want to create something looking acceptable, it usually takes me hours and hours to fiddle around just to get the basic looks right. I think that I'm not completely skill-less, I just lack simple drawing techniques.. Am I a hopeless case? Where is a good place to start out in drawing for 2D games? I'd like to be able to create acceptably good backgrounds, terrains / tilemaps, characters and weapons

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  • Normal vector of a face loaded from an FBX model during collision?

    - by Corey Ogburn
    I'm loading a simple 6 sided cube from a UV-mapped FBX model and I'm using a BoundingBox to test for collisions. Once I determine there's a collision, I want to use the normal vector of the collided surface to correct the movement of whatever collided with the cube. I suppose this is a two-part question: 1) How can I determine which face of the cube was collided with in a collision? 2) How can I get the normal vector of that surface?

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  • Mouse Speed in GLUT and OpenGL?

    - by CroCo
    I would like to simulate a point that moves in 2D. The input should be the speed of the mouse, so the new position will be computed as following new_position = old_position + delta_time*mouse_velocity As far as I know in GLUT there is no function to acquire the current speed of the mouse between each frame. What I've done so far to compute the delta_time as following void Display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3f(1.0f, 0.0f, 0.0f); static int delta_t, current_t, previous_t; current_t = glutGet(GLUT_ELAPSED_TIME); delta_t = current_t - previous_t; std::cout << delta_t << std::endl; previous_t = current_t; glutSwapBuffers(); } Where should I start from here? (Note: I have to get the speed of the mouse because I'm modeling a system) Edit: Based on the above code, delta_time fluctuates so much 34 19 2 20 1 20 0 16 1 1 10 21 0 13 1 19 34 0 13 0 6 1 14 Why does this happen?

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  • Save Zone Implementation in Asteroids

    - by Moaz
    I would like to implement a safe zone for asteroids so that when the ship gets destroyed, it shouldn't be there unless it is safe from other asteroids. I tried to check the distance between each asteroid and the ship, and if it is above threshold, it sets a flag to the ship that's a safe zone, but sometimes it work and sometimes it doesn't for (list<Asteroid>::iterator itr_astroid = asteroids.begin(); itr_astroid!=asteroids.end(); ) { if(currentShip.m_state == Ship::Ship_Dead) { float distance = itr_astroid->getCenter().distance(Vec2f(getWindowWidth()/2,getWindowHeight()/2)); if( distance>200) { currentShip.m_saveField = true; break; } else { currentShip.m_saveField = false; itr_astroid++; } } else { itr_astroid++; } }

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  • Calculating the correct particle angle in an outwards explosion

    - by Sun
    I'm creating a simple particle explosion but am stuck in finding the correct angle to rotate my particle. The effect I'm going for is similar to this: Where each particle is going outwards from the point of origin and at the correct angle. This is what I currently have: As you can see, each particle is facing the same angle, but I'm having a little difficulty figuring out the correct angle. I have the vector for the point of emission and the new vector for each particle, how can I use this to calculate the angle? Some code for reference: private Particle CreateParticle() { ... Vector2 velocity = new Vector2(2.0f * (float)(random.NextDouble() * 2 - 1), 2.0f * (float)(random.NextDouble() * 2 - 1)); direction = velocity - ParticleLocation; float angle = (float)Math.Atan2(direction.Y, direction.X); ... return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl, EmitterLocation); } I am then using the angle created as so in my particles Draw method: spriteBatch.Draw(Texture, Position, null, Color, Angle, origin, Size, SpriteEffects.None, 0f);

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  • Whole map design vs. tiles array design

    - by Mikalichov
    I am working on a 2D RPG, which will feature the usual dungeon/town maps (pre-generated). I am using tiles, that I will then combine to make the maps. My original plan was to assemble the tiles using Photoshop, or some other graphic program, in order to have one bigger picture that I could then use as a map. However, I have read on several places people talking about how they used arrays to build their map in the engine (so you give an array of x tiles to your engine, and it assemble them as a map). I can understand how it's done, but it seems a lot more complicated to implement, and I can't see obvious avantages. What is the most common method, and what are advantages/disadvantages of each?

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  • Box2D Difference Between WorldCenter and Position

    - by Free Lancer
    So this problem has been brothering for a couple of days now. First off, what is the difference between say Body.getWorldCenter() and Body.getPosition(). I heard that WorldCenter might have to do with the center of gravity or something. Second, When I create a Box2D Body for a sprite the Body is always at the lower left corner. I check it by printing a Rectangle of 1 pixel around the box.getWorldCenter(). From what I understand the Body should be in the center of the Sprite and its bounding box should wrap around the Sprite, correct? Here's an image of what I mean (The Sprite is Red, Body Blue): Here's some code: Body Creator: public static Body createBoxBody( final World pPhysicsWorld, final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pCenterX = pSprite.getX() + pSprite.getWidth() / 2; float pCenterY = pSprite.getY() + pSprite.getHeight() / 2; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; //boxBodyDef.position.x = pCenterX / Constants.PIXEL_METER_RATIO; //boxBodyDef.position.y = pCenterY / Constants.PIXEL_METER_RATIO; boxBodyDef.position.x = pSprite.getX() / Constants.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Constants.PIXEL_METER_RATIO; Vector2 v = new Vector2( boxBodyDef.position.x * Constants.PIXEL_METER_RATIO, boxBodyDef.position.y * Constants.PIXEL_METER_RATIO ); Gdx.app.log("@Physics", "createBoxBody():: Box Position: " + v); // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Constants.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Constants.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = pPhysicsWorld.createBody(boxBodyDef); Gdx.app.log("@Physics", "createBoxBody():: Box Center: " + boxBody.getPosition().mul(Constants.PIXEL_METER_RATIO)); boxBody.createFixture(pFixtureDef); boxBody.setTransform( boxBody.getWorldCenter(), MathUtils.degreesToRadians * pRotation ); boxPoly.dispose(); return boxBody; } Making the Sprite: public Car( Texture texture, float pX, float pY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( mSprite.getWidth() / 6, mSprite.getHeight() / 6 ); mSprite.setPosition( pX, pY ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); FixtureDef carFixtureDef = new FixtureDef(); // Set the Fixture's properties, like friction, using the car's shape carFixtureDef.restitution = 1f; carFixtureDef.friction = 1f; carFixtureDef.density = 1f; // needed to rotate body using applyTorque mBody = Physics.createBoxBody( world, BodyDef.BodyType.DynamicBody, carFixtureDef, mSprite ); }

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  • log4bash: Cannot find a way to add MaxBackupIndex to this logger implementation

    - by Syffys
    I have been trying to modify this log4bash implementation but I cannot manage to make it work. Here's a sample: #!/bin/bash TRUE=1 FALSE=0 ############### Added for testing log4bash_LOG_ENABLED=$TRUE log4bash_rootLogger=$TRACE,f,s log4bash_appender_f=file log4bash_appender_f_dir=$(pwd) log4bash_appender_f_file=test.log log4bash_appender_f_roll_format=%Y%m log4bash_appender_f_roll=$TRUE log4bash_appender_f_maxBackupIndex=10 #################################### log4bash_abs(){ if [ "${1:0:1}" == "." ]; then builtin echo ${rootDir}/${1} else builtin echo ${1} fi } log4bash_check_app_dir(){ if [ "$log4bash_LOG_ENABLED" -eq $TRUE ]; then dir=$(log4bash_abs $1) if [ ! -d ${dir} ]; then #log a seperation line mkdir $dir fi fi } # Delete old log files # $1 Log directory # $2 Log filename # $3 Log filename suffix # $4 Max backup index log4bash_delete_old_files(){ ##### Added for testing builtin echo "Running log4bash_delete_old_files $@" &2 ##### if [ "$log4bash_LOG_ENABLED" -eq $TRUE ] && [ -n "$3" ] && [ "$4" -gt 0 ]; then local directory=$(log4bash_abs $1) local filename=$2 local maxBackupIndex=$4 local suffix=$(echo "${3}" | sed -re 's/[^.]/?/g') local logFileList=$(find "${directory}" -mindepth 1 -maxdepth 1 -name "${filename}${suffix}" -type f | xargs ls -1rt) local fileCnt=$(builtin echo -e "${logFileList}" | wc -l) local fileToDeleteCnt=$(($fileCnt-$maxBackupIndex)) local fileToDelete=($(builtin echo -e "${logFileList}" | head -n "${fileToDeleteCnt}" | sed ':a;N;$!ba;s/\n/ /g')) ##### Added for testing builtin echo "log4bash_delete_old_files About to start deletion ${fileToDelete[@]}" &2 ##### if [ ${fileToDeleteCnt} -gt 0 ]; then for f in "${fileToDelete[@]}"; do #### Added for testing builtin echo "Removing file ${f}" &2 #### builtin eval rm -f ${f} done fi fi } #Appender # $1 Log directory # $2 Log file # $3 Log file roll ? # $4 Appender Name log4bash_filename(){ builtin echo "Running log4bash_filename $@" &2 local format local filename log4bash_check_app_dir "${1}" if [ ${3} -eq 1 ];then local formatProp=${4}_roll_format format=${!formatProp} if [ -z ${format} ]; then format=$log4bash_appender_file_format fi local suffix=.`date "+${format}"` filename=${1}/${2}${suffix} # Old log files deletion local previousFilenameVar=int_${4}_file_previous local maxBackupIndexVar=${4}_maxBackupIndex if [ -n "${!maxBackupIndexVar}" ] && [ "${!previousFilenameVar}" != "${filename}" ]; then builtin eval export $previousFilenameVar=$filename log4bash_delete_old_files "${1}" "${2}" "${suffix}" "${!maxBackupIndexVar}" else builtin echo "log4bash_filename $previousFilenameVar = ${!previousFilenameVar}" fi else filename=${1}/${2} fi builtin echo $filename } ######################## Added for testing filename_caller(){ builtin echo "filename_caller Call $1" output=$(log4bash_abs $(log4bash_filename "${log4bash_appender_f_dir}" "${log4bash_appender_f_file}" "1" "log4bash_appender_f" )) builtin echo ${output} } #### Previous logs generation for i in {1101..1120}; do file="${log4bash_appender_f_file}.2012${i:2:3}" builtin echo "${file} $i" touch -m -t "2012${i}0000" ${log4bash_appender_f_dir}/$file done for i in {1..4}; do filename_caller $i done I expect log4bash_filename function to step into the following if only when the calculated log filename is different from the previous one: if [ -n "${!maxBackupIndexVar}" ] && [ "${!previousFilenameVar}" != "${filename}" ]; then For this scenario to apply, I'd need ${!previousFilenameVar} to be correctly set, but it's not the case, so log4bash_filename steps into this if all the time which is really not necessary... It looks like the issue is due to the following line not working properly: builtin eval export $previousFilenameVar=$filename I have a some theories to explain why: in the original code, functions are declared and exported as readonly which makes them unable to modify global variable. I removed readonly declarations in the above sample, but probleme persists. Function calls are performed in $() which should make them run into seperated shell instances so variable modified are not exported to the main shell But I cannot manage to find a workaround to this issue... Any help is appreciated, thanks in advance!

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  • Sensor based vs. AABB based collision

    - by Hillel
    I'm trying to write a simple collision system, which will probably be primarily used for 2D platformers, and I've been planning out an AABB system for a few weeks now, which will work seamlessly with my grid data structure optimization. I picked AABB because I want a simple system, but I also want it to be perfect. Now, I've been hearing a lot lately about a different method to handle collision, using sensors, which are placed in the important parts of the entity. I understand it's a good way to handle slopes, better than AABB collision. The thing is, I can't find a basic explanation of how it works, let alone a comparison of it and the AABB method. If someone could explain it to me, or point me to a good tutorial, I'd very much appreciate it, and also a comparison of the advantages and disadvantages of the two techniques would be nice.

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  • How to balance this Pokémon simulator metagame by feedback?

    - by Dokkat
    This is a Pokémon simulator where you build a team of 6 pokémon and battle with someone. Unfortunately, some Pokémon are stronger than others and only a few of the hundredth species are practical. I'm trying to create a metagame where all of them are competitive. For this, I am tagging a Pokémon with a parameter (level) that changes it's strength and scales up/down depending on the it's performance. That is, if the system detects Mewtwo is overperforming, it should decrease it's level tag until Mewtwo is balanced. The question is: how can I identify if a Pokémon is causing an unbalance? The data I have is the historic of the battles (player 1, player 2, pokémon list, winner). The most basic solution I can think of is victory/loss counting.

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  • My image is not showing in java, using ImageIcon

    - by user1048606
    I'd like to know why my images are now showing up when I use ImageIcon and when I have specified the directory the image is in. All I get is a black blank screen with nothing else on it. import java.awt.Image; import java.awt.event.KeyEvent; import javax.swing.ImageIcon; import java.awt.Image; import java.awt.event.KeyEvent; import java.util.ArrayList; import javax.swing.ImageIcon; // Class for handling key input public class Craft { private int dx; private int dy; private int x; private int y; private Image image; private Image image2; private ArrayList missiles; private final int CRAFT_SIZE = 20; private String craft = "C:\\Users\\Jimmy\\Desktop\\Jimmy's Folder\\programs\\craft.png"; public Craft() { ImageIcon ii = new ImageIcon(craft); image2 = ii.getImage(); missiles = new ArrayList(); x = 40; y = 60; } public void move() { x += dx; y += dy; } public int getX() { return x; } public int getY() { return y; } public Image getImage() { return image; } public ArrayList getMissiles() { return missiles; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); // Shooting key if (key == KeyEvent.VK_SPACE) { fire(); } if (key == KeyEvent.VK_LEFT) { dx = -1; } if (key == KeyEvent.VK_RIGHT) { dx = 1; } if (key == KeyEvent.VK_UP) { dy = -1; } if (key == KeyEvent.VK_DOWN) { dy = 1; } } // Handles the missile object firing out of the ship public void fire() { missiles.add(new Missile(x + CRAFT_SIZE, y + CRAFT_SIZE/2)); } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = 0; } if (key == KeyEvent.VK_RIGHT) { dx = 0; } if (key == KeyEvent.VK_UP) { dy = 0; } if (key == KeyEvent.VK_DOWN) { dy = 0; } } }

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