Search Results

Search found 32114 results on 1285 pages for 'general development'.

Page 440/1285 | < Previous Page | 436 437 438 439 440 441 442 443 444 445 446 447  | Next Page >

  • spinning a 2d Cube

    - by Rahul Verma
    I know that a cube is actually a 3d shape , but i have some other problem over here. I have been doing 2D Game dev using libgdx but have never touched 3D rendering. Now what I want in my 2D game is that instead of coins I make my player collect magical cubes. But those cubes need to be spinning on one Diagonal, same can be seen in popular game Vector. Here is a screenshot. Can someone explaing the mathematics of such an animation

    Read the article

  • XNA windows phone release black textures

    - by Lukasz Kajstura
    i just made a 3d game in XNA for windows phone 7. I build it in release mode on visual studio 2010 and suddenly when I run game there is no textures on models - 2 models are black and one is transparent. Models are in .X format exported from 3dsmax and have textures in .jpg also added to game content. I set build action to none and all worked fine in debug mode. When I change to release mode - black textures. When I set build action to compile it gives me warning: Asset was built 2 times with different settings: using TextureImporter and TextureProcessor using TextureImporter and TextureProcessor, referenced by... and still no textures. What can I do?

    Read the article

  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

    Read the article

  • Using gluLookAt to move camera in 2D iPhone game ?

    - by Mr.Gando
    Hey guys, I'm trying to use gluLookAt to move the camera in my iPhone game, but every time I've tried to use gluLookAt my screen just goes "blank" ( grey in this case ) I'm trying to render a simple triangle and to move the camera, this is my code: to setup my scene I do: glViewport(0, 0, backingWidth, backingHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glRotatef(-90.0, 0.0, 0.0, 1.0); //using iPhone in horizontal mode glOrthof(-240, 240, -160, 160, -1, 1); glMatrixMode(GL_MODELVIEW); then my "triangle rendering" code looks like: GLfloat triangle[] = {0, 100, 100, 0, -100, 0,}; glClearColor(0.7, 0.7, 0.7, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glColor4f(1.0, 0.0, 0.0, 1.0); glVertexPointer(2, GL_FLOAT, 0, &triangle); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); This draws a red triangle in the middle of the screen, when I try to apply gluLookAt ( I got the implementation of the function from Cocos2D so I asume it's correct ), i do: glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0,0,1,0,0,0,0,0,1); // try to move the camera a bit ? GLfloat triangle[] = {0, 100, 100, 0, -100, 0,}; glClearColor(0.7, 0.7, 0.7, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnableClientState(GL_VERTEX_ARRAY); glColor4f(1.0, 0.0, 0.0, 1.0); glVertexPointer(2, GL_FLOAT, 0, &triangle); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); This leads me to grey screen (glClearColor is grey), I've tried all sort of things and read what I've found about gluLookAt on the net, but no luck :(, if someone could explain me or show me how to move to move the camera in a top-down fashion ( zelda, etc ), I would really appreciate it. Thanks!

    Read the article

  • openfeint or gamecenter?

    - by Gajet
    which one has more potential customers, easier API, and wider feature list? i'm going to develop implement one of those two for highscore recording in my game which ones gives more advantages? and by the way I might be going to port my game to android, so if you know any thing that can help me not to rewrite my code (for example a C++ wrapper for both of them) that would mean a greate plus for openfeint in my point of veiw.

    Read the article

  • Which are the cons of using only non-member functions and POD?

    - by Miro
    I'm creating my own game engine. I've read these articles and this question about DOD and it was written to not use member functions and classes. I also heard some criticism to this idea. I can write it using member functions or non-member functions it would be similar. So what are the benefits/cons of that approach or when the project grows, does any of these approaches give clearer and better manageable code? With POD & non-member functions I don't have to make struct members public I can still use object id outside of engine like OpenGL does with all it's stuff, so It's not about encapsulation. POD - plain old data DOD - data oriented design

    Read the article

  • runtime error: invalid memory address or nil pointer dereference

    - by Klink
    I want to learn OpenGL 3.0 with golang. But when i try to compile some code, i get many errors. package main import ( "os" //"errors" "fmt" //gl "github.com/chsc/gogl/gl33" //"github.com/jteeuwen/glfw" "github.com/go-gl/gl" "github.com/go-gl/glfw" "runtime" "time" ) var ( width int = 640 height int = 480 ) var ( points = []float32{0.0, 0.8, -0.8, -0.8, 0.8, -0.8} ) func initScene() { gl.Init() gl.ClearColor(0.0, 0.5, 1.0, 1.0) gl.Enable(gl.CULL_FACE) gl.Viewport(0, 0, 800, 600) } func glfwInitWindowContext() { if err := glfw.Init(); err != nil { fmt.Fprintf(os.Stderr, "glfw_Init: %s\n", err) glfw.Terminate() } glfw.OpenWindowHint(glfw.FsaaSamples, 1) glfw.OpenWindowHint(glfw.WindowNoResize, 1) if err := glfw.OpenWindow(width, height, 0, 0, 0, 0, 32, 0, glfw.Windowed); err != nil { fmt.Fprintf(os.Stderr, "glfw_Window: %s\n", err) glfw.CloseWindow() } glfw.SetSwapInterval(1) glfw.SetWindowTitle("Title") } func drawScene() { for glfw.WindowParam(glfw.Opened) == 1 { gl.Clear(gl.COLOR_BUFFER_BIT) vertexShaderSrc := `#version 120 attribute vec2 coord2d; void main(void) { gl_Position = vec4(coord2d, 0.0, 1.0); }` vertexShader := gl.CreateShader(gl.VERTEX_SHADER) vertexShader.Source(vertexShaderSrc) vertexShader.Compile() fragmentShaderSrc := `#version 120 void main(void) { gl_FragColor[0] = 0.0; gl_FragColor[1] = 0.0; gl_FragColor[2] = 1.0; }` fragmentShader := gl.CreateShader(gl.FRAGMENT_SHADER) fragmentShader.Source(fragmentShaderSrc) fragmentShader.Compile() program := gl.CreateProgram() program.AttachShader(vertexShader) program.AttachShader(fragmentShader) program.Link() attribute_coord2d := program.GetAttribLocation("coord2d") program.Use() //attribute_coord2d.AttribPointer(size, typ, normalized, stride, pointer) attribute_coord2d.EnableArray() attribute_coord2d.AttribPointer(0, 3, false, 0, &(points[0])) //gl.DrawArrays(gl.TRIANGLES, 0, len(points)) gl.DrawArrays(gl.TRIANGLES, 0, 3) glfw.SwapBuffers() inputHandler() time.Sleep(100 * time.Millisecond) } } func inputHandler() { glfw.Enable(glfw.StickyKeys) if glfw.Key(glfw.KeyEsc) == glfw.KeyPress { //gl.DeleteBuffers(2, &uiVBO[0]) glfw.Terminate() } if glfw.Key(glfw.KeyF2) == glfw.KeyPress { glfw.SetWindowTitle("Title2") fmt.Println("Changed to 'Title2'") fmt.Println(len(points)) } if glfw.Key(glfw.KeyF1) == glfw.KeyPress { glfw.SetWindowTitle("Title1") fmt.Println("Changed to 'Title1'") } } func main() { runtime.LockOSThread() glfwInitWindowContext() initScene() drawScene() } And after that: panic: runtime error: invalid memory address or nil pointer dereference [signal 0xb code=0x1 addr=0x0 pc=0x41bc6f74] goroutine 1 [syscall]: github.com/go-gl/gl._Cfunc_glDrawArrays(0x4, 0x7f8500000003) /tmp/go-build463568685/github.com/go-gl/gl/_obj/_cgo_defun.c:610 +0x2f github.com/go-gl/gl.DrawArrays(0x4, 0x3, 0x0, 0x45bd70) /tmp/go-build463568685/github.com/go-gl/gl/_obj/gl.cgo1.go:1922 +0x33 main.drawScene() /home/klink/Dev/Go/gogl/gopher/exper.go:85 +0x1e6 main.main() /home/klink/Dev/Go/gogl/gopher/exper.go:116 +0x27 goroutine 2 [syscall]: created by runtime.main /build/buildd/golang-1/src/pkg/runtime/proc.c:221 exit status 2

    Read the article

  • Has anyone else read "Programming video games for the Evil Genius"

    - by Martin
    I bought this book called "Programming Video Games for the Evil Genius" by Ian Cinnamon. If there is anyone who has read or is familiar with this book I am wondering if they think it is worth reading. I am interested in making video games. I have already taken intro courses in C++, Java and Python and got through okay. I've been going through this book for about a month now(SLOWLY). All I have to do is type the code exactly in the book, BUT a lot of the code is not clearly explained. I do some research online but I usually still have some trouble answering my questions. Then I found stack overflow. It's been a ton of help. Right now I am trying to make a racing game right out of this book and I got to a point where the author left a bunch of errors in his code. One of the members of this website fixed it up for me, but added some stuff that I'm having trouble understanding. I spend more time trying to figure out the authors errors and fix them or get someone to help me fix them than I actually do learning code. I REALLY want to learn how to do this and I am ready and willing to put in the time, but I'm not sure if my time would be better spent learning from a different source. Are there any veterans out there that are familiar with this book and think it's worth it/not worth it? Should I try to move onto another book? Any advice for a fresh start for someone who wants to learn some video game programming?

    Read the article

  • Shader optimization - cg/hlsl pseudo and via multiplication

    - by teodron
    Since HLSL/Cg do not allow texture fetching inside conditional blocks, I am first checking a variable and performing some computations, afterwards setting a float flag to 0.0 or 1.0, depending on the computations. I'd like to trigger a texture fetch only if the flag is 1.0 or not null, for that matter of fact. I kind of hoped this would do the trick: float4 TU0_atlas_colour = pseudoBool * tex2Dlod(TU0_texture, float4(tileCoord, 0, mipLevel)); That is, if pseudoBool is 0, will the texture fetch function still be called and produce overhead? I was hoping to prevent it from getting executed via this trick that usually works in plain C/C++.

    Read the article

  • Loading Wavefront Data into VAO and Render It

    - by Jordan LaPrise
    I have successfully loaded a triangulated wavefront(.obj) into 6 vectors, the first 3 vectors contain the locations for vertices, uv coords, and normals. The last three have the indices stored for each of the faces. I have been looking into using VAO's and VBO's to render, and I'm not quite sure how to load and render the data. One of my biggest concerns is the fact that indexed rendering only allows you to have one array of indices, meaning I somehow have to make all of the first three vectors the same size, the only way I thought of doing this, is to make 3 new vertex's of equal size, and load in the data for each face, but that would completely defeat the purpose of indexing. Any help would be appreciated. Thanks in advance, Jordan

    Read the article

  • Skanska Builds Global Workforce Insight with Cloud-Based HCM System

    - by HCM-Oracle
    By David Baum - Originally posted on Profit Peter Bjork grew up building things. He started his work life learning all sorts of trades at his father’s construction company in the northern part of Sweden. So in college, it was natural for him to pursue a bachelor’s degree in construction engineering—but he broke new ground when he added a master’s degree in finance to his curriculum vitae. Written on a traditional résumé, Bjork’s current title (vice president of information systems strategies) doesn’t reveal the diversity of his experience—that he’s adept with hammer and nails as well as rows and columns. But a big part of his current job is to work with his counterparts in human resources (HR) designing, building, and deploying the systems needed to get a complete view of the skills and potential of Skanska’s 22,000-strong white-collar workforce. And Bjork believes that complete view is essential to Skanska’s success. “Our business is really all about people,” says Bjork, who has worked with Skanska for 16 years. “You can have equipment and financial resources, but to truly succeed in a business like ours you need to have the right people in the right places. That’s what this system is helping us accomplish.” In a global HR environment that suffers from a paradox of high unemployment and a scarcity of skilled labor, managers need to have a complete understanding of workforce capabilities to develop management skills, recruit for open positions, ensure that staff is getting the training they need, and reduce attrition. Skanska’s human capital management (HCM) systems, based on Oracle Talent Management Cloud, play a critical role delivering that understanding. “Skanska’s philosophy of having great people, encouraging their development, and giving them the chance to move across business units has nurtured a culture of collaboration, but managing a diverse workforce spread across the globe is a monumental challenge,” says Annika Lindholm, global human resources system owner in the HR department at Skanska’s headquarters just outside of Stockholm, Sweden. “We depend heavily on Oracle’s cloud technology to support our HCM function.” Construction, Workers For Skanska’s more than 60,000 employees and contractors, managing huge construction projects is an everyday job. Beyond erecting signature buildings, management’s goal is to build a corporate culture where valuable talent can be sought out and developed, bringing in the right mix of people to support and grow the business. “Of all the companies in our space, Skanska is probably one of the strongest ones, with a laser focus on people and people development,” notes Tom Crane, chief HR and communications officer for Skanska in the United States. “Our business looks like equipment and material, but all we really have at the end of the day are people and their intellectual capital. Without them, second only to clients, of course, you really can’t achieve great things in the high-profile environment in which we work.” During the 1990s, Skanska entered an expansive growth phase. A string of successful acquisitions paved the way for the company’s transformation into a global enterprise. “Today the company’s focus is on profitable growth,” continues Crane. “But you can’t really achieve growth unless you are doing a very good job of developing your people and having the right people in the right places and driving a culture of growth.” In the United States alone, Skanska has more than 8,000 employees in four distinct business units: Skanska USA Building, also known as the Construction Manager, builds everything at ground level and above—hospitals, educational facilities, stadiums, airport terminals, and other massive projects. Skanska USA Civil does everything at ground level and below, such as light rail, water treatment facilities, power plants or power industry facilities, highways, and bridges. Skanska Infrastructure Development develops public-private partnerships—projects in which Skanska adds equity and also arranges for outside financing. Skanska Commercial Development acts like a commercial real estate developer, acquiring land and building offices on spec or build-to-suit for its clients. Skanska's international portfolio includes construction of the new Meadowlands Stadium. Getting the various units to operate collaboratatively helps Skanska deliver high value to clients and shareholders. “When we have this collaboration among units, it allows us to enrich each of the business units and, at the same time, develop our future leaders to be more facile in operating across business units—more accepting of a ‘one Skanska’ approach,” explains Crane. Workforce Worldwide But HR needs processes and tools to support managers who face such business dynamics. Oracle Talent Management Cloud is helping Skanska implement world-class recruiting strategies and generate the insights needed to drive quality hiring practices, internal mobility, and a proactive approach to building talent pipelines. With their new cloud system in place, Skanska HR leaders can manage everything from recruiting, compensation, and goal and performance management to employee learning and talent review—all as part of a single, cohesive software-as-a-service (SaaS) environment. Skanska has successfully implemented two modules from Oracle Talent Management Cloud—the recruiting and performance management modules—and is in the process of implementing the learn module. Internally, they call the systems Skanska Recruit, Skanska Talent, and Skanska Learn. The timing is apropos. With high rates of unemployment in recent years, there have been many job candidates on the market. However, talent scarcity continues to frustrate recruiters. Oracle Taleo Recruiting Cloud Service, one of the applications in the Oracle Talent Management cloud portfolio, enables Skanska managers to create more-intelligent recruiting strategies, pulling high-performer profile statistics to create new candidate profiles and using multitiered screening and assessments to ensure that only the best-suited candidate applications make it to the recruiter’s desk. Tools such as applicant tracking, interview management, and requisition management help recruiters and hiring managers streamline the hiring process. Oracle’s cloud-based software system automates and streamlines many other HR processes for Skanska’s multinational organization and delivers insight into the success of recruiting and talent-management efforts. “The Oracle system is definitely helping us to construct global HR processes,” adds Bjork. “It is really important that we have a business model that is decentralized, so we can effectively serve our local markets, and interact with our global ERP [enterprise resource planning] systems as well. We would not be able to do this without a really good, well-integrated HCM system that could support these efforts.” A key piece of this effort is something Skanska has developed internally called the Skanska Leadership Profile. Core competencies, on which all employees are measured, are used in performance reviews to determine weak areas but also to discover talent, such as those who will be promoted or need succession plans. This global profiling system brings consistency to the way HR professionals evaluate and review talent across the company, with a consistent set of ratings and a consistent definition of competencies. All salaried employees in Skanska are tied to a talent management process that gives opportunity for midyear and year-end reviews. Using the performance management module, managers can align individual goals with corporate goals; provide clear visibility into how each employee contributes to the success of the organization; and drive a strategic, end-to-end talent management strategy with a single, integrated system for all talent-related activities. This is critical to a company that is highly focused on ensuring that every employee has a development plan linked to his or her succession potential. “Our approach all along has been to deploy software applications that are seamless to end users,” says Crane. “The beauty of a cloud-based system is that much of the functionality takes place behind the scenes so we can focus on making sure users can access the data when they need it. This model greatly improves their efficiency.” The employee profile not only sets a competency baseline for new employees but is also integrated with Skanska’s other back-office Oracle systems to ensure consistency in the way information is used to support other business functions. “Since we have about a dozen different HR systems that are providing us with information, we built a master database that collects all the information,” explains Lindholm. “That data is sent not only to Oracle Talent Management Cloud, but also to other systems that are dependent on this information.” Collaboration to Scale Skanska is poised to launch a new Oracle module to link employee learning plans to the review process and recruitment assessments. According to Crane, connecting these processes allows Skanska managers to see employees’ progress and produce an updated learning program. For example, as employees take classes, supervisors can consult the Oracle Talent Management Cloud portal to monitor progress and align it to each individual’s training and development plan. “That’s a pretty compelling solution for an organization that wants to manage its talent on a real-time basis and see how the training is working,” Crane says. Rolling out Oracle Talent Management Cloud was a joint effort among HR, IT, and a global group that oversaw the worldwide implementation. Skanska deployed the solution quickly across all markets at once. In the United States, for example, more than 35 offices quickly got up to speed on the new system via webinars for employees and face-to-face training for the HR group. “With any migration, there are moments when you hold your breath, but in this case, we had very few problems getting the system up and running,” says Crane. Lindholm adds, “There has been very little resistance to the system as users recognize its potential. Customizations are easy, and a lasting partnership has developed between Skanska and Oracle when help is needed. They listen to us.” Bjork elaborates on the implementation process from an IT perspective. “Deploying a SaaS system removes a lot of the complexity,” he says. “You can downsize the IT part and focus on the business part, which increases the probability of a successful implementation. If you want to scale the system, you make a quick phone call. That’s all it took recently when we added 4,000 users. We didn’t have to think about resizing the servers or hiring more IT people. Oracle does that for us, and they have provided very good support.” As a result, Skanska has been able to implement a single, cost-effective talent management solution across the organization to support its strategy to recruit and develop a world-class staff. Stakeholders are confident that they are providing the most efficient recruitment system possible for competent personnel at all levels within the company—from skilled workers at construction sites to top management at headquarters. And Skanska can retain skilled employees and ensure that they receive the development opportunities they need to grow and advance.

    Read the article

  • Examples of 2D side-scrollers that achieve open non-linear feel?

    - by Milosz Falinski
    I'm working on a 2.5D platformer prototype that aims for an open feel while maintaining familiar core mechanics. Now, there's some obvious challenges with creating a non constricted feel in a spatially constricted environment. What I'm interested in, is examples of how game designers deal with the "here's a level, beat the bad guys/puzzles to get to the next level" design that seems so natural to most platformers (eg. Mario/Braid/Pid/Meat Boy to name a few). Some ideas for achieving openness I've come across include: One obvious successful example is Terraria, which achieves openness simply through complexity and flexibility of the game-system Another example that comes to mind is Cave Story. Game is non-linear, offers multiple choices and side-stories Mario, Rayman and some other 'classics' with a top-down level selection. I actually really dislike this as it never did anything for me emotionally and just seems like a bit of a lazy way to do things. Note: I've not actually had much experience with most of the 'classical' console platformers, apart from the obvious Marios/Zeldas/Metroids, since I've grown up on adventure games. By that I mean, it's entirely possible that I simply missed some games that solve the problem really well and are by some considered obvious 'classics'.

    Read the article

  • Make Pong on android using OpenGL-ES

    - by brainydexter
    I am trying to make a simple pong game using opengl-es. I have checked out some of the tutorials/samples, but most of them are pre-dated to 2009. I am familiar with game programming, and consider pong to be the hello-world! Right now, I intend to make it using their supplied SDK (2.3), but eventually I want to make it in NDK, so I can port my other work to android. Would anyone have a good reference for a starting point ? Thanks

    Read the article

  • 2D isometric: screen to tile coordinates

    - by Dr_Asik
    I'm writing an isometric 2D game and I'm having difficulty figuring precisely on which tile the cursor is. Here's a drawing: where xs and ys are screen coordinates (pixels), xt and yt are tile coordinates, W and H are tile width and tile height in pixels, respectively. My notation for coordinates is (y, x) which may be confusing, sorry about that. The best I could figure out so far is this: int xtemp = xs / (W / 2); int ytemp = ys / (H / 2); int xt = (xs - ys) / 2; int yt = ytemp + xt; This seems almost correct but is giving me a very imprecise result, making it hard to select certain tiles, or sometimes it selects a tile next to the one I'm trying to click on. I don't understand why and I'd like if someone could help me understand the logic behind this. Thanks!

    Read the article

  • How to efficiently render resizable GUI elements in DirectX?

    - by PolGraphic
    I wonder what would be most efficient way to render the GUI elements. When we're talking about constant-size elements (that can still be moving), the textures' atlas seems to be good. But what with the resizeable elements? Let's say the panel (with textured borders)? Is there any better way than just render 9 rectangles with textures on them (I guess one texture and different textures coordinates for left-top corner, border, middle etc. used in shader)?

    Read the article

  • Game Timer In C++

    - by user1870398
    I need to be able to find out how many milliseconds since that last update. Is there any way I can find it out with time rather then a thread that counts like I did below? #include <iostream> #include<windows.h> #include<time.h> #include<process.h> using namespace std; int Timer = 0; int LastTimer = 0; bool End = false; void Update(int Ticks) { } void UpdateTimer() { while (true) { LastTimer = Timer; Timer++; Sleep(1); if (End) break; } } int WINAPI WinMain(HINSTANCE par1, HINSTANCE par2, LPSTR par3, int par4) { _beginthread(UpdateTimer, 0, NULL); while(true) { if (Timer == 1000) Timer = 0; Update(Timer - LastTimer); } }

    Read the article

  • Dynamic obstacles avoidance in navigation mesh system

    - by Variable
    I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are walking allover the map and collide with each other while they moving. I try to steering them when collision occurs, but this doesn't work well. For example, two characters block on the road while the third one's path is right in the middle of them and he'll get stuck. Can someone tell me the most popular way of doing dynamic avoidance? Thanks a lot.

    Read the article

  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

    Read the article

  • Making a game "resize-safe"

    - by CPP_Person
    It's one thing to get the graphics aligned perfectly, it's another to do this for every single resolution and not take too much time and/or make the code unreadable due to size. Games like Battlefield 3 and Minecraft seem to manage this. But what do they do to keep things from stretching or going off the screen? I don't know any algorithms to do this. I'd like some help on this topic. I've always programmed games that only handle a single resolution, so help would be appreciate.

    Read the article

  • Does DirectX implement Triple Buffering?

    - by Asik
    As AnandTech put it best in this 2009 article: In render ahead, frames cannot be dropped. This means that when the queue is full, what is displayed can have a lot more lag. Microsoft doesn't implement triple buffering in DirectX, they implement render ahead (from 0 to 8 frames with 3 being the default). The major difference in the technique we've described here is the ability to drop frames when they are outdated. Render ahead forces older frames to be displayed. Queues can help smoothness and stuttering as a few really quick frames followed by a slow frame end up being evened out and spread over more frames. But the price you pay is in lag (the more frames in the queue, the longer it takes to empty the queue and the older the frames are that are displayed). As I understand it, DirectX "Swap Chain" is merely a render ahead queue, i.e. buffers cannot be dropped; the longer the chain, the greater the input latency. At the same time, I find it hard to believe that the most widely used graphics API would not implement such fundamental functionality correctly. Is there a way to get proper triple buffered vertical synchronisation in DirectX?

    Read the article

  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

    Read the article

  • GUI device for throwing a ball

    - by Fredrik Johansson
    The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of the iPhone screen. The player will run, and try to outmaneuver his opponent, and then throw the ball at a specific location, which is guarded by the opponent (which is also shown on the screen). The player is controlled by a joystick, and that works ok, but how shall I control the stick? Maybe someone can propose a third control method? I've tried the following two approaches: Joystick: Hero has a reach of 1 meter, and this reach is marked with a semi-opaque circle around the player. The ball can be moved by a joystick. When the joystick is moved south, the ball is moved south within the reach circle. There is a direct coupling with the joystick and the position of the ball. I.e. when the joystick is moved max south, the ball is max south within the player reach. At each touch update the speed is calculated, and the Box2d ball position and ball speed are updated. NB, the ball will never be moved outside the reach as long as the player push the joystick. The ball is thrown by swiping the joystick to make the ball move, and then releasing the joystick. At release, the ball will get a smoothed speed of the joystick. Joystick Problem: The throwing accuracy gets bad, because the joystick can not be that big, and a small movement results in quite a large movement of the ball. If the user does not release before the end of the joystick maximum end point, the ball will stop, and when the user releases the joystick the speed of the ball will be zero. Bad... Touch pad A force is applied to the ball by a sweep on a touchpad. The ball is released when the sweep is ended, or when the ball is moved outside the player reach. As there is no one to one mapping between the swipe and the ball position, the precision can be improved. A large swipe can result in a small ball movement. Touch Pad Problem A touchpad is less intuitive. Users do not seem to know what to do with the touch pad. Some tap the touchpad, and then the ball just falls to the ground. As there is no one-to-one mapping, the ball can be moved outside the reach, and then it will just fall to the ground. It's a bit hard to control the ball, especially if the player also moves.

    Read the article

  • Reasoner Conversion Problems:

    - by Annalyne
    I have this code right here in Java and I wanted to translate it in C++, but I had some problems going: this is the java code: import java.io.*; import java.util.*; public class ClueReasoner { private int numPlayers; private int playerNum; private int numCards; private SATSolver solver; private String caseFile = "cf"; private String[] players = {"sc", "mu", "wh", "gr", "pe", "pl"}; private String[] suspects = {"mu", "pl", "gr", "pe", "sc", "wh"}; private String[] weapons = {"kn", "ca", "re", "ro", "pi", "wr"}; private String[] rooms = {"ha", "lo", "di", "ki", "ba", "co", "bi", "li", "st"}; private String[] cards; public ClueReasoner() { numPlayers = players.length; // Initialize card info cards = new String[suspects.length + weapons.length + rooms.length]; int i = 0; for (String card : suspects) cards[i++] = card; for (String card : weapons) cards[i++] = card; for (String card : rooms) cards[i++] = card; numCards = i; // Initialize solver solver = new SATSolver(); addInitialClauses(); } private int getPlayerNum(String player) { if (player.equals(caseFile)) return numPlayers; for (int i = 0; i < numPlayers; i++) if (player.equals(players[i])) return i; System.out.println("Illegal player: " + player); return -1; } private int getCardNum(String card) { for (int i = 0; i < numCards; i++) if (card.equals(cards[i])) return i; System.out.println("Illegal card: " + card); return -1; } private int getPairNum(String player, String card) { return getPairNum(getPlayerNum(player), getCardNum(card)); } private int getPairNum(int playerNum, int cardNum) { return playerNum * numCards + cardNum + 1; } public void addInitialClauses() { // TO BE IMPLEMENTED AS AN EXERCISE // Each card is in at least one place (including case file). for (int c = 0; c < numCards; c++) { int[] clause = new int[numPlayers + 1]; for (int p = 0; p <= numPlayers; p++) clause[p] = getPairNum(p, c); solver.addClause(clause); } // If a card is one place, it cannot be in another place. // At least one card of each category is in the case file. // No two cards in each category can both be in the case file. } public void hand(String player, String[] cards) { playerNum = getPlayerNum(player); // TO BE IMPLEMENTED AS AN EXERCISE } public void suggest(String suggester, String card1, String card2, String card3, String refuter, String cardShown) { // TO BE IMPLEMENTED AS AN EXERCISE } public void accuse(String accuser, String card1, String card2, String card3, boolean isCorrect) { // TO BE IMPLEMENTED AS AN EXERCISE } public int query(String player, String card) { return solver.testLiteral(getPairNum(player, card)); } public String queryString(int returnCode) { if (returnCode == SATSolver.TRUE) return "Y"; else if (returnCode == SATSolver.FALSE) return "n"; else return "-"; } public void printNotepad() { PrintStream out = System.out; for (String player : players) out.print("\t" + player); out.println("\t" + caseFile); for (String card : cards) { out.print(card + "\t"); for (String player : players) out.print(queryString(query(player, card)) + "\t"); out.println(queryString(query(caseFile, card))); } } public static void main(String[] args) { ClueReasoner cr = new ClueReasoner(); String[] myCards = {"wh", "li", "st"}; cr.hand("sc", myCards); cr.suggest("sc", "sc", "ro", "lo", "mu", "sc"); cr.suggest("mu", "pe", "pi", "di", "pe", null); cr.suggest("wh", "mu", "re", "ba", "pe", null); cr.suggest("gr", "wh", "kn", "ba", "pl", null); cr.suggest("pe", "gr", "ca", "di", "wh", null); cr.suggest("pl", "wh", "wr", "st", "sc", "wh"); cr.suggest("sc", "pl", "ro", "co", "mu", "pl"); cr.suggest("mu", "pe", "ro", "ba", "wh", null); cr.suggest("wh", "mu", "ca", "st", "gr", null); cr.suggest("gr", "pe", "kn", "di", "pe", null); cr.suggest("pe", "mu", "pi", "di", "pl", null); cr.suggest("pl", "gr", "kn", "co", "wh", null); cr.suggest("sc", "pe", "kn", "lo", "mu", "lo"); cr.suggest("mu", "pe", "kn", "di", "wh", null); cr.suggest("wh", "pe", "wr", "ha", "gr", null); cr.suggest("gr", "wh", "pi", "co", "pl", null); cr.suggest("pe", "sc", "pi", "ha", "mu", null); cr.suggest("pl", "pe", "pi", "ba", null, null); cr.suggest("sc", "wh", "pi", "ha", "pe", "ha"); cr.suggest("wh", "pe", "pi", "ha", "pe", null); cr.suggest("pe", "pe", "pi", "ha", null, null); cr.suggest("sc", "gr", "pi", "st", "wh", "gr"); cr.suggest("mu", "pe", "pi", "ba", "pl", null); cr.suggest("wh", "pe", "pi", "st", "sc", "st"); cr.suggest("gr", "wh", "pi", "st", "sc", "wh"); cr.suggest("pe", "wh", "pi", "st", "sc", "wh"); cr.suggest("pl", "pe", "pi", "ki", "gr", null); cr.printNotepad(); cr.accuse("sc", "pe", "pi", "bi", true); } } how can I convert this? there are too many errors I get. for my C++ code (as a commentor asked for) #include <iostream> #include <cstdlib> #include <string> using namespace std; void Scene_Reasoner() { int numPlayer; int playerNum; int cardNum; string filecase = "Case: "; string players [] = {"sc", "mu", "wh", "gr", "pe", "pl"}; string suspects [] = {"mu", "pl", "gr", "pe", "sc", "wh"}; string weapons [] = {"kn", "ca", "re", "ro", "pi", "wr"}; string rooms[] = {"ha", "lo", "di", "ki", "ba", "co", "bi", "li", "st"}; string cards [0]; }; void Scene_Reason_Base () { numPlayer = players.length; // Initialize card info cards = new String[suspects.length + weapons.length + rooms.length]; int i = 0; for (String card : suspects) cards[i++] = card; for (String card : weapons) cards[i++] = card; for (String card : rooms) cards[i++] = card; cardNum = i; }; private int getCardNum (string card) { for (int i = 0; i < numCards; i++) if (card.equals(cards[i])) return i; cout << "Illegal card: " + card <<endl; return -1; }; private int getPairNum(String player, String card) { return getPairNum(getPlayerNum(player), getCardNum(card)); }; private int getPairNum(int playerNum, int cardNum) { return playerNum * numCards + cardNum + 1; }; int main () { return 0; }

    Read the article

  • AI control for a ship with physics model

    - by Petteri Hietavirta
    I am looking for ideas how to implement following in 2D space. Unfortunately I don't know much about AI/path finding/autonomous control yet. Let's say this ship can move freely but it has mass and momentum. Also, external forces might affect it (explosions etc). The player can set a target for the ship at any time and it should reach that spot and stop. Without physics this would be simple, just point to the direction and go. But how to deal with existing momentum and then stopping on the spot? I don't want to modify ship's placement directly. edit: Just to make clear, the physics related math of the ship itself is not the problem.

    Read the article

  • libgdx ActorGestureListener.pan() parameters not moving actor in smooth line

    - by Roar Skullestad
    I override the pan method in ActorGestureListener to implement dragging actors in libgdx (scene2d). When I move individual pieces on a board they move smoothly, but when moving the whole board, the x and y coordinates that is sent to pan is "jumping", and in an increasingly amount the longer it is dragged. These are an example of the deltaY coordinates sent to pan when dragging smoothly downwards: 1.1156368 -0.13125038 -1.0500145 0.98439217 -1.0500202 0.91877174 -0.984396 0.9187679 -0.98439026 0.9187641 -0.13125038 This is how I move the camera: public void pan (InputEvent event, float x, float y, float deltaX, float deltaY) { cam.translate(-deltaX, -deltaY); I have been using both the delta values sent to pan and the real position values, but similar results. And since it is the coordinates that are wrong, it doesn't matter whether I move the board itself or the camera. What could the cause be for this and what is the solution? When I move camera only half the delta-values, it moves smoothly but only at half the speed of the mouse pointer: cam.translate(-deltaX / 2, -deltaY / 2); It seems like the moving of camera or board affects the mouse input coordinates. How can I drag at "mouse speed" and still get smooth movements? (This question was also posted on stackoverflow: http://stackoverflow.com/questions/20693020/libgdx-actorgesturelistener-pan-parameters-not-moving-actor-in-smooth-line)

    Read the article

< Previous Page | 436 437 438 439 440 441 442 443 444 445 446 447  | Next Page >