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  • Game Object Factory: Fixing Memory Leaks

    - by Bunkai.Satori
    Dear all, this is going to be tough: I have created a game object factory that generates objects of my wish. However, I get memory leaks which I can not fix. Memory leaks are generated by return new Object(); in the bottom part of the code sample. static BaseObject * CreateObjectFunc() { return new Object(); } How and where to delete the pointers? I wrote bool ReleaseClassType(). Despite the factory works well, ReleaseClassType() does not fix memory leaks. bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } Before taking a look at the code below, let me help you in that my CGameObjectFactory creates pointers to functions creating particular object type. The pointers are stored within vFactories vector container. I have chosen this way because I parse an object map file. I have object type IDs (integer values) which I need to translate them into real objects. Because I have over 100 different object data types, I wished to avoid continuously traversing very long Switch() statement. Therefore, to create an object, I call vFactoriesnEnumObjectTypeID via CGameObjectFactory::create() to call stored function that generates desired object. The position of the appropriate function in the vFactories is identical to the nObjectTypeID, so I can use indexing to access the function. So the question remains, how to proceed with garbage collection and avoid reported memory leaks? #ifndef GAMEOBJECTFACTORY_H_UNIPIXELS #define GAMEOBJECTFACTORY_H_UNIPIXELS //#include "MemoryManager.h" #include <vector> template <typename BaseObject> class CGameObjectFactory { public: // cleanup and release registered object data types bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } // register new object data type template <typename Object> bool RegisterClassType(unsigned int nObjectIDParam ) { if(vFactories.size() < nObjectIDParam) vFactories.resize(nObjectIDParam); vFactories[nObjectIDParam] = &CreateObjectFunc<Object>; return true; } // create new object by calling the pointer to the appropriate type function BaseObject* create(unsigned int nObjectIDParam) const { return vFactories[nObjectIDParam](); } // resize the vector array containing pointers to function calls bool resize(unsigned int nSizeParam) { vFactories.resize(nSizeParam); return true; } private: //DECLARE_HEAP; template <typename Object> static BaseObject * CreateObjectFunc() { return new Object(); } typedef BaseObject*(*factory)(); std::vector<factory> vFactories; }; //DEFINE_HEAP_T(CGameObjectFactory, "Game Object Factory"); #endif // GAMEOBJECTFACTORY_H_UNIPIXELS

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  • Box2d world width and height ratio with screen width and height

    - by Sujith
    I have view, for example GameView which extends SurfaceView . I have integrated Box2D physics in GameView. I have two widths , GameView width, height and Box2D physics world width ,height. I need to get the position of box2d world with the GameView co-ordinates. For example, Total width of screen = 240 Total height of screen = 320 Screen points needed to be mapped onto box2d co-ordinates (x,y) = 127, 139 For this i need to get the max width and height of the Box2d physics world. Is there is any way to get the max width and height of Box2d world. or Can i limit the width and height of box2d world within the screen resolution.

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  • Multiple textures on a mesh created in blender and imported in xna

    - by alecnash
    I created a cube in blender which has multiple images applied to its faces. I am trying to import the model into xna and get the same results as shown when rendering the model in blender. I go through every mesh (for the cube its only one) and through every part but only the first image used in blender is displayed in every face. The code I am using to fetch the texture looks like that: foreach (ModelMesh m in model.Meshes) { foreach (Effect e in m.Effects) { foreach (var part in m.MeshParts) { e.CurrentTechnique = e.Techniques["Lambert"]; e.Parameters["view"].SetValue(camera.viewMatrix); e.Parameters["projection"].SetValue(camera.projectionMatrix); e.Parameters["colorMap"].SetValue(modelTextures[part.GetHashCode()]); } } m.Draw(); } Am I missing something?

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  • Getting an OBB out of another OBB?

    - by Milo
    I'm working on collision resolution for my game. I just need a good way to get an object out of another object if it gets stuck. In this case a car. Here is a typical scenario. The red car is in the green object. How do I correctly get it out so the car can slide along the edge of the object as it should. I tried: if(buildings.size() > 0) { Entity e = buildings.get(0); Vector2D vel = new Vector2D(); vel.x = vehicle.getVelocity().x; vel.y = vehicle.getVelocity().y; vel.normalize(); while(vehicle.getRect().overlaps(e.getRect())) { vehicle.setCenter(vehicle.getCenterX() - vel.x * 0.1f, vehicle.getCenterY() - vel.y * 0.1f); } colided = true; } But that does not work too well. Is there some sort of vector I could calculate to use as the vector to move the car away from the object? Thanks

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  • Sharing VBO with multiple objects and fixed size buffer data

    - by Mark Ingram
    I'm just messing around with OpenGL and getting some basic structures in place and my first attempt resulted in each SceneObject class (just contains vertex information right now) having it's own VBO inside it, however I've read that it might be better to share VBOs across multiple objects. Also, I read that you should avoid resizing a VBO (repeated calls to glBufferData with different size parameters), and instead choose a fixed size for a VBO, and just try a range from the buffer. I don't think changing the size of the buffer data would happen too often, but surely it would be better to only allocate the data you need? Choosing an arbitrary value seems risky. I'm looking for some advice on working with individual objects in a scene and their associated buffer data.

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

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

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

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

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  • Bouncing ball slowing down over time

    - by user46610
    I use the unreal engine 4 to bounce a ball off of walls in a 2D space, but over time the ball gets slower and slower. Movement happens in the tick function of the ball FVector location = GetActorLocation(); location.X += this->Velocity.X * DeltaSeconds; location.Y += this->Velocity.Y * DeltaSeconds; SetActorLocation(location, true); When a wall gets hit I get a Hit Event with the normal of the collision. This is how I calculate the new velocity of the ball: FVector2D V = this->Velocity; FVector2D N = FVector2D(HitNormal.X, HitNormal.Y); FVector2D newVelocity = -2 * (V.X * N.X + V.Y * N.Y) * N + V; this->Velocity = newVelocity; Over time, the more the ball bounced around, the velocity gets smaller and smaller. How do I prevent speed loss when bouncing off walls like that? It's supposed to be a perfect bounce without friction or anything.

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  • What are the reasons for MMOs to have level caps [on hold]

    - by SamStephens
    In many MMOs players character progression is artificially capped, e.g. by level 60 or 90 or 100 or whatever. Why do MMOs have these level caps in the first place? Why not just allow characters to continue to arbitrary levels with a mathematically designed leveling system that keeps the leveling experience interesting and endless? Answers to this question may help us to see the reason behind the feature and decide if and how this should be implemented in our MMOs.

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  • Can you shade a specific section of a sprite? If so, how?

    - by l5p4ngl312
    I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between separate elevations when the camera is facing away from the slope because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block. I am using LWJGL. Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • Java applet game design no keyboard focus

    - by Sri Harsha Chilakapati
    THIS IS PROBABLY THE WRONG PLACE. POSTED ITHERE (STACKOVERFLOW) I'm making an applet game and it is rendering, the game loop is running, the animations are updating, but the keyboard input is not working. Here's an SSCCE. public class Game extends JApplet implements Runnable { public void init(){ // Initialize the game when called by browser setFocusable(true); requestFocus(); requestFocusInWindow(); // Always returning false GInput.install(this); // Install the input manager for this class new Thread(this).start(); } public void run(){ startGameLoop(); } } And Here's the GInput class. public class GInput implements KeyListener { public static void install(Component c){ new GInput(c); } public GInput(Component c){ c.addKeyListener(this); } public void keyPressed(KeyEvent e){ System.out.println("A key has been pressed"); } ...... } This is my GInput class. When run as an applet, it doesn't work and when I add the Game class to a frame, it works properly. Thanks

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  • DOT implementation

    - by Denis Ermolin
    I have some DOT(damage over time) implementation problems. My game runs on 30 FPS speed. Current implementation is: let's say hero cast spell which make 1 damage per second. So on every frame i do (pseudo code): damage_done = getRandomDamage() * delta_time; I accumulate damage and when it becomes more then 0 then subtract rounded damage from current health and so on. With 30 FPS and 1 DPS it will be 1/33 = 0.05... We know that floats a not precise enough to sum 30 circulating decimals and have exact 1 in the end. But HP is discrete value and that's why 1 DPS will not have 1 damage after 1 second because value will be 0.9999..... It's not so big deal when you have 100000 DPS - +/- 1 damage will not be noticeable. But if i have 1, 5 DPS? How modern RPG's implemented DOT's?

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  • Moving from XNA/C# to DirectX/C++ quite confused

    - by misiMe
    I made some game with XNA/C# for Windows Phone and Windows 8, since XNA is dead and Visual studio doesn't support it (I have to target Windows Phone 7.1 to build with XNA), I want to start learning something more "consistent in time" and improve my skills. I'm a little confused about the possibilities, because C++/DirectX alone seems difficult, so I found some high-level classes to help: DirectX Toolkit Cocos2D My questions are: What will happen when they will "die" like XNA? Is C++'s approces more "professional" than C#/XNA and why? Is C++'s approces more "portable"? Is C++'s approces more resistant in terms of time? Is there any consideration about DirectX TK and Cocos2D in terms of performance? I ask that because I found that every Game software house in my country looks for skilled C++ programmers.

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  • Nifty GUI Layout

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

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  • Drawing a random x,y grid of objects within a prespective

    - by T Reddy
    I'm wrapping my head around OpenGL ES 2.0 and I think I'm trying to do something very simple, but I think the math may be eluding me. I created a simple, flat-ish cylinder in Blender that is 2 units in diameter. I want to create an arbitrary grid of these edge to edge (think of a checker board). I'm using a 3D perspective with GLKit: CGSize size = [[self view] bounds].size; _projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(45.0f), size.width/size.height, 0.1f, 100.0f); So, I managed to manually get all of these cylinders drawn on the screen just fine. However, I would like to understand how I can programmatically "fit" all of these cylinders on the screen at the same time given the camera location, screen size, cylinder diameter, and the number of rows/columns. So the net effect is that for small grids (i.e., 5x5) the objects are closer to the camera, but for large grids (i.e., 30x30) the objects are farther away. In either case, all of the cylinders are visible.

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  • Loading content (meshes, textures, sounds) in the background

    - by Boreal
    In my game, I am aiming for a continuous world, that is, a world where you can go anywhere without breaking the immersion through load times and "virtual seams". My world is broken up into regions, which are nodes in a graph. A region is considered adjacent to another if it can be travelled to or seen from that region. In order to keep this continuous, I want to preload the assets needed in the adjacent regions (such as world meshes, textures, and music) before they are actually used. As for actually loading the content, I use a manager that keeps at most one copy of each asset in memory at a time, accessible by its filename. When I try to access an asset, it loads it (if necessary) and then returns it. I can then unload any asset that is currently loaded to save memory. Clearly, I want to do this in the background so there are no hiccups. I assume I have to use threads in some way, but I'm not sure how.

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  • Units issue when exporting from 3DS Max to XNA

    - by miguelSantirso
    I am working on a XNA game where we have defined that 1 XNA unit equals to 1 meter. Then, I set meters as system unit in 3DS Max and set to meters the units in the FBX exporter. However, when I export my models, they are much bigger in the game. Am I missing something? What should I do to avoid problems with my units? Investigating the FBX file, I noticed that I it has two values called UnitScaleFactor and OriginalUnitScaleFactor. They both are 100 when I export the files... And if I manually change UnitScaleFactor to 1, it works fine :S

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  • How to achieve uniform speed of movement in cocos 2d?

    - by Andrey Chernukha
    I'm an absolute beginner in cocos2 , actually i started dealing with it yesterday. What i'm trying to do is moving an image along Bezier curve. This is how i do it - (void)startFly { [self runAction:[CCSequence actions: [CCBezierBy actionWithDuration:timeFlying bezier:[self getPathWithDirection:currentDirection]], [CCCallFuncN actionWithTarget:self selector:@selector(endFly)], nil]]; } My issue is that the image moves not uniformly. In the beginning it's moving slowly and then it accelerates gradually and at the end it's moving really fast. What should i do to get rid of this acceleration?

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  • OpenGL sprites and point size limitation

    - by Srdan
    I'm developing a simple particle system that should be able to perform on mobile devices (iOS, Andorid). My plan was to use GL_POINT_SPRITE/GL_PROGRAM_POINT_SIZE method because of it's efficiency (GL_POINTS are enough), but after some experimenting, I found myself in a trouble. Sprite size is limited (to usually 64 pixels). I'm calculating size using this formula gl_PointSize = in_point_size * some_factor / distance_to_camera to make particle sizes proportional to distance to camera. But at some point, when camera is close enough, problem with size limitation emerges and whole system starts looking unrealistic. Is there a way to avoid this problem? If no, what's alternative? I was thinking of manually generating billboard quad for each particle. Now, I have some questions about that approach. I guess minimum geometry data would be four vertices per particle and index array to make quads from these vertices (with GL_TRIANGLE_STRIP). Additionally, for each vertex I need a color and texture coordinate. I would put all that in an interleaved vertex array. But as you can see, there is much redundancy. All vertices of same particle share same color value, and four texture coordinates are same for all particles. Because of how glDrawArrays/Elements works, I see no way to optimise this. Do you know of a better approach on how to organise per-particle data? Should I use buffers or vertex arrays, or there is no difference because each time I have to update all particles' data. About particles simulation... Where to do it? On CPU or on a vertex processors? Something tells me that mobile's CPU would do it faster than it's vertex unit (at least today in 2012 :). So, any advice on how to make a simple and efficient particle system without particle size limitation, for mobile device, would be appreciated. (animation of camera passing through particles should be realistic)

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  • Starting out with OpenGL when most tutorials are out of date

    - by AUTO
    I'm sure there are already a bunch of questions like this asked, but the constant updating of the OpenGL library throws them all away, and in a month or two, the answers here will be worthless again. I am ready to start programming in OpenGL using C++. I've got a working compiler (DevCpp; do NOT ask me to switch to VC++, and don't ask me why). Now I'm just looking for a solid tutorial on how to program with OpenGL. My assistant found the tutorial provided by NeHe Productions, but as I've come to find out, it's WAY OUT OF DATE! (although I did pull together a basic window to support an OpenGL canvas) Then I went online, and found the OpenGL SuperBible, which apparently uses freeglut? But what I'd like to know is whether or not SuperBible 5th edition is up to date any longer. The suggestion to freeglut I found said the latest version was 2.6.0 but now it's 2.8.0! Is the OpenGL SuperBible still a good, and fairly up-to-date place to start? Is there a better place to go to learn OpenGL? Am I allowed to simply store freeglut in the DevCpp include directory (maybe in GL), or is there some important procedure? Are there any comments or suggestions that I didn't think to ask since I'm only just beginning? @dreta cleared some things up for me, so now I have a better idea of what to ask: I think I'd like to start out with OpenGL using a wrapper library instead of directly accessing OpenGL.I just think that, for a beginner, it would be easier for me to program and get good results, while I don't yet have to understand all the grimy details (as @stephelton mentioned). The problem is, I can't find any library that doesn't have undefined references to no longer supported functions. Freeglut sounds operational, but it still uses GLU.Does anyone know what I can do?Also, I tried compiling the first SuperBible's source, but I got errors since GLAPI is not being defined as a type, the error originating in the GLU library. I'd like to use the SuperBible, but I don't know how to fix this.

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  • HedgeWar code confusion

    - by BluFire
    I looked at an open source project(HedgeWars) that was built using many programming languages such as C++ and Java. While I was looking through the code, I couldn't help noticing that all the math and physics were gone from the Java code. HedgeWars I imported the project file called "SDL-android-project" which was a sub folder to "android build" and project files. My question is where is all the math and physics inside the code? Do I have to look at the C++ code in order to see it? I think Hedgewars was originally programmed in C++ but the files are confusing be because of its size and the fact that it has several programming languages inside.

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  • how to generate random bubbles from array of sprites in cocos2d?

    - by prakash s
    I am devoloping the bubble shooter game in cocos2d how to generate random bubbles from array of sprites here is my code (void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; //CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"1.png",@"5.png", @"3.png", nil]; for(int i = 0; i < images.count; ++i) { NSString *image = [images objectAtIndex:i]; // generate random number based on size of array (array size is larger than 10) CCSprite*target = [CCSprite spriteWithFile:image]; float offsetFraction = ((float)(i+1))/(images.count+1); target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); [self addChild:target]; [movableSprites addObject:target]; //[target runAction:]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(winSize.width/2,winSize. height/2)]; This code generating bubbles with *.png colour bubbles but i want to generate randomly because for shooting the bubbles by shooter class help me please id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } }

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  • Data structure for bubble shooter game

    - by SundayMonday
    I'm starting to make a bubble shooter game for a mobile OS. Assume this is just the basic "three or more same-color bubbles that touch pop" and all bubbles that are separated from their group fall/pop. What data structures are common for storing the bubbles? I've considered using an undirected, connected graph where each node is a bubble. This seems like it could help answer the question "which bubbles (if any) should fall now?" after some arbitrary bubbles are popped and corresponding nodes are removed from the graph. I think the answer is all bubbles that were just disconnected from the graph should fall. However the graph approach might be overkill so I'm not sure. Another consideration for the data structure is collision detection. Perhaps being able to grab a list of neighboring bubbles in constant time for a particular "bubble slot" is useful. So the collision detection would be something like "moving bubble is closest to slot ij, neighbors of slot ij are bubbles a,b,c, moving bubble is sufficiently close to bubble b hence moving bubble should come to rest in slot ij". A game like this could be probably be made with a relatively crude grid structure as the primary data structure. However it seems like answering "which bubbles (if any) should fall now?" would be trickier with this data structure.

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  • HLSL How to flip geometry horizontally

    - by cubrman
    I want to flip my asymmetric 3d model horizontally in the vertex shader alongside an arbitrary plane parallel to the YZ plane. This should switch everything for the model from the left hand side to the right hand side (like flipping it in Photoshop). Doing it in pixel shader would be a huge computational cost (extra RT, more fullscreen samples...), so it must be done in the vertex shader. Once more: this is NOT reflection, i need to flip THE WHOLE MODEL. I thought I could simply do the following: Turn off culling. Run the following code in the vertex shader: input.Position = mul(input.Position, World); // World[3][0] holds x value of the model's pivot in the World. if (input.Position.x <= World[3][0]) input.Position.x += World[3][0] - input.Position.x; else input.Position.x -= input.Position.x - World[3][0]; ... The model is never drawn. Where am I wrong? I presume that messes up the index buffer. Can something be done about it? P.S. it's INSANELY HARD to format code here. Thanks to Panda I found my problem. SOLUTION: // Do thins before anything else in the vertex shader. Position.x *= -1; // To invert alongside the object's YZ plane.

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  • Move projectile in direction the gun is facing

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

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