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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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  • strange behavior in Box2D+LibGDX when applying impulse

    - by Z0lenDer
    I have been playing around with Box2D and LibGDX and have been using a sample code from DecisionTreeGames as the testing ground. Now I have a screen with four walls and a rectangle shape, lets call it a brick. When I use applyLinearImpulse to the brick, it starts bouncing right and left without any pattern and won't stop! I tried adding friction and increasing the density, but the behavior still remains the same. Here are some of the code that might be useful: method for applying the impulse: center = brick.getWorldCenter(); brick.applyLinearImpulse(20, 0, center.x, center.y); Defining the brick: brick_bodyDef.type = BodyType.DynamicBody; brick_bodyDef.position.set(pos); // brick is initially on the ground brick_bodyDef.angle = 0; brick_body = world.createBody(brick_bodyDef); brick_body.setBullet(true); brick_bodyShape.setAsBox(w,h); brick_fixtureDef.density = 0.9f; brick_fixtureDef.restitution = 1; brick_fixtureDef.shape = brick_bodyShape; brick_fixtureDef.friction=1; brick_body.createFixture(fixtureDef); Walls are defined the same only their bullet value is set to false I would really appreciate it if you could help me have a change this code to have a realistic behavior (i.e. when I apply impulse to the brick it should trip a few times and then stop completely).

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  • How should I plan the inheritance structure for my game?

    - by Eric Thoma
    I am trying to write a platform shooter in C++ with a really good class structure for robustness. The game itself is secondary; it is the learning process of writing it that is primary. I am implementing an inheritance tree for all of the objects in my game, but I find myself unsure on some decisions. One specific issue that it bugging me is this: I have an Actor that is simply defined as anything in the game world. Under Actor is Character. Both of these classes are abstract. Under Character is the Philosopher, who is the main character that the user commands. Also under Character is NPC, which uses an AI module with stock routines for friendly, enemy and (maybe) neutral alignments. So under NPC I want to have three subclasses: FriendlyNPC, EnemyNPC and NeutralNPC. These classes are not abstract, and will often be subclassed in order to make different types of NPC's, like Engineer, Scientist and the most evil Programmer. Still, if I want to implement a generic NPC named Kevin, it would nice to be able to put him in without making a new class for him. I could just instantiate a FriendlyNPC and pass some values for the AI machine and for the dialogue; that would be ideal. But what if Kevin is the one benevolent Programmer in the whole world? Now we must make a class for him (but what should it be called?). Now we have a character that should inherit from Programmer (as Kevin has all the same abilities but just uses the friendly AI functions) but also should inherit from FriendlyNPC. Programmer and FriendlyNPC branched away from each other on the inheritance tree, so inheriting from both of them would have conflicts, because some of the same functions have been implemented in different ways on the two of them. 1) Is there a better way to order these classes to avoid these conflicts? Having three subclasses; Friendly, Enemy and Neutral; from each type of NPC; Engineer, Scientist, and Programmer; would amount to a huge number of classes. I would share specific implementation details, but I am writing the game slowly, piece by piece, and so I haven't implemented past Character yet. 2) Is there a place where I can learn these programming paradigms? I am already trying to take advantage of some good design patterns, like MVC architecture and Mediator objects. The whole point of this project is to write something in good style. It is difficult to tell what should become a subclass and what should become a state (i.e. Friendly boolean v. Friendly class). Having many states slows down code with if statements and makes classes long and unwieldy. On the other hand, having a class for everything isn't practical. 3) Are there good rules of thumb or resources to learn more about this? 4) Finally, where does templating come in to this? How should I coordinate templates into my class structure? I have never actually taken advantage of templating honestly, but I hear that it increases modularity, which means good code.

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  • Best way to implement mouse-based movement in MMOG

    - by fiftyeight
    I want to design an MMO where players click the destination they want to walk to with their mouse and the character moves there, similar to Runescape in this manner. I think it should be easier than keyboard movement since the client can simply send the server the destination each time the player clicks on a destination. The main thing I'm trying to decide is what to do when there are obstacles in the way. It's no problem to implement a simple path-finding solution on the client, the question is if the server will do path-finding as well, since it'll probably take too much Computation power from the server. What I though is that when there is an obstacle the client will send only the first coordinate it plans to go to and then when he gets there he'll send the next coordinate automatically. For example if there is a rock in the way the character will decide on a route that is made of two destinations so it goes around the rock and when it arrives at the first destination it sends the next coordinate. That way if the player changes destination is the middle he won't send unnecessary information. Is this a good way to implement it and is there a standard way MMOGs usually do it? EDIT: I should also mention that the server will make sure all movements are legal and there aren't any walls in the way etc. In the way I wrote it should be quite easy since all movements will be sent in straight lines so the server will just check there aren't any obstacles along that line.

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  • How does a BSP tree work for Z sorting?

    - by Jenko
    I'm developing a 3D engine in software, and so I must compute Z sorting manually. I'm currently using the painters algorithm to sort triangles and then drawing them back-to-front. This causes artifacts that I'm trying to correct. Would using a dynamic BSP-tree ensure "correct Z sorting" of triangles? Why? Because the bounding volumes of triangles would be similar? Since I would have a single "world" BSP tree, would I have to remove and re-add any moved/scaled/rotated object into the tree? Is it possible to add triangles into a BSP tree without the expensive cutting process? Why do you need to cut triangles on the axis planes anyway? Is it faster to traverse a BSP tree from any angle, than to sort all tris each draw like the painters algorithm?

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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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  • Isometric Camera trouble - can't rotate or move correctly

    - by Deukalion
    I'm trying to create a 3D editor, but I've been having some trouble with the Camera and understanding each component. I've created 2 camera that works OK, but now I'm trying to implement an Isometric Camera in XNA without success on the rotation and movement of the camera. All I get working is Zoom. (Cube with x=3f, y=3f, z=1f in center) And this is the constructor for my IsometricCamera (inherits from ICamera, with methods for Rotation, Movement and Zoom, and Properties for World/View/Projection matrices) public IsometricCamera3D(GraphicsDevice device, float startClip = -1000f, float endClip = 1000f) { matrix_projection = Matrix.CreateOrthographic(device.Viewport.Width, device.Viewport.Height, startClip, endClip); rotation = Vector3.Zero; matrix_view = Matrix.CreateScale(zoom) * Matrix.CreateRotationY(MathHelper.ToRadians(45 + 180)) * Matrix.CreateRotationX(MathHelper.ToRadians(30)) * Matrix.CreateRotationZ(MathHelper.ToRadians(120)) * Matrix.CreateTranslation(rotation.X, rotation.Y, rotation.Z); } Problem is when I rotate it, all that happens is that the Cube gets more or less shiny and nothing happens. What is wrong and how should I create my View matrix to move it / rotate it correctly? Rotate, Move and Zoom looks like: MethodName(Vector3 rotation/movement), Zoom(float value); and just increases the value, then calls an update to recreate the View Matrix according to the code in the constructor. Currently, in my editor I use MiddleButton + Mouse Movement to rotate the camera, but it's not working as the other camera. But in my default camera I use World Matrix to move, but I guess that's not the best way to go which is why I'm trying this.

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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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  • In esenthel engine how can I remove some object from Gui class?

    - by Gajet
    I know many people in this site may not know esenthel engine at all and my question may be better answered at engine forum but I'm putting it here to share the name of a real easy to code gameengine with all of you: you can easily add a Button for example to your GUI class (gui is it's shared instance) with Gui += buttonInstance.create("click on me") but I'm just wondering how can you remove an on object from from Gui members. as far as I know there is no such a method as removeChild or getChildren or anything similar.

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  • Circle to Circle collision, checking each circle against all others

    - by user14861
    I'm currently coding a little circle to circle collision demo but I've got a little stuck. I think I currently have the code to detect collision but I'm not sure how to loop through my list of circles and check them off against one another. Collision check code: public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } Loop through code: Vector2 depth = Vector2.Zero; for (int i = 0; i < bounds.Count; i++) for (int j = i+1; j < bounds.Count; j++) { depth = CircleToCircleIntersection.GetIntersectionDepth(bounds[i], bounds[j]); } Clearly I'm a complete newbie, wondering if anyone can give any suggestions or point out my errors, thanks in advance. :)

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  • Having troubles with LibNoise.XNA and generating tileable maps

    - by Jon
    Following up on my previous post, I found a wonderful port of LibNoise for XNA. I've been working with it for about 8 hours straight and I'm tearing my hair out - I just can not get maps to tile, I can't figure out how to do this. Here's my attempt: Perlin perlin = new Perlin(1.2, 1.95, 0.56, 12, 2353, QualityMode.Medium); RiggedMultifractal rigged = new RiggedMultifractal(); Add add = new Add(perlin, rigged); // Initialize the noise map int mapSize = 64; this.m_noiseMap = new Noise2D(mapSize, perlin); //this.m_noiseMap.GeneratePlanar(0, 1, -1, 1); // Generate the textures this.m_noiseMap.GeneratePlanar(-1,1,-1,1); this.m_textures[0] = this.m_noiseMap.GetTexture(this.graphics.GraphicsDevice, Gradient.Grayscale); this.m_noiseMap.GeneratePlanar(mapSize, mapSize * 2, mapSize, mapSize * 2); this.m_textures[1] = this.m_noiseMap.GetTexture(this.graphics.GraphicsDevice, Gradient.Grayscale); this.m_noiseMap.GeneratePlanar(-1, 1, -1, 1); this.m_textures[2] = this.m_noiseMap.GetTexture(this.graphics.GraphicsDevice, Gradient.Grayscale); The first and third ones generate fine, they create a perlin noise map - however the middle one, which I wanted to be a continuation of the first (As per my original post), is just a bunch of static. How exactly do I get this to generate maps that connect to each other, by entering in the mapsize * tile, using the same seed, settings, etc.?

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  • Fastest bit-blit in C# ?

    - by AttackingHobo
    I know there is Unity, and XNA that both use C#, but I am don't know what else I could use. The reason I say C# is that the syntax and style is similar to AS3, which I am familiar with, and I want to choose the correct framework to start learning with. What should I use to be able to do the most possible bit-blit(direct pixel copy) objects per frame. EDIT: I should not need to add this, but I am looking for the most possible amount of objects per frame because I am making a few Bullet-Hell SHMUPS. I need thousands and thousands of bullets, particles, and hundreds of enemies on the screen at once. I am looking for a solution to do as many bit-blit operations per frame, I am not looking for a general purpose engine. EDIT2: I want bit-blitting because I do not want to exclude people who have lower end video cards but a fast processor from playing my games.

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  • 2D Platform Game Jumping

    - by Bradley Kreuger
    I'm currently writing a game in XNA for fun which uses C#. I have got my sprites loaded and when the character moves right he looks like he is running right and when he moves left he looks like he is running left. I been looking everywhere for a good coding example for how to create a jumping ability. I have read all the physics stuff that I can stand and it doesn't help when I can't figure out how to use say space bar to jump yet can't keep them from using space just jump again until they land.

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  • Can I use PBOs for textures in iOS?

    - by Radu
    As far as I can see, there is no GL_PIXEL_UNPACK_BUFFER. Also, the OpenGL ES 2.0 specification (and as far as I know, no iOS device currently supports OpenGL ES 2.0) states that glMapBufferOES() can only use GL_ARRAY_BUFFER as a target, yet glTexImage2D() and glTexSubImage2D() only seem to use PBOs if GL_PIXEL_UNPACK_BUFFER is bound. The OpenGL documentation for glBindBuffer() also states that: GL_PIXEL_PACK_BUFFER and GL_PIXEL_UNPACK_BUFFER are available only if the GL version is 2.1 or greater. So, can I use PBOs for textures? Am I missing something obvious?

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  • Masking OpenGL texture by a pattern

    - by user1304844
    Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles added to the screen. Since map equals screen, there is no scrolling. I came to an idea to make an allow grid covering the whole map and mask the disallow fields. Approach 1: Create allow and disallow grid textures. Draw a polygon on screen. Pass both textures to the fragment shader. Determine the position inside the polygon and use color from allowTexture if the fragment belongs to the allow field, disallow otherwise Problem: How do I know if I'm on the field that isn't allowed if I cannot pass the matrix representing the map (enum FieldStatus[][] (Allow / Disallow)) to the shader? Therefore, inside the shader I don't know which fragments should be masked. Approach 2: Create allow texture. Create an empty texture buffer same size as the allow texture Memset the pixels of the empty texture to desired color for each pixel that doesn't allow building. Draw a polygon on screen. Pass both textures to the fragment shader. Use texture2 color if alpha 0, texture1 color otherwise. Problem: I'm not sure what is the right way to manipulate pixels on a texture. Do I just make a buffer with width*height*4 size and memcpy the color[] to desired coordinates or is there anything else to it? Would I have to call glTexImage2D after every change to the texture? Another problem with this approach is that it takes a lot more work to get a prettier effect since I'm manipulating the color pixels instead of just masking two textures. varying vec2 TexCoordOut; uniform sampler2D Texture1; uniform sampler2D Texture2; void main(void){ vec4 allowColor = texture2D(Texture1, TexCoordOut); vec4 disallowColor = texture2D(Texture2, TexCoordOut); if(disallowColor.a > 0){ gl_FragColor= disallowColor; }else{ gl_FragColor= allowColor; }} I'm working with OpenGL on Windows. Any other suggestion is welcome.

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  • Rotations and Origins

    - by Theodore Enderby
    I was hoping someone could explain to me, or help me understand, the math behind rotations and origins. I'm working on a little top down space sim and I can rotate my ship just how I want it. Now, when I get my blasters going it'd be nice if they shared the same rotation. Here's a picture. and here's some code! blast.X = ship.X+5; blast.Y = ship.Y; blast.RotationAngle = ship.RotationAngle; blast.Origin = new Vector2(ship.Origin.X,ship.Origin.Y); I add five so the sprite adds up when facing right. I tried adding five to the blast origin but no go. Any help is much appreciated

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  • OUYA and Unity set up problems

    - by Atkobeau
    I'm having trouble with the Unity / OUYA plugin. I'm using Unity 4 with the latest update on a Windows 7 machine. When I open the starter kit and try to compile the plugin I get the following error: Picked up _JAVA_OPTIONS: -Xmx512M And if I try to Build and Run I get this error: Error building Player: ArgumentException: Illegal characters in path. I'm stumped, I've gone through lots of forum posts here and on stackoverflow and I can't seem to resolve it. My environment variables look like this: PATH - C:\Users\dave\Documents\adt-bundle-windows-x86_64-20130219\sdk\tools; C:\Users\dave\Documents\adt-bundle-windows-x86_64-20130219\sdk\platform-tools\ JAVA_HOME - C:\Program Files (x86)\Java\jdk1.6.0_45\ Everything in the OUYA Panel is white Any ideas?

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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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  • OpenGLES GLSL Shader attributes always bound to 0

    - by codemonkey
    So I have a very simple vertex shader as follows #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } Which I load, as well as the fragment shader: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } Which I then load, compile, and link to my shader program. I check for link status using glGetProgramiv(shaderProgram, GL_LINK_STATUS, &shaderSuccess); which returns GL_TRUE so I think its ok. However, when I query the active attributes and uniforms using #ifdef DEBUG int totalAttributes = -1; glGetProgramiv(shaderProgram, GL_ACTIVE_ATTRIBUTES, &totalAttributes); for(int i=0; i<totalAttributes; ++i) { int name_len=-1, num=-1; GLenum type = GL_ZERO; char name[100]; glGetActiveAttrib(shaderProgram, GLuint(i), sizeof(name)-1, &name_len, &num, &type, name ); name[name_len] = 0; GLuint location = glGetAttribLocation(shaderProgram, name); fprintf(stderr, "Attribute %s is bound at %d\n", name, location); } int totalUniforms = -1; glGetProgramiv(shaderProgram, GL_ACTIVE_UNIFORMS, &totalUniforms); for(int i=0; i<totalUniforms; ++i) { int name_len=-1, num=-1; GLenum type = GL_ZERO; char name[100]; glGetActiveUniform(shaderProgram, GLuint(i), sizeof(name)-1, &name_len, &num, &type, name ); name[name_len] = 0; GLuint location = glGetUniformLocation(shaderProgram, name); fprintf(stderr, "Uniform %s is bound at %d\n", name, location); } #endif I get: Attribute inColor is bound at 0 Attribute position is bound at 1 Uniform mvp is bound at 0 Which leads to failure when trying to use the shader to render the objects. I have tried switching the order of declaration of position & inColor, but still, only position is bound with the other two giving 0 Can someone please explain why this is happening? Thanks

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  • Math > Logic for a Logarithmic Score Meter

    - by oodavid
    I'm trying to implement a score meter whereby I specify a maximum value (say 15,000) and I can render values on it in a logarithmic manner ie: +------+---+--+-++ +------+---+--+-++ |== | |====== | +------+---+--+-++ +------+---+--+-++ 200 pts 1,000 pts +------+---+--+-++ +------+---+--+-++ |============= | |================| +------+---+--+-++ +------+---+--+-++ 5,000 pts 15,000 pts + The upper bound needs to be variable, and need to be able to convert a score to a percentage, using the above mockup as an example: score2pct(15000, 200) = 0.2 score2pct(15000, 1000) = 0.4 score2pct(15000, 5000) = 0.8 score2pct(15000, 15000) = 1 Does anyone have any pointers for me?

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  • How do I separate codes with classes?

    - by Trycon
    I have this main class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class tests extends BasicGameState{ public boolean render=false; tests1 test = new tests1(); public tests(int test) { // TODO Auto-generated constructor stub } @Override public void init(GameContainer arg0, StateBasedGame arg1) throws SlickException { // TODO Auto-generated method stub } @Override public void render(GameContainer arg0, StateBasedGame arg1, Graphics g) throws SlickException { // TODO Auto-generated method stub if(render==true) { g.drawString("Hello",100,100); } } @Override public void update(GameContainer gc, StateBasedGame s, int delta) throws SlickException { // TODO Auto-generated method stub test.render=render; test.update(gc, s, delta); } @Override public int getID() { // TODO Auto-generated method stub return 1000; } } and its sub-class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class tests1 { public boolean render; public void update(GameContainer gc, StateBasedGame s, int delta) { Input input = gc.getInput(); if(input.isKeyPressed(Input.KEY_X)) { render=true; } } } I was finding a way to prevent many codes in one class. I'm new to java. When I try running my game, then when I press X, it does not work. How am I suppose to fix that?

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  • How to convert pitch and yaw to x, y, z rotations?

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( So my quesiton is: how do you calculate the X, Y, and Z rotations for an object in terms of pitch and yaw? Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Basic AI FSM - Handling state transition

    - by Galvanize
    I'm starting to study on how to implement game AI, and it seems to me that a very simple FSM for my Pong demo would be a nice way to start. My vision on implementing this would be to have a basic state interface and a class for each state, then the NPC would have an instance of the current state. The class should have an update method and directions on wich state to go next, depending on the event received. The question is: How do I handle this event? Should I have a regular addEventListener and a costum event system? Or should I check on update for the things that could change the current state? I'm feeling a bit lost, I feel I have a good grasp on the FSM concept but a good implementation seems tricky, thanks in advance.

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  • Collision with CCSprite

    - by Coder404
    I'm making an iOS app based off the code from here In the .m file of the tutorial is this: -(void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; } I am trying to take away the projectiles and have the app know when the CCSprite "Player" and the targets collide. Could someone help me with this? Thanks

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  • How to manage drawing loop when changing render targets

    - by George Duckett
    I'm managing my game state by having a base GameScreen class with a Draw method. I then have (basically) a stack of GameScreens that I render. I render the bottom one first, as screens above might not completely cover the ones below. I now have a problem where one GameScreen changes render targets while doing its rendering. Anything the previous screens have drawn to the backbuffer is lost (as XNA emulates what happens on the xbox). I don't want to just set the backbuffer to preserve its contents as I want this to work on the xbox as well as PC. How should I manage this problem? A few ideas I've had: Render every GameScreen to its own render target, then render them all to the backbuffer. Create some kind of RenderAction queue where a game screen (and anything else I guess) could queue something to be rendered to the back buffer. They'd render whatever they wanted to any render target as normal, but if they wanted to render to the backbuffer they'd stick that in a queue which would get processed once all rendertarget rendering was done. Abstract away from render targets and backbuffers and have some way of representing the way graphics flows and transforms between render targets and have something manage/work out the correct rendering order (and render targets) given what rendering process needs as input and what it produces as output. I think each of my ideas have pros and cons and there are probably several other ways of approaching this general problem so I'm interested in finding out what solutions are out there.

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