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  • Is it safe StringToHash() to use in Unity?

    - by Sebastian Krysmanski
    I'm currently browsing through the Unity tutorials and saw that they're recommending to use Animator.StringToHash("some string") to created unique ids for animation properties (see here). Since I'm a programmer, to me the word "hash" doesn't represents something unique. Like the Java documentation for hashValue() states: It is not required that if two objects are unequal [...], then calling the hashCode method on each of the two objects must produce distinct integer results. So, according to this (and my definition of "hash"), two strings may have the same hash value. (You can also argue that there are an infinite number of possible strings but only 2^32 possible int values.) So, is there a possibility that StringToHash() will give me an id that actually belongs to another property (than the one I requested the hash for)?

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  • From where does the game engines add location of an object?

    - by Player
    I have started making my first game( a pong game )with ruby (Gosu). I'm trying to detect the collision of two images using their location by comparing the location of the object (a ball) to another one(a player). For example: if (@player.x - @ball.x).abs <=184 && (@player.y - @ball.y).abs <= 40 @ball.vx = [email protected] @ball.vy = [email protected] But my problem is that with these numbers, the ball collides near the player sometimes, even though the dimensions of the player are correct. So my question is from where does the x values start to count? Is it from the center of gravity of the image or from the beginning of the image? (i.e When you add the image on a specific x,y,z what are these values compared to the image?

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  • What are good JS libraries for game dev?

    - by acidzombie24
    If I decide to write a simple game both text and graphical (2d) what libraries would I use? (Assume we are using a HTML5 compatible browser) The main things I can think of Rendering text on screen Animating sprites (using images/css) Input (capturing the arrow keys and getting relative mouse positions) Perhaps some preloading resource or dynamically loading resources and choosing order Sound (but I am unsure how important this will be to me at first). Perhaps with mixing and chaining sounds or looping forever until stop. Networking (low priority) to connect a user to another or to continuously GET data without multiple request (I know this exist but I don't know how easy it is to setup or use. But this isn't important to me. Its for the question).

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  • improve Collision detection memory usage (blocks with bullets)

    - by Eddy
    i am making a action platform 2D game, something like Megaman. I am using XNA to make it. already made player phisics,collisions, bullets, enemies and AIs, map editor, scorolling X Y camera (about 75% of game is finished ). as i progressed i noticed that my game would be more interesting to play if bullets would be destroyed on collision with regular(stationary ) map blocks, only problem is that if i use my collision detection (each bullet with each block) sometimes it begins to lag(btw if my bullet exits the screen player can see it is removed from bullet list) So how to improve my collision detection so that memory usage would be so high? :) ( on a map 300x300 blocks for example don't think that bigger map should be made); int block = 0; int bulet= 0; bool destroy_bullet = false; while (bulet < bullets.Count) { while (block < blocks.Count) { if (bullets[bulet].P_Bul_rec.Intersects( blocks[block].rect)) {//bullets and block are Lists that holds objects of bullet and block classes //P_Bul_rec just bullet rectangle destroy_bullet = true; } block++; } if (destroy_bullet) { bullets.RemoveAt(bulet); destroy_bullet = false; } else { bulet++; } block = 0; }

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  • What calls trigger a new batch?

    - by sebf
    I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding the performance characteristics of code using the GPU but there are a couple of things that aren't clear that I need to know to optimize my drawing. Specifically, what calls make the distinction between batches. I know that any state changes cause a new batch, so that includes: Render State Changes Buffer Changes Shader Changes Render Target Changes Correct? What else counts as a 'state change'? Does each Draw**Primitive() call constitute a new batch? Even if I were to issue the same call twice, with no state changes, or call it once on on part of the buffer, then again on another? If I were to update a buffer, but not change the bindings, would that be a new batch? That presentation and a DX9 page suggest using all of the texture slots available, which I take to mean loading multiple objects in 'parallel' by mapping their buffers/shaders/textures to slots 1-16. But I am not sure how this works - surely to do this you would need to change the buffer binding and that would count as a state change? (or is it a case of you do but it saves 16 calls so its OK?)

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  • Circle to Circle collision, checking each circle against all others

    - by user14861
    I'm currently coding a little circle to circle collision demo but I've got a little stuck. I think I currently have the code to detect collision but I'm not sure how to loop through my list of circles and check them off against one another. Collision check code: public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } Loop through code: Vector2 depth = Vector2.Zero; for (int i = 0; i < bounds.Count; i++) for (int j = i+1; j < bounds.Count; j++) { depth = CircleToCircleIntersection.GetIntersectionDepth(bounds[i], bounds[j]); } Clearly I'm a complete newbie, wondering if anyone can give any suggestions or point out my errors, thanks in advance. :)

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  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

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  • Move projectile in direction the gun is facing

    - by Manderin87
    I am attempting to have a projectile follow the direction a gun is facing. When using the following code I am unable to make the projectile go in the right direction. float speed = .5f; float dX = (float) -Math.cos(Math.toRadians(degree)) * speed; float dY = (float) Math.sin(Math.toRadians(degree)) * speed; Can anyone tell me what I am doing wrong? The degree is the direction the gun is facing in degree's.

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  • Convex Hull for Concave Objects

    - by Lighthink
    I want to implement GJK and I want it to handle concave shapes too (almost all my shapes are concave). I've thought of decomposing the concave shape into convex shapes and then building a hierarchical tree out of convex shapes, but I do not know how to do it. Nothing I could find on the Internet about it wasn't satisfying my needs, so maybe someone can point me in the right direction or give a full explanation.

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  • Where can I find "magic numbers" for classic game play mechanics?

    - by MrDatabase
    I'd like to find some "magic numbers" for the classic helicopter game. For example the numbers that determine how fast the helicopter accelerates up and down. Also perhaps the "randomness" of the obstacles (uniformly distributed? Gaussian?). Where can I find these numbers? p.s. I don't care about the particular platform... Flash on the desktop browser is just as good as some implementation on a mobile device.

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  • Simulating Smartphones on PC with Unity

    - by Cengiz Frostclaw
    I want to make a game that depends on the phone orientation (changing shoot direction with tilt), however I need to test this on PC. So is there any tool I can use to simulate the orientation of the phone with mouse or keyboard of my PC? Something like joysticks on the screen. Thanks for any help! Edit : Thanks to @jhocking for his suggestion of Unity Remote. I, however still can accept a solution with using only PC, since I'm afraid of shortening my phone's battery life, for some reason.

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  • How does a BSP tree work for Z sorting?

    - by Jenko
    I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painters algorithm to sort triangles and then drawing them back-to-front. This causes artifacts that I'm trying to correct. Would using a dynamic BSP-tree ensure "correct Z sorting" of triangles? Why? Because the bounding volumes of triangles would be similar? Since I would have a single "world" BSP tree, would I have to remove and re-add any moved/scaled/rotated object into the tree? Is it possible to add triangles into a BSP tree without the expensive cutting process? Why do you need to cut triangles on the axis planes anyway? Is it faster to traverse a BSP tree from any angle, than to sort all tris each draw like the painters algorithm?

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  • Precise Touch Screen Dragging Issue: Trouble Aligning with the Finger due to Different Screen Resolution

    - by David Dimalanta
    Please, I need your help. I'm trying to make a game that will drag-n-drop a sprite/image while my finger follows precisely with the image without being offset. When I'm trying on a 900x1280 (in X [900] and Y [1280]) screen resolution of the Google Nexus 7 tablet, it follows precisely. However, if I try testing on a phone smaller than 900x1280, my finger and the image won't aligned properly and correctly except it still dragging. This is the code I used for making a sprite dragging with my finger under touchDragged(): x = ((screenX + Gdx.input.getX())/2) - (fruit.width/2); y = ((camera_2.viewportHeight * multiplier) - ((screenY + Gdx.input.getY())/2) - (fruit.width/2)); This code above will make the finger and the image/sprite stays together in place while dragging but only works on 900x1280. You'll be wondering there's camera_2.viewportHeight in my code. Here are for two reasons: to prevent inverted drag (e.g. when you swipe with your finger downwards, the sprite moves upward instead) and baseline for reading coordinate...I think. Now when I'm adding another orthographic camera named camera_1 and changing its setting, I recently used it for adjusting the falling object by meter per pixel. Also, it seems effective independently for smartphones that has smaller resolution and this is what I used here: show() camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 280; // --> I set it to a smaller view port height so that the object would fall faster, decreasing the chance of drag force. camera_1.viewportWidth = 196; // --> Make it proportion to the original screen view size as possible. camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); touchDragged() x = ((screenX + (camera_1.viewportWidth/Gdx.input.getX()))/2) - (fruit.width/2); y = ((camera_1.viewportHeight * multiplier) - ((screenY + (camera_1.viewportHeight/Gdx.input.getY()))/2) - (fruit.width/2)); But the result instead of just following the image/sprite closely to my finger, it still has a space/gap between the sprite/image and the finger. It is possibly dependent on coordinates based on the screen resolution. I'm trying to drag the blueberry sprite with my finger. My expectation did not met since I want my finger and the sprite/image (blueberry) to stay close together while dragging until I release it. Here's what it looks like: I got to figure it out how to make independent on all screen sizes by just following the image/sprite closely to my finger while dragging even on most different screen sizes instead.

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  • Markup format or script for data files?

    - by Aaron
    The game I'm designing will be mainly written in a high level scripting language (leaning towards either Lua or Squirrel) with a C++ core. In addition to scripts I'm also going to need different data files. Many data files will be for static information such as graphical assets and monster types. I'd also want to create and update data files at runtime for user information like option settings and game saves. Can I get away with using plain script files (i.e. .lua or .nut files) for my data files, or is it better to use dedicated markup formats like XML or YAML? If I use script files, loaded separately from my true scripts, then I wouldn't need an extra library to read those files. Scripting languages like Lua also have table syntax that lend themselves towards data definition. On the other hand I'd have to write my own schema check code. These languages also don't seem to support serialization "out of the box" like the markup format libraries do.

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  • Point[] and Tri not "could not be found"

    - by Craig Dannehl
    Hi I'm trying to learn how to load a .obj file using OpenTK in windows Forms. I have seen a lot of examples out there, but I do see almost everyone uses List, and Point[]. Code example show these highlighted like there IDE know what these are; for example List<Tri> tris = new List<Tri>(); but mine just returns "The type or namespace name 'Tri' could not be found" is there an include I need to add or a using I am missing. Currently have this using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; using System.Drawing; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL;

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  • Using a particular font in a commercial game

    - by RCIX
    I'm working on a game I intend to sell, and I want to use this font. The license says: "You may NOT copy or distribute the font outside of the licensed household, company, school or institution. Please ask external contacts who want to use the font to purchase their own license at www.CheapProFonts.com." However, my plans are to use a tool to output a texture using this font to use as a bitmap font in my game. Does this mean I can do so, and sell my game with the font in it?

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Weird rotation problem

    - by Phil
    I'm creating a simple tank game. No matter what I do, the turret keeps facing the target with it's side. I just can't figure out how to turn it 90 degrees in Y once so it faces it correctly. I've checked the pivot in Maya and it doesn't matter how I change it. This is the code I use to calculate how to face the target: void LookAt() { var forwardA = transform.forward; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 20) { //Rotate to transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 20) { transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } } I'm using Unity3d and would appreciate any help I can get! Thanks!

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  • Using Appendbuffers in unity for terrain generation

    - by Wardy
    Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using System.Collections; public class Test : MonoBehaviour { public ComputeShader Generator; public MeshTopology Topology; void OnEnable() { var computedMeshPoints = ComputeMesh(); CreateMeshFrom(computedMeshPoints); } private Vector3[] ComputeMesh() { var size = (32*32) * 4; // 4 points added for each x,z pos var buffer = new ComputeBuffer(size, 12, ComputeBufferType.Append); Generator.SetBuffer(0, "vertexBuffer", buffer); Generator.Dispatch(0, 1, 1, 1); var results = new Vector3[size]; buffer.GetData(results); buffer.Dispose(); return results; } private void CreateMeshFrom(Vector3[] generatedPoints) { var filter = GetComponent<MeshFilter>(); var renderer = GetComponent<MeshRenderer>(); if (generatedPoints.Length > 0) { var mesh = new Mesh { vertices = generatedPoints }; var colors = new Color[generatedPoints.Length]; var indices = new int[generatedPoints.Length]; //TODO: build this different based on topology of the mesh being generated for (int i = 0; i < indices.Length; i++) { indices[i] = i; colors[i] = Color.blue; } mesh.SetIndices(indices, Topology, 0); mesh.colors = colors; mesh.RecalculateNormals(); mesh.Optimize(); mesh.RecalculateBounds(); filter.sharedMesh = mesh; } else { filter.sharedMesh = null; } } } GPU code: #pragma kernel Generate AppendStructuredBuffer<float3> vertexBuffer : register(u0); void genVertsAt(uint2 xzPos) { //TODO: put some height generation code here. // could even run marching cubes / dual contouring code. float3 corner1 = float3( xzPos[0], 0, xzPos[1] ); float3 corner2 = float3( xzPos[0] + 1, 0, xzPos[1] ); float3 corner3 = float3( xzPos[0], 0, xzPos[1] + 1); float3 corner4 = float3( xzPos[0] + 1, 0, xzPos[1] + 1 ); vertexBuffer.Append(corner1); vertexBuffer.Append(corner2); vertexBuffer.Append(corner3); vertexBuffer.Append(corner4); } [numthreads(32, 1, 32)] void Generate (uint3 threadId : SV_GroupThreadID, uint3 groupId : SV_GroupID) { uint2 currentXZ = unint2( groupId.x * 32 + threadId.x, groupId.z * 32 + threadId.z); genVertsAt(currentXZ); } Can anyone explain why when I call "buffer.GetData(results);" on the CPU after the compute dispatch call my buffer is full of Vector3(0,0,0), I'm not expecting any y values yet but I would expect a bunch of thread indexes in the x,z values for the Vector3 array. I'm not getting any errors in any of this code which suggests it's correct syntax-wise but maybe the issue is a logical bug. Also: Yes, I know I'm generating 4,000 Vector3's and then basically round tripping them. However, the purpose of this code is purely to learn how round tripping works between CPU and GPU in Unity.

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  • Nifty GUI Layout

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works good until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. Its always in the upper left corner so far I can only see the lower right part of the text. I'm sure it has to be something simple but since I'm new to this I'm not noticing anything. Thanks for the help in advance.

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  • List of Open Source Java Games for Android

    - by BluFire
    I'm wondering if there are any more opensource games than the ones that you can plainly see when you search a list of open source games for android on google. Such as, is there a good website that has compiled open source games? I don't want an answer of "go google it" or "en.wikipedia.org/wiki/List_of_open_source_Android_applications" it gets really annoying on posts when people just give lazy answers.

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  • Simpler alternative to AngelScript

    - by Vee
    I want to give players the ability to create and share bullet patterns for a shoot'em up. The pattern scripts should have all the common programming stuff like loops, if/else, variables, and so on. But in the end, I just want them to call a "spawn bullet at X, Y with Z angle and A speed" in the C++ game. To spawn a circle of bullets, the user should only have to write a script with a for loop that goes from 0 to 360 and calls the spawn bullet function on every iteration. I tried integrating AngelScript, but I am getting nowhere - it looks way to complex for a simple task like this one. Is there an easy to integrate library that can solve my problem? Thanks.

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  • Why can't I create direct3d objects?

    - by quakkels
    I've been programming professionally for years using languages like VBScript, JavaScript, and C#. As a hobby, I'm getting into some c/c++ and games programming with DirectX. I am running into an issue where I cannot create direct3d objects. I am using Visual C++ 2010 Express. After I installed vc++2010express I then installed the June 2010 release of DirectX. I am trying to include DirectX via #pragma statements. This is the code I have so far in my winmain.cpp source file: #include <Windows.h> #include <d3d11.h> #include <time.h> #include <iostream> using namespace std; #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") // program settings const string AppTitle = "Direct3D in a Window"; const int ScreenWidth = 1024; const int ScreenHeight = 768; // direct3d objects LPDIRECT3D11 d3d = NULL; // this line is showing an error The type LPDIRECT3D11 is showing an error: Error: Identifier "LPDIRECT3D11" is undefined Am I missing something here to get VC++2010Express to recognize and load the DirectX libs? Thanks for any help.

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  • Keypress detection wont work after seemingly unrelated code change

    - by LukeZaz
    I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work. Here's the check code and the method it uses, along with the newMap method: public class Game1 : Microsoft.Xna.Framework.Game { // ... protected override void Update(GameTime gameTime) { // ... // Check if Enter was pressed - if so, generate a new map if (CheckInput(Keys.Enter, 1)) { blocks = newMap(map, blocks, console); } // ... } // Method: Checks if a key is/was pressed public bool CheckInput(Keys key, int checkType) { // Get current keyboard state KeyboardState newState = Keyboard.GetState(); bool retType = false; // Return type if (checkType == 0) { // Check Type: Is key currently down? if (newState.IsKeyDown(key)) { retType = true; } else { retType = false; } } else if (checkType == 1) { // Check Type: Was the key pressed? if (newState.IsKeyDown(key)) { if (!oldState.IsKeyDown(key)) { // Key was just pressed retType = true; } else { // Key was already pressed, return false retType = false; } } } // Save keyboard state oldState = newState; // Return result if (retType == true) { return true; } else { return false; } } // Method: Generate a new map public List<Block> newMap(Map map, List<Block> blockList, Console console) { // Create new map block coordinates List<Vector2> positions = new List<Vector2>(); positions = map.generateMap(console); // Clear list and reallocate memory previously used up by it blockList.Clear(); blockList.TrimExcess(); // Add new blocks to the list using positions created by generateMap() foreach (Vector2 pos in positions) { blockList.Add(new Block() { Position = pos, Texture = dirtTex }); } // Return modified list return blockList; } // ... } and the generateMap code: // Generate a list of Vector2 positions for blocks public List<Vector2> generateMap(Console console, int method = 0) { ScreenTileWidth = gDevice.Viewport.Width / 16; ScreenTileHeight = gDevice.Viewport.Height / 16; maxHeight = gDevice.Viewport.Height; List<Vector2> blockLocations = new List<Vector2>(); if (useScreenSize == true) { Width = ScreenTileWidth; Height = ScreenTileHeight; } else { maxHeight = Height; } int startHeight = -500; // For debugging purposes, the startHeight is set to an // hopefully-unreachable value - if it returns this, something is wrong // Methods of land generation /// <summary> /// Third version land generation /// Generates a base land height as the second version does /// but also generates a 'max change' value which determines how much /// the land can raise or lower by which it now does by a random amount /// during generation /// </summary> if (method == 0) { // Get the land height startHeight = rnd.Next(1, maxHeight); int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by int curHeight = startHeight; for (int w = 0; w < Width; w++) { // Run a chance to lower/raise ground level int changeBy = rnd.Next(1, maxChange); int doChange = rnd.Next(0, 3); if (doChange == 1 && !(curHeight <= (1 + maxChange))) { curHeight = curHeight - changeBy; } else if (doChange == 2 && !(curHeight >= (29 - maxChange))) { curHeight = curHeight + changeBy; } for (int h = curHeight; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; blockLocations.Add(new Vector2(x, y)); } } console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString()); } /// <summary> /// Second version land generator /// Generates a solid mass of land starting at a random height /// derived from either screen height or provided height value /// </summary> else if (method == 1) { // Get the land height startHeight = rnd.Next(0, 30); for (int w = 0; w < Width; w++) { for (int h = startHeight; h < ScreenTileHeight; h++) { // Location variables float x = w * 16; float y = h * 16; // Add a tile at set location blockLocations.Add(new Vector2(x, y)); } } } /// <summary> /// First version land generator /// Generates land completely randomly either across screen or /// in a box set by Width and Height values /// </summary> else { // For each tile in the map... for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; // ...decide whether or not to place a tile... if (rnd.Next(0, 2) == 1) { // ...and if so, add a tile at that location. blockLocations.Add(new Vector2(x, y)); } } } } console.newMsg("[INFO] Cur, base height: " + startHeight.ToString()); return blockLocations; } I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here: private int BackBufferWidth = 1280; // Added these variables private int BackBufferHeight = 800; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = BackBufferWidth; // and this graphics.PreferredBackBufferHeight = BackBufferHeight; // this Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // and this } When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.

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  • Event Driven Communication in Game Engine - Yes or No?

    - by Bunkai.Satori
    As I am reading book Game Coding Complete (http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806/ref=sr_1_1?ie=UTF8&qid=1295978774&sr=8-1), the author recommend Event Driven communication among the all game objects and modules. Basicaly, all the living game actors and object should communicate with the key modules (Physics, AI, Game Logic, Game View, etc..) via internal event messaging system. This would mean designing efficient event manager as well. My question is, whether this is proven and recommended approach. If it is not properly designed, it might mean consuming a lot of CPU cycles, which can be used elsewhere. This is especially true, if the game is targetted for mobile platform. What is your opinion and recommendation, please?

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