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  • Deterministic Multiplayer RTS game questions?

    - by Martin K
    I am working on a cross-platform multiplayer RTS game where the different clients and a server(flash and C#), all need to stay deterministically synchronised. To deal with Floatpoint inconsistencies, I've come across this method: http://joshblog.net/2007/01/30/flash-floating-point-number-errors/#comment-49912 which basically truncates off the nondeterministic part: return Math.round(1000 * float) / 1000; Howewer my concern is that every time there is a division, there is further chance of creating additional floatpoint errors, in essence making it worse? . So it occured to me, how about something like this: function floatSafe(number:Number) : Number {return Math.round(float* 1024) / 1024; } ie dividing with only powers of 2 ? What do you think? . Ironically with the above method I got less accurate results: trace( floatSafe(3/5) ) // 0.599609375 where as with the other method(dividing with 1000), or just tracing the raw value I am getting 3/5 = 0.6 or Maybe thats what 3/5 actually is, IE 0.6 cannot really be represented with a floatpoint datatype, and would be more consistent across different platforms?

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  • How do display a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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  • Zelda-style Top-down RPG. Storing data for each tile type

    - by Delerat
    I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame. When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If I ever need to change my sprite sheet, this number will change for many of the tiles. How can I guarantee that when I parse my .tmx file, I will be able to know exactly what tile type I'm getting so that I can associate the proper data with it(transparency, animated, collision, etc.)?

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  • How to monetize and/or protect framework rights?

    - by Arthur Wulf White
    I made a game engine/framerwork for ActionScript 3 that allows very efficient and flexible level design for Platformers, Tower Defense game, RPG's, RTS and racing games. The algorithms I used are new and are not available in any other level editor I've seen. What are the best ways to benefit myself and others with my new framework? It is written for ActionScript 3 so unless I translate it to C# I'm guessing it will be decompiled and used by others. I want to have some lisence, allowing me to share the framework and still benefit from it. Any advice would be appreciated. This issue has been on my mind a lot this year. I am hoping to find a solution that will bring me some relief.

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  • Animation API vs frame animation

    - by Max
    I'm pretty far down the road in my game right now, closing in on the end. And I'm adding little tweaks here and there. I used custom frame animation of a single image with many versions of my sprite on it, and controlled which part of the image to show using rectangles. But I'm starting to think that maybe I should've used the Animation API that comes with android instead. Will this effect my performance in a negative way? Can I still use rectangles to draw my bitmap? Could I add effects from the Animation API to my current frame-controlled animation? like the fadeout-effect etc? this would mean I wont have to change my current code. I want some of my animations to fade out, and just noticed that using the Animation API makes things alot easier. But needless to say, I would prefer not having to change all my animation-code. I'm bad at explaining, so Ill show a bit of how I do my animation: private static final int BMP_ROWS = 1; //I use top-view so only need my sprite to have 1 direction private static final int BMP_COLUMNS = 3; public void update(GameControls controls) { if (sprite.isMoving) { currentFrame = ++currentFrame % BMP_COLUMNS; } else { this.setFrame(1); } } public void draw(Canvas canvas, int x, int y, float angle) { this.x=x; this.y=y; canvas.save(); canvas.rotate(angle , x + width / 2, y + height / 2); int srcX = currentFrame * width; int srcY = 0 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); canvas.restore(); }

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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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  • Scrolling Box2D DebugDraw

    - by onedayitwillmake
    I'm developing a game using Box2D (javascript implementation - Box2DWeb), and I would like to know how I can pan the debug draw. I know the usual answer is - don't use debug draw, it's just for debugging. I'm not, however not all my objects are on the same screen, and i'd like to see where they are in the physics representation. How can I pan the debug drawing? As you can see the debug draw stuff, is show on the top left, but it only shows a small part of the world. Here is an example of what I mean: http://onedayitwillmake.com/ChuClone/ The game is open source, If you'd like to poke through and note something that perhaps i'm doing something that is obviously wrong: https://github.com/onedayitwillmake/ChuClone Here's my hacky way that I'm using now to scroll the b2DebugDraw view, in which I added a property offsetX and offsetY into b2DebugDraw

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  • XNA C# Rectangle Intersect Ball on a Square

    - by user2436057
    I made a Game like Peggle Deluxe using C# and XNA for lerning. I have 2 rectangles a ball and a square field. The ball gets shoot out with a cannon and if the Ball hits the Square the Square disapears and the Ball flys away.But the Ball doesent spring of realistically, it sometimes flys away in a different direction or gets stuck on the edge. Thads my Code at the moment: public void Update(Ball b, Deadline dl) { ArrayList listToDelete = new ArrayList(); foreach (Field aField in allFields) { if (aField.square.Intersects(b.ballhere)) { listToDelete.Add(aField); Punkte = Punkte + 100; float distanceX = Math.Abs(b.ballhere.X - aField.square.X); float distanceY = Math.Abs(b.ballhere.Y - aField.square.Y); if (distanceX < distanceY) { b.myMovement.X = -b.myMovement.X; } else { b.myMovement.Y = -b.myMovement.Y; } } } It changes the X or Y axis depending on how the ball hits the Square but not everytimes. What could cause the problem? Thanks for your answer. Greetings from Switzerland.

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  • Variables in static library are never initialized. Why?

    - by Coyote
    I have a bunch of variables that should be initialized then my game launches, but must of them are never initialized. Here is an example of the code: MyClass.h class MyClass : public BaseObject { DECLARE_CLASS_RTTI(MyClass, BaseObject); ... }; MyClass.cpp REGISTER_CLASS(MyClass) Where REGISTER_CLASS is a macro defined as follow #define REGISTER_CLASS(className)\ class __registryItem##className : public __registryItemBase {\ virtual className* Alloc(){ return NEW className(); }\ virtual BaseObject::RTTI& GetRTTI(){ return className::RTTI; }\ }\ \ const __registryItem##className __registeredItem##className(#className); and __registryItemBase looks like this: class __registryItemBase { __registryItemBase(const _string name):mName(name){ ClassRegistry::Register(this); } const _string mName; virtual BaseObject* Alloc() = 0; virtual BaseObject::RTTI& GetRTTI() = 0; } Now the code is similar to what I currently have and what I have works flawlessly, all the registered classes are registered to a ClassManager before main(...) is called. I'm able to instantiate and configure components from scripts and auto-register them to the right system etc... The problem arrises when I create a static library (currently for the iPhone, but I fear it will happen with android as well). In that case the code in the .cpp files is never registered. Why is the resulting code not executed when it is in the library while the same code in the program's binary is always executed? Bonus questions: For this to work in the static library, what should I do? Is there something I am missing? Do I need to pass a flag when building the lib? Should I create another structure and init all the __registeredItem##className using that structure?

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  • How stoper one annimation model on XNA?

    - by Mehdi Bugnard
    I met a Difficulty for one stoper annimation. Everything works great starter for the animation. But I do not see how stoper and can continue the annimation paused. The "animationPlayer.StartClip (clip)" is used to choke the annimation but impossible to find a way to stoper Thans's a lot Here is my code to use. protected override void LoadContent() { //Model - Player model_player = Content.Load<Model>("Models\\Player\\models"); // Look up our custom skinning information. SkinningData skinningData = model_player.Tag as SkinningData; if (skinningData == null) throw new InvalidOperationException ("This model does not contain a SkinningData tag."); // Create an animation player, and start decoding an animation clip. animationPlayer = new AnimationPlayer(skinningData); AnimationClip clip = skinningData.AnimationClips["ArmLowAction_006"]; animationPlayer.StartClip(clip); } protected overide update(GameTime gameTime) { KeyboardState key = Keyboard.GetState(); // If player don't move -> stop anim if (!key.IsKeyDown(Keys.W) && !keyStateOld.IsKeyUp(Keys.S) && !keyStateOld.IsKeyUp(Keys.A) && !keyStateOld.IsKeyUp(Keys.D)) { //animation stop ? not exist ? animationPlayer.Stop(); isPlayerStop = true; } else { if(isPlayerStop == true) { isPlayerStop = false; animationPlayer.StartClip(Clip); } }

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  • Why does my 3D model not translate the way I expect? [closed]

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } I'm suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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  • Has a multi player graphic adventure* ever been made?

    - by Petruza
    By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, rpg, strategy, which makes this genre difficult to implement a multi-player feature. I'd like to know if there has been any attempts on doing such a thing, and if it would be viable, as players going offline or leaving a game in the middle would affect significantly the other players' game.

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  • 3D Paint tool in Maya

    - by Joris
    Hey everyone, could someone help me out on this question? When I am trying to texture objects in maya (for example a barrel) I want to texture it with a brush. When I try to use the 3D painting tool it al gets black even when I have a image file selected. Also the resolution is very very low of the models and textures in maya, though the texture image is very high quality. Can someone please help me? Thanks so much for helping.

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  • Trouble exporting Maya models to Panda3D?

    - by Aerovistae
    Having issues here. I added the Panda3D exporter script thing to Maya. 2 things: When I go to export to a .egg, no .egg is formed. Instead a fileToBeExported_temp.mb appears next to the original fileToBeExported.ma. My models use curving meshes with many subdivisions, easily in the thousands, like on the smoothed tentacles of an octopus. Will Panda be able to handle this in the first place? I can't find out on my own since it won't export.

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  • Bounding volume hierarchy - linked nodes (linear model)

    - by teodron
    The scenario A chain of points: (Pi)i=0,N where Pi is linked to its direct neighbours (Pi-1 and Pi+1). The goal: perform efficient collision detection between any two, non-adjacent links: (PiPi+1) vs. (PjPj+1). The question: it's highly recommended in all works treating this subject of collision detection to use a broad phase and to implement it via a bounding volume hierarchy. For a chain made out of Pi nodes, it can look like this: I imagine the big blue sphere to contain all links, the green half of them, the reds a quarter and so on (the picture is not accurate, but it's there to help understand the question). What I do not understand is: How can such a hierarchy speed up computations between segments collision pairs if one has to update it for a deformable linear object such as a chain/wire/etc. each frame? More clearly, what is the actual principle of collision detection broad phases in this particular case/ how can it work when the actual computation of bounding spheres is in itself a time consuming task and has to be done (since the geometry changes) in each frame update? I think I am missing a key point - if we look at the picture where the chain is in a spiral pose, we see that most spheres are already contained within half of others or do intersect them.. it's odd if this is the way it should work.

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  • Turn based battle and formula

    - by Mark Chapman
    I'm building a game called DVP(Digimon Virtual Pet), and in this game other than taking care of your digimon, You can also battle and breed them. I'm working on the battle system (making it first cause the actual pet system will be easy compared to the netplay, or 39DLL)but here is the problem I don't want it to be "too" simple or "too" complicated, but I do want to go by a certain formula. There are str, def, spd, and int. Strength: How hard the attacking digimon is hitting Defense: How much damage your digimon can defend when being attacked Speed: The chance of you missing the enemy Intelligence (battle knowledge): The chance of you hitting a critical hit or defending a critical hit. I can make a super simple turn based example, but I don't know how exactly to make the formulas for what I've explained above, any help?

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  • Given a RGB color x, how to find the most contrasting color y?

    - by Arthur Wulf White
    I have to mark a certain item in a way that will make it stick-out in the background. I need it to be surrounded with the color that contrasts the background as much as possible so it will pop out and easily noticeable by the player. Lets say I know the background is color 'x', how do I find 'y' such that it will be very contrasting to 'x' and easy to notice in a background where 'x' is a dominant color? I first thought about inverting color 'x' and then I noticed that when 'x' is a medium shade of gray, if I invert 'x' to get 'y', then 'y' is also a medium shade of gray which does not work.

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  • Processing component pools problem - Entity Subsystem

    - by mani3xis
    Architecture description I'm creating (designing) an entity system and I ran into many problems. I'm trying to keep it Data-Oriented and efficient as much as possible. My components are POD structures (array of bytes to be precise) allocated in homogeneous pools. Each pool has a ComponentDescriptor - it just contains component name, field types and field names. Entity is just a pointer to array of components (where address acts like an entity ID). EntityPrototype contains entity name and array of component names. Finally Subsystem (System or Processor) which works on component pools. Actual problem The problem is that some components dependents on others (Model, Sprite, PhysicalBody, Animation depends on Transform component) which makes a lot of problems when it comes to processing them. For example, lets define some entities using [S]prite, [P]hysicalBody and [H]ealth: Tank: Transform, Sprite, PhysicalBody BgTree: Transform, Sprite House: Transform, Sprite, Health and create 4 Tanks, 5 BgTrees and 2 Houses and my pools will look like: TTTTTTTTTTT // Transform pool SSSSSSSSSSS // Sprite pool PPPP // PhysicalBody pool HH // Health component There is no way to process them using indices. I spend 3 days working on it and I still don't have any ideas. In previous designs TransformComponent was bound to the entity - but it wasn't a good idea. Can you give me some advices how to process them? Or maybe I should change the overall design? Maybe I should create pools of entites (pools of component pools) - but I guess it will be a nightmare for CPU caches. Thanks

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  • improve Collision detection memory usage (blocks with bullets)

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

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  • Reloading Resources on Resume

    - by Siddharth
    I'm having a problem with my game. If I press the "Home button" the game is paused... everythings fine, but if I then go back to the game all the resources are reloaded before I can continue the game. And it takes quite a bit. Is this normal, or is there a way to avoid the reloading? I have write following code in onResume and onPause method. It loads same texture again and again on resume of game. @Override protected void onPause() { super.onPause(); if (Utility.flagSound && mScene != null) { if (mScene.getUserData().equals(Constants.GAME_SCENE)) Utility.isPlayLevelMusic = false; else Utility.isPlayLevelMusic = true; audioManager.gameBgMusic.pause(); audioManager.levelBgMusic.pause(); } if (this.mEngine != null && this.mEngine.isRunning()) { this.mEngine.stop(); } } @Override protected void onResume() { super.onResume(); if (audioManager != null && Utility.flagSound && dataManager != null) { if (Utility.flagSound) { if (Utility.isPlayLevelMusic) audioManager.levelBgMusic.play(); else audioManager.gameBgMusic.play(); } } if (this.mEngine != null && !this.mEngine.isRunning()) { this.mEngine.start(); } } I would be glad if anybody could help...

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  • Achieving more fluent movement

    - by Robin92
    I'm working on my first OpenGL 2D game and I've just locked the framerate of my game. However, the way objects move is far from satisfying: they tend to lag, which is shown in this video. I've thought how more fluent animation can be achieved and started getting segmentation faults due to accessing the same object by two different threads. I've tried the following threads' setting: Drawing, creating new objects Moving player, moving objects, deleting objects Currently my application uses this setting: Drawing, creating new objects, moving objects, deleting object Moving player Any ideas would be appreciated. EDIT: I've tried increasing the FPS limit but lags are noticeable even at 200 fps.

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  • Using a particular font in a commercial game

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

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  • Game engine design: Multiplayer and listen servers

    - by jarx
    My game engine right now consists of a working singleplayer part. I'm now starting to think about how to do the multiplayer part. I have found out that many games actually don't have a real singleplayer mode, but when playing alone you are actually hosting a local server as well, and almost everything runs as if you were in multiplayer (except that the data packets can be passed over an alternate route for better performance) My engine would need major refactoring to adapt to this model. There would be three possible modes: Dedicated client, Dedicated server and Client-Server (listen mode) * How often is the listen-server model used in the gaming industry? * What are the (dis)advantages of it? * What other options do I have?

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  • Server-side Input

    - by Thomas
    Currently in my game, the client is nothing but a renderer. When input state is changed, the client sends a packet to the server and moves the player as if it were processing the input, but the server has the final say on the position. This generally works really well, except for one big problem: falling off edges. Basically, if a player is walking towards an edge, say a cliff, and stops right before going off the edge, sometimes a second later, he'll be teleported off of the edge. This is because the "I stopped pressing W" packet is sent after the server processes the information. Here's a lag diagram to help you understand what I mean: http://i.imgur.com/Prr8K.png I could just send a "W Pressed" packet each frame for the server to process, but that would seem to be a bandwidth-costly solution. Any help is appreciated!

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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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