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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • How is the terrain generated in Commandos and Commandos game clones/look-alikes?

    - by teodron
    The Commandos series of games and its similar western counterpart, Desperados, use a mix of 2D and 3D elements to achieve a very pleasing and immersive atmosphere. Apart from the concept that alone made the series a best-seller, the graphics eye-candy was also a much appreciated asset of that game. I was very curious on what was the technique used to model and adorn the realistic terrains in those titles? Below are some screenshots that could be relevant as a reference for whomever has a candidate answer: The tiny details and patternless distribution of ornamental textures make me think that these terrains were not generated using a standard heightmap-blendmap method.

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  • How can I deal with actor translations and other "noise" in third-party motion capture data?

    - by Charles
    I'm working on a game, and I've run into a problem with motion capture data. My team is using 3DS Max 2011 and trying to put free motion capture files on our models. The problem we're having is it has become extremely hard to find motion capture data that stays in place. We've found some great motion captures of things like walking and jumping but the actors themselves move within the data, so when we attach these animations to our models and bring them into XNA, the models walk forward even when they should technically be standing still (and then there's also the problem of them resetting at the end of the animation). How can we clean up, at runtime or asset-processing time, the animation in these motion capture files?

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  • What's a viable way to get public properties from child objects?

    - by Raven Dreamer
    I have a GameObject (RoomOrganizer in the picture below) with a "RoomManager" script, and one or more child objects, each with a 'HasParallelagram' component attached, likeso: I've also got the following in the aforementioned "RoomManager" void Awake () { Rect tempRect; HasParallelogram tempsc; foreach (Transform child in transform) { try { tempsc = child.GetComponent<HasParallelogram>(); tempRect = tempsc.myRect; blockedZoneList.Add(new Parallelogram(tempRect)); Debug.Log(tempRect.ToString()); } catch( System.NullReferenceException) { Debug.Log("Null Reference Caught"); } } } Unfortunately, attempting to assign tempRect = tempsc.myRect causes a null pointer at run time. Am I missing some crucial step? HasParallelgram is an empty script with a public Rect set in the editor and nothing else. What's the proper way to get a child's component?

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  • How do I create a curved line or filled circle or generally a circle using C++/SDL?

    - by NoobScratcher
    Hello I've been trying for ages to make a pixel circle using the putpixel function provided by SDL main website here is that function : void putpixel(int x,int y , int color , SDL_Surface* surface) { unsigned int *ptr = static_cast <unsigned int *> (surface->pixels); int offset = y * (surface->pitch/sizeof(unsigned int)); ptr[offset + x] = color; } and my question is how do I curve a line or create an circle arc of pixels or any other curved shape then a rectangle or singular pixel or line. for example here are some pictures filled pixel circle below enter link description here now my idea was too change the x and y value of the pixel position using + and - to create the curves but in practice didn't provide the correct results what my results are in this is to be able to create a circle that is made out of pixels only nothing else. thank you for anyone who takes the time to read this question thanks! :D

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  • User generated content: a basic yet simple to use OR a complex yet powerful solution?

    - by ne5tebiu
    As stated above, which solution is better for a game based on user generated content? The simple solution (in-game editor) is great for gamers without experience in coding and etc. In this way every player could populate the game with content. But the content would be very limited. The complex solution would allow the content to be with almost no limitation but casual gamers probably couldn't make hardly any content at all. If both solutions are used, the quality behind the second solution would be more valuable than the first solution's quantity. However, making a powerful in-game editor could even take more time and manpower than the actual game and every gamer would have to learn how to use the new complex tool, understand it, and master it if he or she wants to make quality content.

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  • How to design a separated tutorial mode?

    - by Sylpheed
    I'm working on a "social" game that's about 90% completion. One of the remaining features is the tutorial mode. Basically, the tutorial mode will restrict the user to access some parts of UI and limit the features (like store items). The tutorial will only progress if a certain event is triggered, specifically following the tutorial. The code is ready and we already have an "almost" working game. The problem is I haven't foreseen the tutorial mode while I was doing those 90%. My requirement is there shouldn't be any loading/transition from tutorial mode to normal mode. This means I have to pick up the progress from the tutorial (no re-rendering of assets and stuff). How should I design this in a way where I won't touch anything from my old code? I want it to be as easy as just plugging it in. I don't want to jam the tutorial in my old code since this will lead to many bugs.

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  • Linking one uniform variable to many shaders

    - by Winged
    Let's say, that I have 3 programs, and in each of those programs there is a view matrix uniform, which should be the same in all those programs. Right now, when my camera moves, I need to re-upload the modified matrix to every program separately. Is it possible to create some kind of global uniforms which are constant for all programs linked to it, so I could just upload the matrix once? I tried creating a globalUniforms object which looked kinda like this: var globalUniforms = { program: {}, // (...) vMatrixUniform: null, // (...) initialize: function() { vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); } }; So I could just link it to proper programs like this: program.vMatrixUniform = globalUniforms.vMatrixUniform;, and then pass the matrix like this: if (camera.isDirty.viewMatrix !== false) { camera.isDirty.viewMatrix = false; gl.uniformMatrix4fv(globalUniforms.vMatrixUniform, false, camera.viewMatrix.element); } but unfortunately it throws an error: Uncaught exception: gl.INVALID_VALUE was caused by call to: getUniformLocation called from line 272, column 2 in () in mysite/js/mesh.js: vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); Summing up: is there a more efficient way of managing shaders which follows my logic?

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  • What makes games responsive to user input?

    - by zaftcoAgeiha
    Many games have been praised for its responsive gameplay, where each user action input correspond to a quick and precise character movement (eg: super meat boy, shank...) What makes those games responsive? and what prevents other games from achieving the same? How much of it is due to the game framework used to queue mouse/keyboard events and render/update the game and how much is attributed to better coding?

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  • Where to start learning OpenGL with C++?

    - by NERDcustard
    I'm 16 years old and my name is Norbert. I have learnt C++ and made some cool text based games and such but I would love to start graphic's programming. I'm a decent artiest (I will have some of my work bellow) I know the base of C++ but I really would like to get into OpenGL. I need someone to show me some good tutorials for OpenGl with C++ so I can really get into game dev. My goal is to be able to program a simple 2d game by the end of the year and I have lots of time to do so. I'm en-rolled in a game dev next year and really need some help with starting off. http://imgur.com/QZjKX http://imgur.com/3CZy7

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  • How does gluLookAt work?

    - by Chan
    From my understanding, gluLookAt( eye_x, eye_y, eye_z, center_x, center_y, center_z, up_x, up_y, up_z ); is equivalent to: glRotatef(B, 0.0, 0.0, 1.0); glRotatef(A, wx, wy, wz); glTranslatef(-eye_x, -eye_y, -eye_z); But when I print out the ModelView matrix, the call to glTranslatef() doesn't seem to work properly. Here is the code snippet: #include <stdlib.h> #include <stdio.h> #include <GL/glut.h> #include <iomanip> #include <iostream> #include <string> using namespace std; static const int Rx = 0; static const int Ry = 1; static const int Rz = 2; static const int Ux = 4; static const int Uy = 5; static const int Uz = 6; static const int Ax = 8; static const int Ay = 9; static const int Az = 10; static const int Tx = 12; static const int Ty = 13; static const int Tz = 14; void init() { glClearColor(0.0, 0.0, 0.0, 0.0); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); GLfloat lmodel_ambient[] = { 0.8, 0.0, 0.0, 0.0 }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); } void displayModelviewMatrix(float MV[16]) { int SPACING = 12; cout << left; cout << "\tMODELVIEW MATRIX\n"; cout << "--------------------------------------------------" << endl; cout << setw(SPACING) << "R" << setw(SPACING) << "U" << setw(SPACING) << "A" << setw(SPACING) << "T" << endl; cout << "--------------------------------------------------" << endl; cout << setw(SPACING) << MV[Rx] << setw(SPACING) << MV[Ux] << setw(SPACING) << MV[Ax] << setw(SPACING) << MV[Tx] << endl; cout << setw(SPACING) << MV[Ry] << setw(SPACING) << MV[Uy] << setw(SPACING) << MV[Ay] << setw(SPACING) << MV[Ty] << endl; cout << setw(SPACING) << MV[Rz] << setw(SPACING) << MV[Uz] << setw(SPACING) << MV[Az] << setw(SPACING) << MV[Tz] << endl; cout << setw(SPACING) << MV[3] << setw(SPACING) << MV[7] << setw(SPACING) << MV[11] << setw(SPACING) << MV[15] << endl; cout << "--------------------------------------------------" << endl; cout << endl; } void reshape(int w, int h) { float ratio = static_cast<float>(w)/h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, ratio, 1.0, 425.0); } void draw() { float m[16]; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glGetFloatv(GL_MODELVIEW_MATRIX, m); gluLookAt( 300.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f ); glColor3f(1.0, 0.0, 0.0); glutSolidCube(100.0); glGetFloatv(GL_MODELVIEW_MATRIX, m); displayModelviewMatrix(m); glutSwapBuffers(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(400, 400); glutInitWindowPosition(100, 100); glutCreateWindow("Demo"); glutReshapeFunc(reshape); glutDisplayFunc(draw); init(); glutMainLoop(); return 0; } No matter what value I use for the eye vector: 300, 0, 0 or 0, 300, 0 or 0, 0, 300 the translation vector is the same, which doesn't make any sense because the order of code is in backward order so glTranslatef should run first, then the 2 rotations. Plus, the rotation matrix, is completely independent of the translation column (in the ModelView matrix), then what would cause this weird behavior? Here is the output with the eye vector is (0.0f, 300.0f, 0.0f) MODELVIEW MATRIX -------------------------------------------------- R U A T -------------------------------------------------- 0 0 0 0 0 0 0 0 0 1 0 -300 0 0 0 1 -------------------------------------------------- I would expect the T column to be (0, -300, 0)! So could anyone help me explain this? The implementation of gluLookAt from http://www.mesa3d.org void GLAPIENTRY gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx, GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy, GLdouble upz) { float forward[3], side[3], up[3]; GLfloat m[4][4]; forward[0] = centerx - eyex; forward[1] = centery - eyey; forward[2] = centerz - eyez; up[0] = upx; up[1] = upy; up[2] = upz; normalize(forward); /* Side = forward x up */ cross(forward, up, side); normalize(side); /* Recompute up as: up = side x forward */ cross(side, forward, up); __gluMakeIdentityf(&m[0][0]); m[0][0] = side[0]; m[1][0] = side[1]; m[2][0] = side[2]; m[0][1] = up[0]; m[1][1] = up[1]; m[2][1] = up[2]; m[0][2] = -forward[0]; m[1][2] = -forward[1]; m[2][2] = -forward[2]; glMultMatrixf(&m[0][0]); glTranslated(-eyex, -eyey, -eyez); }

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  • Break the object body

    - by Siddharth
    In my game, I want to break the object body creating slicing effect. After research I found that I have to use ray casting but I don't know how to use it. If some one know how to break the physics body then please provide information to me. EDIT : I don't have any logic how to do that in andengine. Only I have some link to do slicing http://www.emanueleferonato.com/2012/03/05/breaking-objects-with-box2d-the-realistic-way/ Yes I have to slice physics body into two parts. My physics body have 2d objects.

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  • Is AGS outdated for Point & Click Adventures?

    - by Aidan Moore
    Is Adventure Game Studio (AGS) outdated? I am working on a Point and Click Adventure game being coded on the AGS engine, and just recently, the question of 'is this outdated?' has come up. I'll admit, AGS is a rather old, and kind of went out of style with the P&C genre itself, but I have not found anything quite like it that specializes in this specific format of games. So my big question is not only 'is this outdated?' but also 'Is there a better alternative?'

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  • 2D basic map system

    - by Cyril
    i'm currently coding a 2D game in Java, and I would like to have some clues on how-to build this system : the screen is moving on a grander map, for instance, the screen represent 800*600 units on a 100K*100K map. When you command your unit to go to another position, the screen move on this map AND when you move your mouse on a side or another of the screen, you move the screen on the map. Not sure that i'm clear, but we can retrieve this system in most RTS games (warcraft/starcraft for example). I'm currently using Slick 2D. Any idea ? Thanks.

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  • Markup format or script for data files?

    - by Aaron
    The game I'm designing will be mainly written in a high level scripting language (leaning towards either Lua or Squirrel) with a C++ core. In addition to scripts I'm also going to need different data files. Many data files will be for static information such as graphical assets and monster types. I'd also want to create and update data files at runtime for user information like option settings and game saves. Can I get away with using plain script files (i.e. .lua or .nut files) for my data files, or is it better to use dedicated markup formats like XML or YAML? If I use script files, loaded separately from my true scripts, then I wouldn't need an extra library to read those files. Scripting languages like Lua also have table syntax that lend themselves towards data definition. On the other hand I'd have to write my own schema check code. These languages also don't seem to support serialization "out of the box" like the markup format libraries do.

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  • Licensing Theme Music from other games

    - by HS01
    As part of my game, I thought it would be fun to make a hidden level that pays tribute to Mario Bros (one of the earliest games I ever played). It would be themed in that way with 8-bit graphics and question mark blocks and completing the level would say "Thank you but the princess is in another castle" or such. For the sound track, I'm thinking of just overlaying the standard mario theme music by playing it on a virtual keyboard using a different instrument/timing or something. My question is, am I legally safe? I'm not using anyone else's actual music, I'm just playing the same tune in a different way myself. Do I have to get licensing for this?

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  • Is it ok to initialize an RB_ConstraintActor in PostBeginPlay?

    - by Almo
    I have a KActorSpawnable subclass that acts weird. In PostBeginPlay, I initialize an RB_ConstraintActor; the default is not to allow rotation. If I create one in the editor, it's fine, and won't rotate. If I spawn one, it rotates. Here's the class: class QuadForceKActor extends KActorSpawnable placeable; var(Behavior) bool bConstrainRotation; var(Behavior) bool bConstrainX; var(Behavior) bool bConstrainY; var(Behavior) bool bConstrainZ; var RB_ConstraintActor PhysicsConstraintActor; simulated event PostBeginPlay() { Super.PostBeginPlay(); PhysicsConstraintActor = Spawn(class'RB_ConstraintActorSpawnable', self, '', Location, rot(0, 0, 0)); if(bConstrainRotation) { PhysicsConstraintActor.ConstraintSetup.bSwingLimited = true; PhysicsConstraintActor.ConstraintSetup.bTwistLimited = true; } SetLinearConstraints(bConstrainX, bConstrainY, bConstrainZ); PhysicsConstraintActor.InitConstraint(self, None); } function SetLinearConstraints(bool InConstrainX, bool InConstrainY, bool InConstrainZ) { if(InConstrainX) { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 0; } if(InConstrainY) { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 0; } if(InConstrainZ) { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 0; } } DefaultProperties { bConstrainRotation=true bConstrainX=false bConstrainY=false bConstrainZ=false bSafeBaseIfAsleep=false bNoEncroachCheck=false } Here's the code I use to spawn one. It's a subclass of the one above, but it doesn't reference the constraint at all. local QuadForceKCreateBlock BlockActor; BlockActor = spawn(class'QuadForceKCreateBlock', none, 'PowerCreate_Block', BlockLocation(), m_PreparedRotation, , false); BlockActor.SetDuration(m_BlockDuration); BlockActor.StaticMeshComponent.SetNotifyRigidBodyCollision(true); BlockActor.StaticMeshComponent.ScriptRigidBodyCollisionThreshold = 0.001; BlockActor.StaticMeshComponent.SetStaticMesh(m_ValidCreationBlock.StaticMesh); BlockActor.StaticMeshComponent.AddImpulse(m_InitialVelocity); I used to initialize an RB_ConstraintActor where I spawned it from the outside. This worked, which is why I'm pretty sure it has nothing to do with the other code in QuadForceKCreateBlock. I then added the internal constraint in QuadForceKActor for other purposes. When I realized I had two constraints on the CreateBlock doing the same thing, I removed the constraint code from the place where I spawn it. Then it started rotating. Is there a reason I should not be initializing an RB_ConstraintActor in PostBeginPlay? I feel like there's some basic thing about how the engine works that I'm missing.

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  • Rotating wheel with touch adding velocity

    - by Lewis
    I have a wheel control in a game which is setup like so: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); wheelRotation += (currentTouch - previousTouch) * 0.6; //limit speed 0.6 } } I update the rotation of a the wheel in the update method by doing: wheel.rotation = wheelRotation; Now once the user lets go of the wheel I want it to rotate back to where it was before but not without taking into account the velocity of the swipe the user has done. This is the bit I really can't get my head around. So if the swipe generates a lot of velocity then the wheel will carry on moving slightly in that direction until the overall force which pulls the wheel back to the starting position kicks in. Any ideas/code snippets?

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  • Server side random selection of players

    - by Ron
    Assuming I have a simple client-server game, where the server picks random players on a very frequent base, I was wondering what is the best way to select a random player (According to the following constraints): Solution must be high performance and highly scalable Random spread should be relatively even (meaning if I have 3 players and pick 99 times, they will all be picked 33 times more or less) Should only pick players who were active in the past X days (optional, but a big bonus) The actual DB or data model used to store players isn't an issue here, as we'll select the technology in accordance to our needs. However, high performance and scalability is (at the moment we have over 60,000 unique daily active players, and we plan on growing even more). Thanks!

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  • Proper updating of GeoClipMaps

    - by thr
    I have been working on an implementation of gpu-based geo clip maps, but there is a section of the GPU Gems 2 article that i just can't seem to understand, specifically this paragraph and more precisely the bolded part: The choice of grid size n = 2k-1 has the further advantage that the finer level is never exactly centered with respect to its parent next-coarser level. In other words, it is always offset by 1 grid unit either left or right, as well as either top or bottom (see Figure 2-4), depending on the position of the viewpoint. In fact, it is necessary to allow a finer level to shift while its next-coarser level stays fixed, and therefore the finer level must sometimes be off-center with respect to the next-coarser level. An alternative choice of grid size, such as n = 2k-3, would provide the possibility for exact centering Let's take an example image from the article: My "understanding" of the way the clip maps were update was that you floor the position of the viewpoint to an int, and such get the center vertex point if this is not the same as the previous center point, you update the entire map. Now, this obviously is not the case - but what I am failing to understand is this: If you look at the image above, if the viewpoint was to move one unit to the right, then the inner ring (the one just around the view point + white center square) would end up getting a 1 unit space on both the left and right side of itself. But there is nothing in the paper that deals with this, what i mean is that it would end up looking like this (excuse my crummy cut-and-paste editing of the above image): This is obviously not a valid state of the. So, would the solution be that a clip ring (layer) can only move in increments of the ring/layer it's contained within? Wouldn't this end up being very restrictive? I feel like I am missing some crucial understanding of parts of the algorithm, but I have been over both this paper and the original paper from 2004 and I just can't see what I am not getting.

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  • Slick & NiftyGUI. Nifty initialize exception

    - by Romeo
    I found my self into trouble when trying to run a Slick game with a Nifty Game State. This is the code: @Override protected void initGameAndGUI(GameContainer container, StateBasedGame game) throws SlickException { initNifty(container, game); } If i run this i get: java.lang.IllegalStateException: The NiftyGUI was already initialized. Its illegal to do so twice. If i delete the call to initNifty() i get another exception:java.lang.IllegalStateException: NiftyGUI was not initialized.

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  • Directx and Open Libraries list? [closed]

    - by OVERTONE
    I've just been looking for comparissons between open and proprietary frameworks and libraries. More so just to get an idea of what exists than how they compare. For example: We have DirectX (graphics) and its open counterpart OpenGL DirectX (sound) and OpenAL But there are other DirectX libraries that I can't find open alternatives to such as DirectInput DXGI Direct2D DirectWrite Doe's anyone have any list's or Comparisons between Directx and their open counterparts?

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  • How to categorize textures into atlases

    - by Esa
    I am going to use texture atlasing for the first time in my games, and at first it seemed like a great idea to split textures into atlases by categorizing them by terrain themes e.g ForestTextures, WinterTextures etc. But that could cause a problem when for example a flower has to use transparency shader and other models use a diffuse shader. So those cannot be atlased into the same texture. Thus, would atlasing textures into themes as mentioned before and then splitting them by shader like ForestDiffuse and ForestTransparent be good? Or is there a better way to categorize and build them?

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  • Is 2 lines of push/pop code for each pre-draw-state too many?

    - by Griffin
    I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 lines of code that look identical except for one being push() and the other being pop(). The goal is to eradicate this repetitiveness,and I hoped to do so by creating an interface in which a client can give class/struct refs in which he wants restored after the rendering calls. Also note that many beginner-programmers will be using this, so forcing lambda expressions or other advanced C# features to be used in client code is not a good idea. I attempted to accomplish my goal by using Daniel Earwicker's Ptr class: public class Ptr<T> { Func<T> getter; Action<T> setter; public Ptr(Func<T> g, Action<T> s) { getter = g; setter = s; } public T Deref { get { return getter(); } set { setter(value); } } } an extension method: //doesn't work for structs since this is just syntatic sugar public static Ptr<T> GetPtr <T> (this T obj) { return new Ptr<T>( ()=> obj, v=> obj=v ); } and a Push Function: //returns a Pop Action for later calling public static Action Push <T> (ref T structure) where T: struct { T pushedValue = structure; //copies the struct data Ptr<T> p = structure.GetPtr(); return new Action( ()=> {p.Deref = pushedValue;} ); } However this doesn't work as stated in the code. How might I accomplish my goal? Example of code to be refactored: protected override void RenderLocally (GraphicsDevice device) { if (!(bool)isCompiled) {Compile();} //TODO: make sure state settings don't implicitly delete any buffers/resources RasterizerState oldRasterState = device.RasterizerState; DepthFormat oldFormat = device.PresentationParameters.DepthStencilFormat; DepthStencilState oldBufferState = device.DepthStencilState; { //Rendering code } device.RasterizerState = oldRasterState; device.DepthStencilState = oldBufferState; device.PresentationParameters.DepthStencilFormat = oldFormat; }

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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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