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  • Turn-based games [closed]

    - by Blue
    I've been looking for tutorials on turn-based games. I found an incomplete tutorial series by InsugentX about turn-based games. I haven't looked through it, but since it's incomplete, I worry that I won't be able to finish the scripts. I'm looking for tutorials or some good tips or advice to create turn-based games(similar to Worms). Recently I finished watching the WalkerBoys' tutorials so I am familiar with code. Where can I find some info and/or tutorials on creating Turn-based games? I'd prefer it to be video format. How can I create turn-based games (not the entire thing, only the set-up) or a turn-based event like in Worms? To explain more, How do I create 2 parties(1st player, 2nd player) exchanging turns(turn-based games and/or hotseat). While parties have characters similar to Worms(having more than 1 character within each party)? Do I use an array, an enum? I don't have any experience in turn-based games, so I would like to know how to actually make turn-based games. I can't find any reference to help me with construction of a turn-based game code similar to Worms in a programming language I can understand.

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  • Hero/Character sprite size in comparison to tile size?

    - by Kid
    So I'm making this simple platformer where the Hero is 16x16 in size, but also, the tile size is 16x16. Which sounds fine right? But my game window/world is 800x416, which makes the Hero is really really tiny in comparison. This really surprised me, but given Ive never made a platformer before it is also a new discovery. Is there a rule set for scale in platformer games? I'd like to have my game window remain the size it is (800x416), cause the game involves large levels. But how big should my hero be? I hope I was clear with the question, and I appreciate any insight. Thanks

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  • How do I efficiently code both the client and server at the same time?

    - by liamzebedee
    I'm coding my game using a client-server model. When playing on singleplayer, the game starts a local server, and interacts with it just like a remote server (multiplayer). I have done this to avoid coding separate singleplayer and multiplayer code. I have just started coding and have encountered a major problem. Currently I'm developing the game in Eclipse, having all the game classes organized into packages. Then, in my server code, I just use all the classes in the client packages. The problem is, these client classes have variables that are specific to rendering, which obviously wouldn't be performed on a server. Should I create modified versions of the client classes to use in the server? Or should I just modify the client classes with a boolean, to indicate if its the client/server using it. Are there any other options I have? I just had a thought about maybe using the server class as the core class, then extending it with rendering stuff?

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  • Physics in carrom like game using cocos2d + Box2D

    - by Raj
    I am working on carrom like game using cocos2d + Box2D. I set world gravity(0,0), want gravity in z-axis. I set following values for coin and striker body: Coin body (circle with radius - 15/PTM_RATIO): density = 20.0f; friction = 0.4f; restitution = 0.6f; Striker body (circle with radius - 15/PTM_RATIO): density = 25.0f; friction = 0.6f; restitution = 0.3f; Output is not smooth. When I apply ApplyLinearImpulse(force,position) the coin movement looks like floating in the air - takes too much time to stop. What values for coin and striker make it look like real carrom?

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  • What is the best way to code the XNA Game Server for FPS game?

    - by AgentFire
    I'm writing a FPS XNA game. It gonna be multiplayer so I came up with following: I'm making two different assemblies — one for the game logic and the second for drawing it and the game irrelevant stuff (like rocket trails). The type of the connection is client-server (not peer-to-peer), so every client at first connects to the server and then the game begins. I'm completly decided to use XNA.Framework.Game class for the clients to run their game in window (or fullscreen) and the GameComponent/DrawableGameComponent classes to store the game objects and update&draw them on each frame. Next, I want to get the answer to the question: What should I do on the server side? I got few options: Create my own Game class on the server, which will process all the game logic (only, no graphics). The reason why I am not using the standart Game class is when I call Game.Run() the white window appears and I cant figure out how to get rid of it. Use somehow the original XNA's Game class, which is already has the GameComponent collection and Update event (60 times per second, just what I need). UPDATE: I got more questions: First, what socket mode should I use? TCP or UDP? And how to actually let the client know that this packet is meant to be processed after that one? Second, if I is going to use exacly GameComponent class for the game objects which is stored and process on the server, how to make them to be drawn on the client? Inherit them (while they are combined to an assembly)? Something else?

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  • Shadows shimmer when camera moves

    - by Chad Layton
    I've implemented shadow maps in my simple block engine as an exercise. I'm using one directional light and using the view volume to create the shadow matrices. I'm experiencing some problems with the shadows shimmering when the camera moves and I'd like to know if it's an issue with my implementation or just an issue with basic/naive shadow mapping itself. Here's a video: http://www.youtube.com/watch?v=vyprATt5BBg&feature=youtu.be Here's the code I use to create the shadow matrices. The commented out code is my original attempt to perfectly fit the view frustum. You can also see my attempt to try clamping movement to texels in the shadow map which didn't seem to make any difference. Then I tried using a bounding sphere instead, also to no apparent effect. public void CreateViewProjectionTransformsToFit(Camera camera, out Matrix viewTransform, out Matrix projectionTransform, out Vector3 position) { BoundingSphere cameraViewFrustumBoundingSphere = BoundingSphere.CreateFromFrustum(camera.ViewFrustum); float lightNearPlaneDistance = 1.0f; Vector3 lookAt = cameraViewFrustumBoundingSphere.Center; float distanceFromLookAt = cameraViewFrustumBoundingSphere.Radius + lightNearPlaneDistance; Vector3 directionFromLookAt = -Direction * distanceFromLookAt; position = lookAt + directionFromLookAt; viewTransform = Matrix.CreateLookAt(position, lookAt, Vector3.Up); float lightFarPlaneDistance = distanceFromLookAt + cameraViewFrustumBoundingSphere.Radius; float diameter = cameraViewFrustumBoundingSphere.Radius * 2.0f; Matrix.CreateOrthographic(diameter, diameter, lightNearPlaneDistance, lightFarPlaneDistance, out projectionTransform); //Vector3 cameraViewFrustumCentroid = camera.ViewFrustum.GetCentroid(); //position = cameraViewFrustumCentroid - (Direction * (camera.FarPlaneDistance - camera.NearPlaneDistance)); //viewTransform = Matrix.CreateLookAt(position, cameraViewFrustumCentroid, Up); //Vector3[] cameraViewFrustumCornersWS = camera.ViewFrustum.GetCorners(); //Vector3[] cameraViewFrustumCornersLS = new Vector3[8]; //Vector3.Transform(cameraViewFrustumCornersWS, ref viewTransform, cameraViewFrustumCornersLS); //Vector3 min = cameraViewFrustumCornersLS[0]; //Vector3 max = cameraViewFrustumCornersLS[0]; //for (int i = 1; i < 8; i++) //{ // min = Vector3.Min(min, cameraViewFrustumCornersLS[i]); // max = Vector3.Max(max, cameraViewFrustumCornersLS[i]); //} //// Clamp to nearest texel //float texelSize = 1.0f / Renderer.ShadowMapSize; //min.X -= min.X % texelSize; //min.Y -= min.Y % texelSize; //min.Z -= min.Z % texelSize; //max.X -= max.X % texelSize; //max.Y -= max.Y % texelSize; //max.Z -= max.Z % texelSize; //// We just use an orthographic projection matrix. The sun is so far away that it's rays are essentially parallel. //Matrix.CreateOrthographicOffCenter(min.X, max.X, min.Y, max.Y, -max.Z, -min.Z, out projectionTransform); } And here's the relevant part of the shader: if (CastShadows) { float4 positionLightCS = mul(float4(position, 1.0f), LightViewProj); float2 texCoord = clipSpaceToScreen(positionLightCS) + 0.5f / ShadowMapSize; float shadowMapDepth = tex2D(ShadowMapSampler, texCoord).r; float distanceToLight = length(LightPosition - position); float bias = 0.2f; if (shadowMapDepth < (distanceToLight - bias)) { return float4(0.0f, 0.0f, 0.0f, 0.0f); } } The shimmer is slightly better if I drastically reduce the view volume but I think that's mostly just because the texels become smaller and it's harder to notice them flickering back and forth. I'd appreciate any insight, I'd very much like to understand what's going on before I try other techniques.

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  • Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

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  • How to use Pixel Bender (pbj) in ActionScript3 on large Vectors to make fast calculations?

    - by Arthur Wulf White
    Remember my old question: 2d game view camera zoom, rotation & offset using 'Filter' / 'Shader' processing? I figured I could use a Pixel Bender Shader to do the computation for any large group of elements in a game to save on processing time. At least it's a theory worth checking. I also read this question: Pass large array to pixel shader Which I'm guessing is about accomplishing the same thing in a different language. I read this tutorial: http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/ I am attempting to do some tests. Here is some of the code: private const SIZE : int = Math.pow(10, 5); private var testVectorNum : Vector.<Number>; private function testShader():void { shader.data.ab.value = [1.0, 8.0]; shader.data.src.input = testVectorNum; shader.data.src.width = SIZE/400; shader.data.src.height = 100; shaderJob = new ShaderJob(shader, testVectorNum, SIZE / 4, 1); var time : int = getTimer(), i : int = 0; shaderJob.start(true); trace("TEST1 : ", getTimer() - time); } The problem is that I keep getting a error saying: [Fault] exception, information=Error: Error #1000: The system is out of memory. Update: I managed to partially workaround the problem by converting the vector into bitmapData: (Using this technique I still get a speed boost of 3x using Pixel Bender) private function testShader():void { shader.data.ab.value = [1.0, 8.0]; var time : int = getTimer(), i : int = 0; testBitmapData.setVector(testBitmapData.rect, testVectorInt); shader.data.src.input = testBitmapData; shaderJob = new ShaderJob(shader, testBitmapData); shaderJob.start(true); testVectorInt = testBitmapData.getVector(testBitmapData.rect); trace("TEST1 : ", getTimer() - time); }

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  • What tools should I consider if my aim is to make a game available to as many platforms as possible?

    - by Kenji Kina
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • Cropping a line (laser beam) in XNA

    - by electroflame
    I have a laser sprite that I wish to crop. I want to crop it so when it collides with an item, I can calculate the distance between the starting point, and the ending point, and only draw that. This eliminates the "overdraw" of a laser drawing past an item. Essentially, I'm trying to crop a line, but also keep that line "attached" to the nose of my ship. The line should not be drawn past the nose of my ship, that should be the starting point. There is no rotation to worry about. Currently, I thought that doing this through SpriteBatch would be best. This is my current Spritebatch code: spriteBatch.Draw(Laser.sprite, new Rectangle((int)Laser.position.X, (int)Laser.position.Y, Laser.sprite.Width, LaserHeight), new Rectangle(0, 0, (int)(Laser.sprite.Width), LaserHeight), new Color(255, 255, 255, (byte)MathHelper.Clamp(Laser.Alpha, 0, 255)), Laser.rotation, new Vector2(Laser.sprite.Width/2, LaserHeight/2), SpriteEffects.None, 0); But this doesn't quite work. It does only draw part of the sprite, but when LaserHeight is incremented, it lengthens the line in both ways! I believe this is due to some stupid error on my part with the Origin of the draw. Quick recap: I need to have my laser sprite drawn with the bottom of it at the nose of my ship, and then use LaserHeight to crop the image so only part of it is drawn. I have a feeling my explanation is a bit...lacking. So if you require more information, please say so and I will try to provide more information. Thanks in advance!

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  • Calculating the "power" of a player in a "Defend Your Castle" type game

    - by Jesse Emond
    I'm a making a "Defend Your Castle" type game, where each player has a castle and must send units to destroy the opponent's castle. It looks like this (and yeah, this is the actual game, not a quick paint drawing..): Now, I'm trying to implement the AI of the opponent, and I'd like to create 4 different AI levels: Easy, Normal, Hard and Hardcore. I've never made any "serious" AI before and I'd like to create a quite complete one this time. My idea is to calculate a player's "power" score, based on the current health of its castle and the individual "power" score of its units. Then, the AI would just try to keep a score close to the player's one(Easy would stay below it, Normal would stay near it and Hard would try to get above it). But I just don't know how to calculate a player's power score. There are just too many variables to take into account and I don't know how to properly use them to create one significant number(the power level). Could anyone help me out on this one? Here are the variables that should influence a player's power score: Current castle health, the unit's total health, damage, speed and attack range. Also, the player can have increased Income(the money bag), damage(the + Damage) and speed(the + speed)... How could I include them in the score? I'm really stuck here... Or is there an other way that I could implement AI for this type of game? Thanks for your precious time.

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  • Performance due to entity update

    - by Rizzo
    I always think about 2 ways to code the global Step() function, both with pros and cons. Please note that AIStep is just to provide another more step for whoever who wants it. // Approach 1 step foreach( entity in entities ) { entity.DeltaStep( delta_time ); if( time_for_fixed_step ) entity.FixedStep(); if( time_for_AI_step ) entity.AIStep(); ... // all kind of updates you want } PRO: you just have to iterate once over all entities. CON: fidelity could be lower at some scenarios, since the entity.FixedStep() isn't going all at a time. // Approach 2 step foreach( entity in entities ) entity.DeltaStep( delta_time ); if( time_for_fixed_step ) foreach( entity in entities ) entity.FixedStep(); if( time_for_AI_step ) foreach( entity in entities ) entity.FixedStep(); // all kind of updates you want SEPARATED PRO: fidelity on FixedStep is higher, shouldn't be much time between all entities update, rather than Approach 1 where you may have to wait other updates until FixedStep() comes. CON: you iterate once for each kind of update. Also, a third approach could be a hybrid between both of them, something in the way of foreach( entity in entities ) { entity.DeltaStep( delta_time ); if( time_for_AI_step ) entity.AIStep(); // all kind of updates you want BUT FixedStep() } if( time_for_fixed_step ) { foreach( entity in entities ) { entity.FixedStep(); } } Just two loops, don't caring about time fidelity in nothing other than at FixedStep(). Any thoughts on this matter? Should it really matters to make all steps at once or am I thinking on problems that don't exist?

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  • Center directional light shadow to the cameras eye

    - by Caesar
    I'm currently drawing my directional light shadow using this view and projection: XMFLOAT3 dir((float)pitch, (float)yaw, (float)roll); XMFLOAT3 center(0.0f, 0.0f, 0.0f); XMVECTOR lightDir = XMLoadFloat3(&dir); XMVECTOR lightPos = radius * lightDir; XMVECTOR targetPos = XMLoadFloat3(&center); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMMATRIX V = XMMatrixLookAtLH(lightPos, targetPos, up); // This is the view // Transform bounding sphere to light space. XMFLOAT3 sphereCenterLS; XMStoreFloat3(&sphereCenterLS, XMVector3TransformCoord(targetPos, V)); // Ortho frustum in light space encloses scene. float l = sphereCenterLS.x - radius; float b = sphereCenterLS.y - radius; float n = sphereCenterLS.z - radius; float r = sphereCenterLS.x + radius; float t = sphereCenterLS.y + radius; float f = sphereCenterLS.z + radius; XMMATRIX P = XMMatrixOrthographicOffCenterLH(l, r, b, t, n, f); // This is the projection Which works prefect if the center of my scene is at 0.0, 0.0, 0.0. What I would like to do is move the center of the scene relative to the cameras position. How can I do that?

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  • How to get all keys values of the player prefs in unity [java script ]

    - by Akari
    in the first test game I've developed if the player passed all the levels and win , he must enter his name ... so his name and his score will be stored in a player prefs : and there is another scene that displays the names and scores of all the user passed the game : I've searched from the morning and try all the ways I know and finally I failed to perform this .... is it possible to display all the keys values previously stored in the player prefs ??? or can someone to provide me by a JavaScript to do this ???? thanks...

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  • Can I use DllImport/PInvoke in libraries loaded as Assets in Unity Free?

    - by sebf
    I am interested in using utilising third-party libraries in Unity Free. I know Unity can use managed libraries as Assets, but only the Pro version supports using native libraries. (DllImport within scripts). This thread however suggests that it is possible to import DLLs in the free version. I would like to utilise native libraries (as a hobbyist I cannot afford Pro), but want to do it the supported way so I don't have to worry about Unity 'fixing' this hole if that is what it is. Is there any supported way to use native libraries with Unity free? (i.e. does that thread suggest a workaround or is it a 'bug'? Is it supported to use DllImport/PInvoke in libraries loaded as assets? (could I create a wrapper myself?)

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  • How can I generate a view or projection matrix for OpenGL 3.+

    - by Ken
    I'm transitioning from OpenGL 2 to OpenGL 3.+ and to GLSL 1.5. I'm trying to avoid using the deprecated features. My question how do we now generate the view or projection matrix. I was using the matrix stack to calculate the projection matrix for me; GLfloat ptr[16]; gluPerspective(...); glGetFloatv(GL_MODELVIEW_MATRIX, ptr); //then pass ptr via a uniform to the shader But obviously the matrix stack is deprecated. So this approach is not the best an option going forward. I have the 'Red Book', 7th ed, which covers 3.0 & 3.1 and it still uses the deprecated matrix functions in it's examples. I could write some utility-code myself to generate the matrices. But I don't want to re-invent this particular wheel, especially when this functionality is required for every 3D graphics program. What is the accepted way to generate world,view & projection matrices for OpenGL? Is there an emerging 'standard' library for this? Or is there some other hidden (to me) functionality in OpenGL/GLSL which I have overlooked?

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  • Importing Models from Maya to OpenGL

    - by Mert Toka
    I am looking for ways to import models to my game project. I am using Maya as modelling software, and GLUT for windowing of my game. I found this great parser, it imports all the textures and normal vectors, but it is compatible with .obj files of 3dsMAX. I tried to use it with Maya obj's, and it turned out that Maya's obj files are a bit different from former one, thus it cannot parse them. If you know any way to convert Maya obj files to 3dsMax obj files, that would be acceptable as well as a new parser for Maya obj files.

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  • How to move an UIView along a curved CGPath according to user dragging the view

    - by Felipe Cypriano
    I'm trying to build a interface that the user can move his finger around the screen an a list of images moves along a path. The idea is that the images center nevers leaves de path. Most of the things I found was about how to animate using CGPath and not about actually using the path as the track to a user movement. I need to objects to be tracked on the path even if the user isn't moving his fingers over the path. For example (image bellow), if the object is at the beginning of the path and the user touches anywhere on the screen and moves his fingers from left to right I need that the object moves from left to right but following the path, that is, going up as it goes to the right towards the path's end. This is the path I've draw, imagine that I'll have a view (any image) that the user can touch and drag it along the path, there's no need to move the finger exactly over the path. If the user move from left to right the image should move from left to right but going up if need following the path. This is how I'm creating the path: CGPoint endPointUp = CGPointMake(315, 124); CGPoint endPointDown = CGPointMake(0, 403); CGPoint controlPoint1 = CGPointMake(133, 187); CGPoint controlPoint2 = CGPointMake(174, 318); CGMutablePathRef path = CGPathCreateMutable(); CGPathMoveToPoint(path, NULL, endPointUp.x, endPointUp.y); CGPathAddCurveToPoint(path, NULL, controlPoint1.x, controlPoint1.y, controlPoint2.x, controlPoint2.y, endPointDown.x, endPointDown.y); Any idead how can I achieve this?

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  • Changing the material on an object on click in unity

    - by user1509674
    Iam working on unity2d.I have six game object Object1,Object1,Object1,(these are images) ObjectImage1,ObjectImage2,ObjectImage3(these are images). I have arranged the object in the scene as a list one below another Object1 Object2 Object3 When I click the Object1 --- should change to ObjectImage1 Object2 ----should change to ObjectImage2, but the above image of object1(objectImage1) at present should change to Object1 Object3 ----? should change to ObjectImage3,but the above image on object2(objectImage2) should change to Object2 These is similar to selection.I have coded Like when I click of Object2 its changing to ObjectIamge2 but the first object is not changing to object1 from objectImage1.Can anybody help me coding it out. Edit: public GameObject newSprite; private Vector3 currentSpritePosition; void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } This is the code used to change the material: public GameObject newSprite; private Vector3 currentSpritePosition; void Start(){ newSprite.renderer.enabled = false; } void OnMouseEnter(){ //getting the current position of the current sprite if ever it can move; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; }

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  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

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  • Normals vs Normal maps

    - by KaiserJohaan
    I am using Assimp asset importer (http://assimp.sourceforge.net/lib_html/index.html) to parse 3d models. So far, I've simply pulled out the normal vectors which are defined for each vertex in my meshes. Yet I have also found various tutorials on normal maps... As I understand it for normal maps, the normal vectors are stored in each texel of a normal map, and you pull these out of the normal texture in the shader. Why is there two ways to get the normals, which one is considered best-practice and why?

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  • Java game object pool management

    - by Kenneth Bray
    Currently I am using arrays to handle all of my game objects in the game I am making, and I know how terrible this is for performance. My question is what is the best way to handle game objects and not hurt performance? Here is how I am creating an array and then looping through it to update the objects in the array: public static ArrayList<VboCube> game_objects = new ArrayList<VboCube>(); /* add objects to the game */ while (!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { for (int i = 0; i < game_objects.size(); i++){ // draw the object game_objects.get(i).Draw(); game_objects.get(i).Update(); //world.updatePhysics(); } } I am not looking for someone to write me code for asset or object management, just point me into a better direction to get better performance. I appreciate the help you guys have provided me in the past, and I dont think I would be as far along with my project without the support on stack exchange!

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  • If I use my own normal values, should I turn off winding order culling?

    - by Phil
    I've discovered that I managed to program a series of boxes with indexed vertices in such a way that every other triangle (Half of each face) has a backwards winding order. As a result, XNA is culling half of them. However, my Vertex objects contain normal data that I have explicitly set, and I am going to implement my own backface culling shortly to reduce the size of the VertexBuffer. Should I turn off winding order culling and manage it myself, or should I make sure the winding order is consistent and let XNA handle it?

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  • How to fetch only the sprites in the player's range of motion for collision testing? (2D, axis aligned sprites)

    - by Twodordan
    I am working on a 2D sprite game for educational purposes. (In case you want to know, it uses WebGl and Javascript) I've implemented movement using the Euler method (and delta time) to keep things simple. Now I'm trying to tackle collisions. The way I wrote things, my game only has rectangular sprites (axis aligned, never rotated) of various/variable sizes. So I need to figure out what I hit and which side of the target sprite I hit (and I'm probably going to use these intersection tests). The old fashioned method seems to be to use tile based grids, to target only a few tiles at a time, but that sounds silly and impractical for my game. (Splitting the whole level into blocks, having each sprite's bounding box fit multiple blocks I might abide. But if the sprites change size and move around, you have to keep changing which tiles they belong to, every frame, it doesn't sound right.) In Flash you can test collision under one point, but it's not efficient to iterate through all the elements on stage each frame. (hence why people use the tile method). Bottom line is, I'm trying to figure out how to test only the elements within the player's range of motion. (I know how to get the range of motion, I have a good idea of how to write a collisionCheck(playerSprite, targetSprite) function. But how do I know which sprites are currently in the player's vicinity to fetch only them?) Please discuss. Cheers!

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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