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  • Drawing lots of tiles with OpenGL, the modern way

    - by Nic
    I'm working on a small tile/sprite-based PC game with a team of people, and we're running into performance issues. The last time I used OpenGL was around 2004, so I've been teaching myself how to use the core profile, and I'm finding myself a little confused. I need to draw in the neighborhood of 250-750 48x48 tiles to the screen every frame, as well as maybe around 50 sprites. The tiles only change when a new level is loaded, and the sprites are changing all the time. Some of the tiles are made up of four 24x24 pieces, and most (but not all) of the sprites are the same size as the tiles. A lot of the tiles and sprites use alpha blending. Right now I'm doing all of this in immediate mode, which I know is a bad idea. All the same, when one of our team members tries to run it, he gets very bad frame rates (~20-30 fps), and it's much worse when there are more tiles, especially when a lot of those tiles are the kind that are cut into pieces. This all makes me think that the problem is the number of draw calls being made. I've thought of a few possible solutions to this, but I wanted to run them by some people who know what they're talking about so I don't waste my time on something stupid: TILES: When a level is loaded, draw all the tiles once into a frame buffer attached to a big honking texture, and just draw a big rectangle with that texture on it every frame. Put all the tiles into a static vertex buffer when the level is loaded, and draw them that way. I don't know if there's a way to draw objects with different textures with a single call to glDrawElements, or if this is even something I'd want to do. Maybe just put all the tiles into a big giant texture and use funny texture coordinates in the VBO? SPRITES: Draw each sprite with a separate call to glDrawElements. Use a dynamic VBO somehow. Same texture question as number 2 above. Point sprites? This is probably silly. Are any of these ideas sensible? Is there a good implementation somewhere I could look over?

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  • Order independent transparency in particle system

    - by Stepan Zastupov
    I'm writing a particle system and would like to find a trick to achieve proper alpha blending without sorting particles because: Each particle is a point sprite in a single mesh and I can't use scene graph ability to sort transparent nodes. The system node should be properly sorted, though. Particle position is computed on shader from initial velocity, acceleration and time. In order to sort the system I would have to perform all this computations on CPU, which is something I want to avoid. Sorting hundreds of particles against camera position and uploading it on GPU each frame seams to be quiet heavy operation. Alpha testing seems to be fast enough on GLES 2.0 and works fine for non-transparent but "masked" textures. Still, it's not enough for semi-transparent particles. How would you handle this?

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  • Water Simulation in LIBGDX [on hold]

    - by Noah Huppert
    I am doing some R&D for a game and am now tackling the topic of water. The goal Make water that can flow. Aka you can have an origin point that water shoots out from or a downhill slope. Make it so water splashes, so when an object hits the water there is a splash. Aka: Actual physics water sim. The current way I know how to do it I know how to create a shader that makes an object look like its water by making waves. Combined with that you can check to see if an object is colliding and apply an upwards force to simulate buoyancy. What is wrong with that way The water does not flow No splashes Possible solutions Have particles that are fairly large that interact with each other to simulate water Possible drawbacks Performance. Question: Is there a better way to do water or is using particles as described the only way?

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  • Designing Videogame Character Parodies [duplicate]

    - by David Dimalanta
    This question already has an answer here: Is it legal to add a cameo appearance of a known video game character in my game? 2 answers Was it okay to make a playable character when making a videogame despite its resemblance? For example, I'm making a 3rd-person action-platform genre and I have to make a character design resembling like Megaman but not exactly the same as him since there is little alternate in color, details, and facial features.

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  • Efficiently separating Read/Compute/Write steps for concurrent processing of entities in Entity/Component systems

    - by TravisG
    Setup I have an entity-component architecture where Entities can have a set of attributes (which are pure data with no behavior) and there exist systems that run the entity logic which act on that data. Essentially, in somewhat pseudo-code: Entity { id; map<id_type, Attribute> attributes; } System { update(); vector<Entity> entities; } A system that just moves along all entities at a constant rate might be MovementSystem extends System { update() { for each entity in entities position = entity.attributes["position"]; position += vec3(1,1,1); } } Essentially, I'm trying to parallelise update() as efficiently as possible. This can be done by running entire systems in parallel, or by giving each update() of one system a couple of components so different threads can execute the update of the same system, but for a different subset of entities registered with that system. Problem In reality, these systems sometimes require that entities interact(/read/write data from/to) each other, sometimes within the same system (e.g. an AI system that reads state from other entities surrounding the current processed entity), but sometimes between different systems that depend on each other (i.e. a movement system that requires data from a system that processes user input). Now, when trying to parallelize the update phases of entity/component systems, the phases in which data (components/attributes) from Entities are read and used to compute something, and the phase where the modified data is written back to entities need to be separated in order to avoid data races. Otherwise the only way (not taking into account just "critical section"ing everything) to avoid them is to serialize parts of the update process that depend on other parts. This seems ugly. To me it would seem more elegant to be able to (ideally) have all processing running in parallel, where a system may read data from all entities as it wishes, but doesn't write modifications to that data back until some later point. The fact that this is even possible is based on the assumption that modification write-backs are usually very small in complexity, and don't require much performance, whereas computations are very expensive (relatively). So the overhead added by a delayed-write phase might be evened out by more efficient updating of entities (by having threads work more % of the time instead of waiting). A concrete example of this might be a system that updates physics. The system needs to both read and write a lot of data to and from entities. Optimally, there would be a system in place where all available threads update a subset of all entities registered with the physics system. In the case of the physics system this isn't trivially possible because of race conditions. So without a workaround, we would have to find other systems to run in parallel (which don't modify the same data as the physics system), other wise the remaining threads are waiting and wasting time. However, that has disadvantages Practically, the L3 cache is pretty much always better utilized when updating a large system with multiple threads, as opposed to multiple systems at once, which all act on different sets of data. Finding and assembling other systems to run in parallel can be extremely time consuming to design well enough to optimize performance. Sometimes, it might even not be possible at all because a system just depends on data that is touched by all other systems. Solution? In my thinking, a possible solution would be a system where reading/updating and writing of data is separated, so that in one expensive phase, systems only read data and compute what they need to compute, and then in a separate, performance-wise cheap, write phase, attributes of entities that needed to be modified are finally written back to the entities. The Question How might such a system be implemented to achieve optimal performance, as well as making programmer life easier? What are the implementation details of such a system and what might have to be changed in the existing EC-architecture to accommodate this solution?

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  • Problems with moving 2D circle/box collision detection

    - by dario3004
    This is my first game ever and I'm a newbie in computer physics. I've got this code for the collision detection and it works fine for BOTTOM and TOP collision.It miss the collision detection with the paddle's edge and angles so I've (roughly) tried to implement it. Main method that is called for bouncing, it checks if it bounce with wall, or with top (+ right/left side) or with bottom (+ right/left side): protected void handleBounces(float px, float py) { handleWallBounce(px, py); if(mBall.y < getHeight()/4){ if (handleRedFastBounce(mRed, px, py)) return; if (handleRightSideBounce(mRed,px,py)) return; if (handleLeftSideBounce(mRed,px,py)) return; } if(mBall.y > getHeight()/4 * 3){ if (handleBlueFastBounce(mBlue, px, py)) return; if (handleRightSideBounce(mBlue,px,py)) return; if (handleLeftSideBounce(mBlue,px,py)) return; } } This is the code for the BOTTOM bounce: protected boolean handleRedFastBounce(Paddle paddle, float px, float py) { if (mBall.goingUp() == false) return false; // next position tx = mBall.x; ty = mBall.y - mBall.getRadius(); // actual position ptx = px; pty = py - mBall.getRadius(); dyp = ty - paddle.getBottom(); xc = tx + (tx - ptx) * dyp / (ty - pty); if ((ty < paddle.getBottom() && pty > paddle.getBottom() && xc > paddle.getLeft() && xc < paddle.getRight())) { mBall.x = xc; mBall.y = paddle.getBottom() + mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } else return false; } As long as I understood it should be something like this: So I tried to make the "left side" and "right side" bounce method: protected boolean handleLeftSideBounce(Paddle paddle, float px, float py){ // next position tx = mBall.x + mBall.getRadius(); ty = mBall.y; // actual position ptx = px + mBall.getRadius(); pty = py; dyp = tx - paddle.getLeft(); yc = ty + (pty - ty) * dyp / (ptx - tx); if (ptx < paddle.getLeft() && tx > paddle.getLeft()){ System.out.println("left side bounce1"); System.out.println("yc: " + yc + "top: " + paddle.getTop() + " bottom: " + paddle.getBottom()); if (yc > paddle.getTop() && yc < paddle.getBottom()){ System.out.println("left side bounce2"); mBall.y = yc; mBall.x = paddle.getLeft() - mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } } return false; } I think I'm quite near to the solution but I'm having big troubles with the new "yc" formula. I tried so many versions of it but since I don't know the theory behind it I can't adjust for the Y axis. Since the Y axis is inverted I even tried this: yc = ty - (pty - ty) * dyp / (ptx - tx); I tried Googling it but I can't seem to find a solution for it. Also this method fails when ball touches the angle and I don't think is a nice way because it just test "one" point of the ball and probably there will be many cases in which the ball won't bounce.

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  • My frustum culling is culling from the wrong point

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] /= length; m_Planes[side][1] /= length; m_Planes[side][2] /= length; m_Planes[side][3] /= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } What am i doing wrong?

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  • How would you code an AI engine to allow communication in any programming language?

    - by Tokyo Dan
    I developed a two-player iPhone board game. Computer players (AI) can either be local (in the game code) or remote running on a server. In the 2nd case, both client and server code are coded in Lua. On the server the actual AI code is separate from the TCP socket code and coroutine code (which spawns a separate instance of AI for each connecting client). I want to be able to further isolate the AI code so that that part can be a module coded by anyone in their language of choice. How can I do this? What tecniques/technology would enable communication between the Lua TCP socket/coroutine code and the AI module?

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  • Velocity collision detection (2D)

    - by ultifinitus
    Alright, so I have made a simple game engine (see youtube) And my current implementation of collision resolution has a slight problem, involving the velocity of a platform. Basically I run through all of the objects necessary to detect collisions on and resolve those collisions as I find them. Part of that resolution is setting the player's velocity = the platform's velocity. Which works great! Unless I have a row of platforms moving at different velocities or a platform between a stack of tiles.... (current system) bool player::handle_collisions() { collisions tcol; bool did_handle = false; bool thisObjectHandle = false; for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(prevPos.x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.y >= collideQueue[temp]->get_prev_pos().y + collideQueue[temp]->get_img()->get_height()) if (tcol.top > 0) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.y + get_img()->get_height() <= collideQueue[temp]->get_prev_pos().y) if (tcol.bottom > 0) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x/*collideQueue[temp]->get_vel().x*/,collideQueue[temp]->get_vel().y); ableToJump = true; jumpTimes = maxjumpable; thisObjectHandle = did_handle = true; } /// /// ADD CODE FROM NEXT CODE BLOCK HERE (on forum, not in code) /// } for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.x + get_img()->get_width() <= collideQueue[temp]->get_prev_pos().x) if (tcol.left > 0) { add_pos(-tcol.left,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.x >= collideQueue[temp]->get_prev_pos().x + collideQueue[temp]->get_img()->get_width()) if (tcol.right > 0) { add_pos(tcol.right,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } } return did_handle; } (if I add the following code {where the comment to do so is}, which is glitchy, the above problem doesn't happen, though it brings others) if (!thisObjectHandle) { if (tcol.bottom > tcol.top) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } else if (tcol.top > tcol.bottom) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } } How would you change my system to prevent this?

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  • Isometric algorithm producing tiles in wrong draw order

    - by David
    I've been toying with isometric and I just cant get the tiles to be in the right order. I'm probably missing something obvious and I just can't see it. Even at the risk of looking stupid, here's my code: for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } And here's what I end up with: messed up map Yep, bit of an issue. If anyone could help, I'd appreciate it.

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  • MonoGame not all letters being drawn with DrawString

    - by Lex Webb
    I'm currently making a dynamic user interface for my game and are setting up having text on my buttons. I'm having an odd issue where, when i use a specific piece of code to determine the text position, it will not render all of the text passed to DrawString. Even weirder, is if i insert another DrawString after this, drawing more text at a different place, different parts of the text will be drawn. The code for drawing my button with the text attached is: public override void Draw(SpriteBatch sb, GameTime gt) { sb.Draw(currentImage, GetRelativeRectangle(), Color.White); sb.DrawString(font, text, new Vector2(this.GetRelativeDrawOffset().X + this.Width / 2 - font.MeasureString(text).X / 2, this.GetRelativeDrawOffset().Y + this.Height / 2 - font.MeasureString(text).Y / 2), textColor); } The methods in the creation of the Vector2 simply get the draw position of the button. I'm then doing some calculation to center the text. This produces this when the text is set to 'Test': And when i enter this piece of code below the first DrawString: sb.DrawString(font, "test", new Vector2(500, 50), Color.Pink); I should mention that that grey square is being drawn in the same spritebatch, before the button and the text. Any ideas as to what could be causing this? I have a feeling it may be due to draw order, but i have no idea how to control that.

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  • Detecting collision between ball (circle) and brick(rectangle)?

    - by James Harrison
    Ok so this is for a small uni project. My lecturer provided me with a framework for a simple brickbreaker game. I am currently trying to overcome to problem of detecting a collision between the two game objects. One object is always the ball and the other objects can either be the bricks or the bat. public Collision hitBy( GameObject obj ) { //obj is the bat or the bricks //the current object is the ball // if ball hits top of object if(topX + width >= obj.topX && topX <= obj.topX + obj.width && topY + height >= obj.topY - 2 && topY + height <= obj.topY){ return Collision.HITY; } //if ball hits left hand side else if(topY + height >= obj.topY && topY <= obj.topY + obj.height && topX + width >= obj.topX -2 && topX + width <= obj.topX){ return Collision.HITX; } else return Collision.NO_HIT; } So far I have a method that is used to detect this collision. The the current obj is a ball and the obj passed into the method is the the bricks. At the moment I have only added statement to check for left and top collisions but do not want to continue as I have a few problems. The ball reacts perfectly if it hits the top of the bricks or bat but when it hits the ball often does not change directing. It seems that it is happening toward the top of the left hand edge but I cannot figure out why. I would like to know if there is another way of approaching this or if people know where I'm going wrong. Lastly the collision.HITX calls another method later on the changes the x direction likewise with y.

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  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

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  • Making a game with responsive resolution

    - by alexandervrs
    I am making a game, however I wish for it to be resolution agnostic. My target resolution i.e. where things look as intended is 1600 x 900. My ideas are: Make the HUD stay fixed to the sides no matter what resolution, use different size for HUD graphics under a certain resolution and another under a certain large one. Use large HD sprites/backgrounds which are a power of 2, so they scale nicely. Use the player's native resolution. Scale the game area (not the HUD) to fit (resulting zooming in some and cropping the game area sides if necessary for widescreen, no stretch), but always fill the screen. Have a min and max resolution limit for small and very large displays where you will just change the resolution(?) or scale up/down to fit. What I am a bit confused though is what math formula I would use to scale the game area correctly based on the resolution no matter the aspect ratio, fully fit in a square screen and with some clip to the sides for widescreen. Pseudocode would help as well. :)

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  • Do I need to create my own or use a commercial server for the features and matchmaking options I want my game to support?

    - by baptzmoffire
    So I'm developing an indie turn-based game for iOS and, in coding up a Game Center matchmaking class, I'm starting to question whether Game Center is even the best choice for what I want this game to do. I need to figure out whether I need to create my own server, invest in a preexisting client or server service, or if I even need to use a server at all. If I do need to use a ready-made service other than Game Center, which server would accomodate my game's needs best? I have limited resources and funds. Here is the list of features I want my game to support, ideally: Turn-based gameplay (a la "with Friends" and "with Buddies" games) Smart matchmaking (matching users up with other players of comparable skill/achievements) Random matchmaking Facebook matchmaking Specific username matchmaking Contact list matchmaking A way to select what "type" of match you want to challenge an opponent to. (In random, smart, and Facebook matchmaking, there will be different "wagers" the player can make. [e.g. "I wanna play a random opponent for 1000 points. Now, I wanna play my Facebook buddy for 1,000,000 points."] There will be a predetermined range of amounts you can play for. It won't be customizable.) Buddies list capability (Game-buddies, as opposed to contacts and Facebook) A higher concurrent game cap than Game Center offers (which I still can't really find a straight answer on) Scalability (it should support 2 or 20,000,000 players) Objective-C compatibility Flexibility (for all the stuff I haven't thought of yet) Am I dreaming, here? Is there even a service that can handle all of these features? Do I need to invest months in learning a networking language to build my own? If so, how much would I need to spend on hardware? I've been looking around all morning and, so far, the only seemingly viable option is SmartFox. Under "Everything and the kitchen sink" section here, it says they support "virtual world with Zones, Rooms and RoomGroups, create complex game challenges, send invitations, manage buddy lists, create custom permission profiles, oversee the security aspects and tons more." http://www.smartfoxserver.com/overview/platform Is there an option that Im just overlooking? Thanks for any help anyone can provide. Sorry for the long poast. One last question: Does anyone know which server Dice with Buddies uses? I was experimenting with how many concurrent games I could get going and my ADHD kicked in at about 80 games. 80 concurrent games would be great for my game, but again, I need the other features I mentioned too. Thanks again.

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  • blender: 3D model from guide images

    - by Stefan
    In a effort to learn the blender interface, which is confusing to say the least, I've chosen to model a model from referrence pictures easily found on the web. Problem is that I can't ( and won't ) get perfect "right", "front" and "top" pictures. Blender only allows you to see the background pictures when in ortographic mode and only from right|front|top, which doesn't help me. How to I proceed to model from non-perfect guide images?

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  • Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

    - by LDM91
    I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is how to handle the following scenario: (Client takes it turn and sends its action to server) Client sends a message telling the server its move for the turn (e.g. plays the card 5 from its hand which needs to placed onto the table) Server receives messages and updates game state (server will hold all game state). Server iterates through a list of connected clients and sends a message to tell of them change in state Clients all refresh to display the state This is all based on using TCP, and looking at it now it seems a bit like the Observer pattern. The reason this seems to be an issue to me is this message doesn't seem to be point-to-point like the others as I want to send it to all the clients, and doesn't seem very efficient sending the same message in that way. I was thinking about using multicasting with UDP as then I could send the message to all the clients, however wouldn't this mean that the clients would in theory be able to message each other? There is of course the synchronous aspect as well, though this could be put on top of the UDP I guess. Basically, I would like to know what would be good practice as this project is really all about learning, and even though it won't be big enough to encounter performance issues from this I would like to consider them anyway. However, please note I am not interested in using message oriented middleware as a solution (I have experience with using MOM and I'm interested in considering other options excluding MOM if TCP sockets is a bad idea!).

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  • how can i move static box2d object.

    - by user5198
    how can i move static box2d sprites. i have tried this tutorial from . http://www.raywenderlich.com/475/how-to-create-a-simple-breakout-game-with-box2d-and-cocos2d-tutorial-part-12. I managed to add another "paddle" object with box2d body, but i can seam to be able to make the code to move the second "paddle" body. Can anyone direct me how to do it? Is there a way to move a "b2_staticBody" box 2d object? i have tried, but i can only move it when i use "b2_dynamicBody" if i used "b2_staticBody" i can move it at all.

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  • Accelerating 2d object collision with other objects [on hold]

    - by Silent Cave
    Making my very first attempt at game programming with SDL/OpenGL. So I made an object Actor witch can move in all four sides with acceleration. And there are bunch of other rectangles to collide to. the image Movement and collision detection alghorythms work just fine by itself, but when combined to prevent the green rectangle from crossing black rectangles, it gives me a kind of funny resault. Let me show you the code first: from Actor.h class Actor{ public: SDL_Rect * dim; alphaColor * col; float speed; float xlGrav, xrGrav, yuGrav, ydGrav; float acceleration; bool left,right,up,down; Actor(SDL_Rect * dim,alphaColor * col, float speed, float acceleration); bool colides(const SDL_Rect & rect); bool check_for_collisions(const std::vector<SDL_Rect*> & gameObjects ); }; from actor.cpp bool Actor::colides(const SDL_Rect & rect){ if (dim->x + dim->w < rect.x) return false; if (dim->x > rect.x + rect.w) return false; if (dim->y + dim->h < rect.y) return false; if (dim->y > rect.y + rect.h) return false; return true; } movement logic from main.cpp if (actor->left){ if(actor->xlGrav < actor->speed){ actor->xlGrav += actor->speed*actor->acceleration; }else actor->xlGrav = actor->speed; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (!actor->left){ if(actor->xlGrav - actor->speed*actor->acceleration > 0){ actor->xlGrav -= actor->speed*actor->acceleration; }else actor->xlGrav = 0; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (actor->right){ if(actor->xrGrav < actor->speed){ actor->xrGrav += actor->speed*actor->acceleration; }else actor->xrGrav = actor->speed; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (!actor->right){ if(actor->xrGrav - actor->speed*actor->acceleration > 0){ actor->xrGrav -= actor->speed*actor->acceleration; }else actor->xrGrav = 0; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (actor->up){ if(actor->yuGrav < actor->speed){ actor->yuGrav += actor->speed*actor->acceleration; }else actor->yuGrav = actor->speed; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (!actor->up){ if(actor->yuGrav - actor->speed*actor->acceleration > 0){ actor->yuGrav -= actor->speed*actor->acceleration; }else actor->yuGrav = 0; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (actor->down){ if(actor->ydGrav < actor->speed){ actor->ydGrav += actor->speed*actor->acceleration; }else actor->ydGrav = actor->speed; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } if (!actor->down){ if(actor->ydGrav - actor->speed*actor->acceleration > 0){ actor->ydGrav -= actor->speed*actor->acceleration; }else actor->ydGrav = 0; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } So, if the green box approaches an obstacle from up or left, everything goes as planned - object stops, and it's acceleration drops to zero. But if it comes from bottom or right, it enters into obstacles inner space and starts strangely dance, I'd rather say move in inverted controls. What do I fail to see?

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  • How to build a "traffic AI"?

    - by Lunikon
    A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc. As of now the available paths are precalculated, so nodes are generated automatically for crossings which themselves are interconnected by edges. When a character/agent spawns into the world it starts at some node and finds a path to a target node by means of a simply A* algorithm. The agent follows the path and ultimately reaches its destination. No problem so far. Now I need to enable the agents to avoid collisions and to handle complex traffic situations. Since I'm new to the field of AI I looked up several papers/articles on steering behavior but found them to be too low-level. My problem consists less of the actual collision avoidance (which is rather simple in this case because the agents follow strictly defined paths) but of situations like one agent leaving a dead-end while another one wants to enter exactly the same one. Or two agents meeting at a bottleneck which only allows one agent to pass at a time but both need to pass it (according to the optimal route found before) and they need to find a way to let the other one pass first. So basically the main aspect of the problem would be predicting traffic movement to avoid dead-locks. Difficult to describe, but I guess you get what I mean. Do you have any recommendations for me on where to start looking? Any papers, sample projects or similar things that could get me started? I appreciate your help!

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  • How do I fix these compiler errors in Apple Crunch?

    - by BluFire
    I've been looking around and I finally got the full source code for a game called Apple-Crunch from Google Code. But when I put it into my project, the source code included so many errors in the class files such as: cannot be resolved into a type the constructor is undefined the method method() is undefined for the type Sprite class.java I downloaded the source directly from the command-line and noticed errors popping up on my project. Since I couldn't figure out how to import the actual folder into my workspace (it wouldn't show up on existing projects) I decided to copy and overwrite the folders into the project. The errors were still there so I looked at the class files and noticed that the classes with errors extended from RokonActivity. I then proceeded to add to the libs folder the Rokon library in hopes to fix the errors. Sadly it didn't work and now I don't what to do to fix the errors. How do I fix the errors without having to manually change the code? The source code should be fully functional so why are there errors?

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  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

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  • How to move a line of sprites in a sine wave?

    - by electroflame
    So, I'm spawning a horizontal line of enemies that I would like to have move in a nice wave. Currently I tried: Enemy.position.X += Enemy.velocity.X; Enemy.position.Y += -(float)Math.Cos(Enemy.position.X / 200) * 5; This...kind of works. But the wave is not a true wave. The top and bottom of one pass are not the same (e.g. 5 for the top, and -5 for the bottom (I don't mean literal points, I just meant that it's not symmetrical)). Is there a better way to do this? I would like the whole line to move in a wave, so it looks fluid. By that, I mean that it should look like each enemy is "following" the one in front of it. The code I posted does have this fluidity to it, but like I said, it's not a perfect wave. Any ideas? Thanks in advance.

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  • Bullet Physics - Casting a ray straight down from a rigid body (first person camera)

    - by Hydrocity
    I've implemented a first person camera using Bullet--it's a rigid body with a capsule shape. I've only been using Bullet for a few days and physics engines are new to me. I use btRigidBody::setLinearVelocity() to move it and it collides perfectly with the world. The only problem is the Y-value moves freely, which I temporarily solved by setting the Y-value of the translation vector to zero before the body is moved. This works for all cases except when falling from a height. When the body drops off a tall object, you can still glide around since the translate vector's Y-value is being set to zero, until you stop moving and fall to the ground (the velocity is only set when moving). So to solve this I would like to try casting a ray down from the body to determine the Y-value of the world, and checking the difference between that value and the Y-value of the camera body, and disable or slow down movement if the difference is large enough. I'm a bit stuck on simply casting a ray and determining the Y-value of the world where it struck. I've implemented this callback: struct AllRayResultCallback : public btCollisionWorld::RayResultCallback{ AllRayResultCallback(const btVector3& rayFromWorld, const btVector3& rayToWorld) : m_rayFromWorld(rayFromWorld), m_rayToWorld(rayToWorld), m_closestHitFraction(1.0){} btVector3 m_rayFromWorld; btVector3 m_rayToWorld; btVector3 m_hitNormalWorld; btVector3 m_hitPointWorld; float m_closestHitFraction; virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace) { if(rayResult.m_hitFraction < m_closestHitFraction) m_closestHitFraction = rayResult.m_hitFraction; m_collisionObject = rayResult.m_collisionObject; if(normalInWorldSpace){ m_hitNormalWorld = rayResult.m_hitNormalLocal; } else{ m_hitNormalWorld = m_collisionObject->getWorldTransform().getBasis() * rayResult.m_hitNormalLocal; } m_hitPointWorld.setInterpolate3(m_rayFromWorld, m_rayToWorld, m_closestHitFraction); return 1.0f; } }; And in the movement function, I have this code: btVector3 from(pos.x, pos.y + 1000, pos.z); // pos is the camera's rigid body position btVector3 to(pos.x, 0, pos.z); // not sure if 0 is correct for Y AllRayResultCallback callback(from, to); Base::getSingletonPtr()->m_btWorld->rayTest(from, to, callback); So I have the callback.m_hitPointWorld vector, which seems to just show the position of the camera each frame. I've searched Google for examples of casting rays, as well as the Bullet documentation, and it's been hard to just find an example. An example is really all I need. Or perhaps there is some method in Bullet to keep the rigid body on the ground? I'm using Ogre3D as a rendering engine, and casting a ray down is quite straightforward with that, however I want to keep all the ray casting within Bullet for simplicity. Could anyone point me in the right direction? Thanks.

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  • HLSL problem with divide by homogeneous component

    - by Berend
    When I try to divide my position.z by my position.w in HLSL I get as result always 1.0f or higher. Is this a common problem for some reason? When I divide my position.x or y by the w this works fine. But the divide for the z gives a wrong result. I use the view matrix for my camera and the projection matrix as i use it in the game because I want to create a depthmap from the cameraposition. Can anybody explain what I'm doing wrong? Do I need another view matrix?

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