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  • Auto-tiling with Yoshi's Island style tiles

    - by Boreal
    I'm creating a 2D platformer and I'd like to implement an auto-tiling system. Normally, this wouldn't be particularly difficult. However, I'd like to have tiles like in Yoshi's Island, where the graphics extend past the actual collidable tile's boundaries. Consider this image: Although the eggs and the Piranha Plant are clearly resting on the ground, the flower tiles continue behind them, out of the collidable tile. I know that it would be simple to do by hand, but extremely time consuming. Using an auto-tiling algorithm would save me a lot of time and boredom, but I'm not sure where to start.

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  • problem in array of shooter sprites which contain different colour bubbles

    - by prakash s
    everyone i am developing bubble shooter game in cocos2d I have placed shooter array which contain different color bubbles like this 00000000 it is 8 bubbles array if i tap the screen, first bubbles should move for shooting the target .png .And if i again tap the screen again 2nd position bubble should move for shooting the target.png bubbles,how it will possible for me because i have already created the array of target which contain different color bubbles, here i write the code : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { // Choose one of the touches to work with UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; // Set up initial location of projectile CGSize winSize = [[CCDirector sharedDirector] winSize]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"6.png",@"7.png", @"8.png", nil]; for(int i = 0; i < images.count; ++i) { int index = (arc4random() % 8)+1; NSString *image = [NSString stringWithFormat:@"%d.png", index]; CCSprite*projectile = [CCSprite spriteWithFile:image]; //CCSprite *projectile = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0,256,256)]; [self addChild:projectile]; [movableSprites addObject:projectile]; float offsetFraction = ((float)(i+1))/(images.count+1); //projectile.position = ccp(20, winSize.height/2); //projectile.position = ccp(18,0 ); //projectile.position = ccp(350*offsetFraction, 20.0f); projectile.position = ccp(10/offsetFraction, 20.0f); // projectile.position = ccp(projectile.position.x,projectile.position.y); // Determine offset of location to projectile int offX = location.x - projectile.position.x; int offY = location.y - projectile.position.y; // Bail out if we are shooting down or backwards if (offX <= 0) return; // Ok to add now - we've double checked position //[self addChild:projectile]; // Determine where we wish to shoot the projectile to int realX = winSize.width + (projectile.contentSize.width/2); float ratio = (float) offY / (float) offX; int realY = (realX * ratio) + projectile.position.y; CGPoint realDest = ccp(realX, realY); // Determine the length of how far we're shooting int offRealX = realX - projectile.position.x; int offRealY = realY - projectile.position.y; float length = sqrtf((offRealX*offRealX)+(offRealY*offRealY)); float velocity = 480/1; // 480pixels/1sec float realMoveDuration = length/velocity; // Move projectile to actual endpoint [projectile runAction:[CCSequence actions: [CCMoveTo actionWithDuration:realMoveDuration position:realDest], [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)], nil]]; // Add to projectiles array projectile.tag = 1; [_projectiles addObject:projectile]; } }

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  • Can't use the hardware scissor any more, should I use the stencil buffer or manually clip sprites?

    - by Alex Ames
    I wrote a simple UI system for my game. There is a clip flag on my widgets that you can use to tell a widget to clip any children that try to draw outside their parent's box (for scrollboxes for example). The clip flag uses glScissor, which is fed an axis aligned rectangle. I just added arbitrary rotation and transformations to my widgets, so I can rotate or scale them however I want. Unfortunately, this breaks the scissor that I was using as now my clip rectangle might not be axis aligned. There are two ways I can think of to fix this: either by using the stencil buffer to define the drawable area, or by having a wrapper function around my sprite drawing function that will adjust the vertices and texture coords of the sprites being drawn based on the clipper on the top of a clipper stack. Of course, there may also be other options I can't think of (something fancy with shaders possibly?). I'm not sure which way to go at the moment. Changing the implementation of my scissor functions to use the stencil buffer probably requires the smallest change, but I'm not sure how much overhead that has compared to the coordinate adjusting or if the performance difference is even worth considering.

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  • Help comparing Cocos2d and Unity3d for this project.....

    - by Omega
    I will not go into details, but I would like to hear your opinions about this: Essentially, my project will be a 2d game, with lots of complex levels, where some might be simple and others might be a bit more deep, with physics, etc. We want to implement our very own online structure: logging in, leaderboards, achievements, friends etc with our own servers. This means no OpenFeint nor GameCenter at all. We expect this game to be very large in both graphics and audio. We wish to use in-app purchases. Now, we considered two options. Cocos2d and Unity3d. We need help deciding using the factors I mentioned before (networking, good performance even for a large game in terms of graphics and audio like this, in-app purchases, etc) which option would fit better this? Technically, both options can create 2d games. I'd like to hear your opinion.

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  • libgdx intersection problem between rectangle and circle

    - by Chris
    My collision detection in libgdx is somehow buggy. player.png is 20*80px and ball.png 25*25px. Code: @Override public void create() { // ... batch = new SpriteBatch(); playerTex = new Texture(Gdx.files.internal("data/player.png")); ballTex = new Texture(Gdx.files.internal("data/ball.png")); player = new Rectangle(); player.width = 20; player.height = 80; player.x = Gdx.graphics.getWidth() - player.width - 10; player.y = 300; ball = new Circle(); ball.x = Gdx.graphics.getWidth() / 2; ball.y = Gdx.graphics.getHeight() / 2; ball.radius = ballTex.getWidth() / 2; } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); // draw player, ball batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(ballTex, ball.x, ball.y); batch.draw(playerTex, player.x, player.y); batch.end(); // update player position if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.LEFT)) player.x -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.RIGHT)) player.x += 250 * Gdx.graphics.getDeltaTime(); // don't let the player leave the field if(player.y < 0) player.y = 0; if(player.y > 600 - 80) player.y = 600 - 80; // check collision if (Intersector.overlaps(ball, player)) Gdx.app.log("overlaps", "yes"); }

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  • Grid-Based 2D Lighting Problems

    - by Lemoncreme
    I am aware this question has been asked before, but unfortunately I am new to the language, so the complicated explanations I've found do not help me in the least. I need a lighting engine for my game, and I've tried some procedural lighting systems. This method works the best: if (light[xx - 1, yy] > light[xx, yy]) light[xx, yy] = light[xx - 1, yy] - lightPass; if (light[xx, yy - 1] > light[xx, yy]) light[xx, yy] = light[xx, yy - 1] - lightPass; if (light[xx + 1, yy] > light[xx, yy]) light[xx, yy] = light[xx + 1, yy] - lightPass; if (light[xx, yy + 1] > light[xx, yy]) light[xx, yy] = light[xx, yy + 1] - lightPass; (Subtracts adjacent values by 'lightPass' variable if they are more bright) (It's in a for() loop) This is all fine and dandy except for a an obvious reason: The system favors whatever comes first in the for() loop This is what the above code looks like applied to my game: If I could get some help on creating a new procedural or otherwise lighting system I would really appreciate it!

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  • Random map generation

    - by Thomas Owers
    I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path tiles, the problem I have is that I have no idea where to start on generating a map randomly. It would need to have terrain sections (Like a part of it will be sand, part dirt, etc.) Similar to how Minecraft is where you have different biomes and they seamlessly transform into each other. Lastly I would also need to add random paths into this as well going in different directions all over the map. I'm not asking anyone to write me all the code or anything, just piont me into the right direction please. tl;dr - Generate a tile map with biomes, paths and make sure the biomes seamlessly go into each other.

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  • What is the best Broadphase Interface for moving spheres?

    - by Molmasepic
    As of now I am working on optimizing the performance of the physics and collision, and as of now I am having some slowdowns on my other computers from my main. I have well over 3000 btSphereShape Rigidbodies and 2/3 of them do not move at all, but I am noticing(by the profile below) that collision is taking a bit of time to maneuver. Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 10.09 0.65 0.65 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 7.61 1.14 0.49 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.59 1.50 0.36 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 5.43 1.85 0.35 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 4.97 2.17 0.32 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 4.19 2.44 0.27 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 4.04 2.70 0.26 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 3.73 2.94 0.24 Ogre::OctreeSceneManager::walkOctree(Ogre::OctreeCamera*, Ogre::RenderQueue*, Ogre::Octree*, Ogre::VisibleObjectsBoundsInfo*, bool, bool) 3.42 3.16 0.22 btTriangleShape::getVertex(int, btVector3&) const 2.48 3.32 0.16 Ogre::Frustum::isVisible(Ogre::AxisAlignedBox const&, Ogre::FrustumPlane*) const 2.33 3.47 0.15 1246357 0.00 0.00 Gorilla::Layer::setVisible(bool) 2.33 3.62 0.15 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.86 3.74 0.12 btCollisionDispatcher::findAlgorithm(btCollisionObject*, btCollisionObject*, btPersistentManifold*) 1.86 3.86 0.12 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.71 3.97 0.11 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.55 4.07 0.10 _Unwind_SjLj_Register 1.55 4.17 0.10 _Unwind_SjLj_Unregister 1.55 4.27 0.10 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.40 4.36 0.09 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.40 4.45 0.09 btSequentialImpulseConstraintSolver::setupFrictionConstraint(btSolverConstraint&, btVector3 const&, btRigidBody*, btRigidBody*, btManifoldPoint&, btVector3 const&, btVector3 const&, btCollisionObject*, btCollisionObject*, float, float, float) 1.24 4.53 0.08 btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold*, btContactSolverInfo const&) 1.09 4.60 0.07 408760 0.00 0.00 Living::MapHide() 1.09 4.67 0.07 btSphereTriangleCollisionAlgorithm::~btSphereTriangleCollisionAlgorithm() 1.09 4.74 0.07 inflate_fast EDIT: Updated to show current Profile. I have only listed the functions using over 1% time from the many functions that are being used. Another thing is that each monster has a certain area that they stay in and are only active when a player is in said area. I was wondering if maybe there is a way to deactivate the non-active monsters from bullet(reactivating once in the area again) or maybe theres a different broadphase interface that I should use. The current BPI is btDbvtBroadphase. EDIT: Here is the Profile on the other computer(the top one is my main) Each sample counts as 0.01 seconds. % cumulative self self total time seconds seconds calls ms/call ms/call name 12.18 1.19 1.19 SphereTriangleDetector::collide(btVector3 const&, btVector3&, btVector3&, float&, float&, float) 6.76 1.85 0.66 btSphereTriangleCollisionAlgorithm::processCollision(btCollisionObject*, btCollisionObject*, btDispatcherInfo const&, btManifoldResult*) 5.83 2.42 0.57 btQuantizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback*, btVector3 const&, btVector3 const&) const 5.12 2.92 0.50 btConvexTriangleCallback::processTriangle(btVector3*, int, int) 4.61 3.37 0.45 btTriangleShape::getVertex(int, btVector3&) const 4.09 3.77 0.40 _Unwind_SjLj_Register 3.48 4.11 0.34 btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback*, btVector3 const&, btVector3 const&) const::MyNodeOverlapCallback::processNode(int, int) 2.46 4.35 0.24 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowLowerLimit(btRigidBody&, btRigidBody&, btSolverConstraint const&) 2.15 4.56 0.21 _Unwind_SjLj_Unregister 2.15 4.77 0.21 SphereTriangleDetector::getClosestPoints(btDiscreteCollisionDetectorInterface::ClosestPointInput const&, btDiscreteCollisionDetectorInterface::Result&, btIDebugDraw*, bool) 1.84 4.95 0.18 btTriangleShape::getEdge(int, btVector3&, btVector3&) const 1.64 5.11 0.16 btSequentialImpulseConstraintSolver::resolveSingleConstraintRowGeneric(btRigidBody&, btRigidBody&, btSolverConstraint const&) 1.54 5.26 0.15 btSequentialImpulseConstraintSolver::setupContactConstraint(btSolverConstraint&, btCollisionObject*, btCollisionObject*, btManifoldPoint&, btContactSolverInfo const&, btVector3&, float&, float&, btVector3&, btVector3&) 1.43 5.40 0.14 Ogre::D3D9HardwareVertexBuffer::updateBufferResources(char const*, Ogre::D3D9HardwareVertexBuffer::BufferResources*) 1.33 5.53 0.13 btManifoldResult::addContactPoint(btVector3 const&, btVector3 const&, float) 1.13 5.64 0.11 btRigidBody::predictIntegratedTransform(float, btTransform&) 1.13 5.75 0.11 btTriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(unsigned char const**, int&, PHY_ScalarType&, int&, unsigned char const**, int&, int&, PHY_ScalarType&, int) const 1.02 5.85 0.10 btSphereTriangleCollisionAlgorithm::CreateFunc::CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo&, btCollisionObject*, btCollisionObject*) 1.02 5.95 0.10 btSphereTriangleCollisionAlgorithm::btSphereTriangleCollisionAlgorithm(btPersistentManifold*, btCollisionAlgorithmConstructionInfo const&, btCollisionObject*, btCollisionObject*, bool) Edited same as other Profile.

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  • How should I unbind and delete OpenAL buffers?

    - by Joe Wreschnig
    I'm using OpenAL to play sounds. I'm trying to implement a fire-and-forget play function that takes a buffer ID and assigns it to a source from a pool I have previously allocated, and plays it. However, there is a problem with object lifetimes. In OpenGL, delete functions either automatically unbind things (e.g. textures), or automatically deletes the thing when it eventually is unbound (e.g. shaders) and so it's usually easy to manage deletion. However alDeleteBuffers instead simply fails with AL_INVALID_OPERATION if the buffer is still bound to a source. Is there an idiomatic way to "delete" OpenAL buffers that allows them to finish playing, and then automatically unbinds and really them? Do I need to tie buffer management more deeply into the source pool (e.g. deleting a buffer requires checking all the allocated sources also)? Similarly, is there an idiomatic way to unbind (but not delete) buffers when they are finished playing? It would be nice if, when I was looking for a free source, I only needed to see if a buffer was attached at all and not bother checking the source state. (I'm using C++, although approaches for C are also fine. Approaches assuming a GCd language and using finalizers are probably not applicable.)

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  • GetData() error creating framebuffer

    - by Lelezeus
    I'm currently porting a game written in C# with XNA library to Android with Monogame. I have a Texture2D and i'm trying to get an array of uint in this way: Texture2d textureDeform = game.Content.Load<Texture2D>("Texture/terrain"); uint[] pixelDeformData = new uint[textureDeform.Width * textureDeform.Height]; textureDeform.GetData(pixelDeformData, 0, textureDeform.Width * textureDeform.Height); I get the following exception: System.Exception: Error creating framebuffer: Zero at Microsoft.Xna.Framework.Graphics.Texture2D.GetTextureData (Int32 ThreadPriorityLevel) [0x00000] in :0 I found that the problem is in private byte[] GetTextureData(int ThreadPriorityLevel) creating the framebuffer: private byte[] GetTextureData(int ThreadPriorityLevel) { int framebufferId = -1; int renderBufferID = -1; GL.GenFramebuffers(1, ref framebufferId); // framebufferId is still -1 , why can't be created? GraphicsExtensions.CheckGLError(); GL.BindFramebuffer(All.Framebuffer, framebufferId); GraphicsExtensions.CheckGLError(); //renderBufferIDs = new int[currentRenderTargets]; GL.GenRenderbuffers(1, ref renderBufferID); GraphicsExtensions.CheckGLError(); // attach the texture to FBO color attachment point GL.FramebufferTexture2D(All.Framebuffer, All.ColorAttachment0, All.Texture2D, this.glTexture, 0); GraphicsExtensions.CheckGLError(); // create a renderbuffer object to store depth info GL.BindRenderbuffer(All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); GL.RenderbufferStorage(All.Renderbuffer, All.DepthComponent24Oes, Width, Height); GraphicsExtensions.CheckGLError(); // attach the renderbuffer to depth attachment point GL.FramebufferRenderbuffer(All.Framebuffer, All.DepthAttachment, All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); All status = GL.CheckFramebufferStatus(All.Framebuffer); if (status != All.FramebufferComplete) throw new Exception("Error creating framebuffer: " + status); ... } The frameBufferId is still -1, seems that framebuffer could not be generated and I don't know why. Any help would be appreciated, thank you in advance.

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  • Rendering large and high poly meshes

    - by Aurus
    Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques: Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff that simply wont work with height-maps. Using voxels: Yes, but I think that this would be to much since I don't even want to support changing terrain.. Split into multiple chunks and do some sort of LOD with the mesh: Yes, but how would I do that? Tessellation usually creates more detail not less. Precompute the same mesh in lower poly version (like Mudbox does) and depending on the distance it renders one of these meshes: Graphic memory is limited and uploading only the chunks won't solve that problem since the traffic would be too high. IMO the last one sounds really good, but imagine the following process: Upload and render the chunks depending on the current player position. [No problem] Player will walk straight forward Now we maybe have to change on of the low poly chunk with the high poly one So, Remove the low poly chunk and load the high poly chunk [Already to much traffic here, I think] I am not very experienced in graphic programming and maybe the upper process is totally okay but somehow I think it is too much. And how about the disk space it would require.. I think 3 kind of levels would be fine but isn't that also too much? (I am using OpenGL but I don't think that this is important)

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  • How to utilize miniMax algorithm in Checkers game

    - by engineer
    I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't decide the flow. Whether I need to start a loop for the possible moves of each piece and assign score to it.... or something else is to be done. Kindly tell me the proper flow/algorithm for this. Thanks

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  • Only draw visible objects to the camera in 2D

    - by Deukalion
    I have Map, each map has an array of Ground, each Ground consists of an array of VertexPositionTexture and a texture name reference so it renders a texture at these points (as a shape through triangulation). Now when I render my map I only want to get a list of all objects that are visible in the camera. (So I won't loop through more than I have to) Structs: public struct Map { public Ground[] Ground { get; set; } } public struct Ground { public int[] Indexes { get; set; } public VertexPositionNormalTexture[] Points { get; set; } public Vector3 TopLeft { get; set; } public Vector3 TopRight { get; set; } public Vector3 BottomLeft { get; set; } public Vector3 BottomRight { get; set; } } public struct RenderBoundaries<T> { public BoundingBox Box; public T Items; } when I load a map: foreach (Ground ground in CurrentMap.Ground) { Boundaries.Add(new RenderBoundaries<Ground>() { Box = BoundingBox.CreateFromPoints(new Vector3[] { ground.TopLeft, ground.TopRight, ground.BottomLeft, ground.BottomRight }), Items = ground }); } TopLeft, TopRight, BottomLeft, BottomRight are simply the locations of each corner that the shape make. A rectangle. When I try to loop through only the objects that are visible I do this in my Draw method: public int Draw(GraphicsDevice device, ICamera camera) { BoundingFrustum frustum = new BoundingFrustum(camera.View * camera.Projection); // Visible count int count = 0; EffectTexture.World = camera.World; EffectTexture.View = camera.View; EffectTexture.Projection = camera.Projection; foreach (EffectPass pass in EffectTexture.CurrentTechnique.Passes) { pass.Apply(); foreach (RenderBoundaries<Ground> render in Boundaries.Where(m => frustum.Contains(m.Box) != ContainmentType.Disjoint)) { // Draw ground count++; } } return count; } When I try adding just one ground, then moving the camera so the ground is out of frame it still returns 1 which means it still gets draw even though it's not within the camera's view. Am I doing something or wrong or can it be because of my Camera? Any ideas why it doesn't work?

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • Randomly placing items script not working - sometimes items spawn in walls, sometimes items spawn in weird locations

    - by Timothy Williams
    I'm trying to figure out a way to randomly spawn items throughout my level, however I need to make sure they won't spawn inside another object (walls, etc.) Here's the code I'm currently using, it's based on the Physics.CheckSphere(); function. This runs OnLevelWasLoaded(); It spawns the items perfectly fine, but sometimes items spawn partway in walls. And sometimes items will spawn outside of the SpawnBox range (no clue why it does that.) //This is what randomly generates all the items. void SpawnItems () { if (Application.loadedLevelName == "Menu" || Application.loadedLevelName == "End Demo") return; //The bottom corner of the box we want to spawn items in. Vector3 spawnBoxBot = Vector3.zero; //Top corner. Vector3 spawnBoxTop = Vector3.zero; //If we're in the dungeon, set the box to the dungeon box and tell the items we want to spawn. if (Application.loadedLevelName == "dungeonScene") { spawnBoxBot = new Vector3 (8.857f, 0, 9.06f); spawnBoxTop = new Vector3 (-27.98f, 2.4f, -15); itemSpawn = dungeonSpawn; } //Spawn all the items. for (i = 0; i != itemSpawn.Length; i ++) { spawnedItem = null; //Zeroes out our random location Vector3 randomLocation = Vector3.zero; //Gets the meshfilter of the item we'll be spawning MeshFilter mf = itemSpawn[i].GetComponent<MeshFilter>(); //Gets it's bounds (see how big it is) Bounds bounds = mf.sharedMesh.bounds; //Get it's radius float maxRadius = new Vector3 (bounds.extents.x + 10f, bounds.extents.y + 10f, bounds.extents.z + 10f).magnitude * 5f; //Set which layer is the no walls layer var NoWallsLayer = 1 << LayerMask.NameToLayer("NoWallsLayer"); //Use that layer as your layermask. LayerMask layerMask = ~(1 << NoWallsLayer); //If we're in the dungeon, certain items need to spawn on certain halves. if (Application.loadedLevelName == "dungeonScene") { if (itemSpawn[i].name == "key2" || itemSpawn[i].name == "teddyBearLW" || itemSpawn[i].name == "teddyBearLW_Admiration" || itemSpawn[i].name == "radio") randomLocation = new Vector3(Random.Range(spawnBoxBot.x, -26.96f), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(spawnBoxBot.z, -2.141f)); else randomLocation = new Vector3(Random.Range(spawnBoxBot.x, spawnBoxTop.x), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(-2.374f, spawnBoxTop.z)); } //Otherwise just spawn them in the box. else randomLocation = new Vector3(Random.Range(spawnBoxBot.x, spawnBoxTop.x), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(spawnBoxBot.z, spawnBoxTop.z)); //This is what actually spawns the item. It checks to see if the spot where we want to instantiate it is clear, and if so it instatiates it. Otherwise we have to repeat the whole process again. if (Physics.CheckSphere(randomLocation, maxRadius, layerMask)) spawnedItem = Instantiate(itemSpawn[i], randomLocation, Random.rotation); else i --; //If we spawned something, set it's name to what it's supposed to be. Removes the (clone) addon. if (spawnedItem != null) spawnedItem.name = itemSpawn[i].name; } } What I'm asking for is if you know what's going wrong with this code that it would spawn stuff in walls. Or, if you could provide me with links/code/ideas of a better way to check if an item will spawn in a wall (some other function than Physics.CheckSphere). I've been working on this for a long time, and nothing I try seems to work. Any help is appreciated.

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  • Eculidean space and vector magnitude

    - by Starkers
    Below we have distances from the origin calculated in two different ways, giving the Euclidean distance, the Manhattan distance and the Chebyshev distance. Euclidean distance is what we use to calculate the magnitude of vectors in 2D/3D games, and that makes sense to me: Let's say we have a vector that gives us the range a spaceship with limited fuel can travel. If we calculated this with Manhattan metric, our ship could travel a distance of X if it were travelling horizontally or vertically, however the second it attempted to travel diagonally it could only tavel X/2! So like I say, Euclidean distance does make sense. However, I still don't quite get how we calculate 'real' distances from the vector's magnitude. Here are two points, purple at (2,2) and green at (3,3). We can take two points away from each other to derive a vector. Let's create a vector to describe the magnitude and direction of purple from green: |d| = purple - green |d| = (purple.x, purple.y) - (green.x, green.y) |d| = (2, 2) - (3, 3) |d| = <-1,-1> Let's derive the magnitude of the vector via Pythagoras to get a Euclidean measurement: euc_magnitude = sqrt((x*x)+(y*y)) euc_magnitude = sqrt((-1*-1)+(-1*-1)) euc_magnitude = sqrt((1)+(1)) euc_magnitude = sqrt(2) euc_magnitude = 1.41 Now, if the answer had been 1, that would make sense to me, because 1 unit (in the direction described by the vector) from the green is bang on the purple. But it's not. It's 1.41. 1.41 units is the direction described, to me at least, makes us overshoot the purple by almost half a unit: So what do we do to the magnitude to allow us to calculate real distances on our point graph? Worth noting I'm a beginner just working my way through theory. Haven't programmed a game in my life!

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  • Using DLLEXPORT to export DLL function With Class to C#

    - by SICGames2013
    In my previous revision game engine I deported major functions for the game editor for C#. Now, I'm beginning to revise the game engine with a static library. There's a already dynamic library created in C++ to use DLLEXPORT for C#. Just now I want to test out the newer functions and created a DLL file from C++. Because the DLL contains classes I was wondering how would I be able to use DLL Export. Would I do this: [DLLEXPORT("GameEngine.dll", EntryPoint="SomeClass", Conventional=_stdcall)] static extern void functionFromClass(); I have a feeling it's probably DLLImport and not DLLExport. I was wondering how would I go about this? Another way I was thinking was because I already have the DLL in C++ prepared already to go the C# Class Library. I could just keep the new engine as a lib, and link the lib with the old DLL C++ file. Wouldn't the EntryPoint be able to point to the class the function is in?

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  • How to make an object stay relative to another object

    - by Nick
    In the following example there is a guy and a boat. They have both a position, orientation and velocity. The guy is standing on the shore and would like to board. He changes his position so he is now standing on the boat. The boat changes velocity and orientation and heads off. My character however has a velocity of 0,0,0 but I would like him to stay onboard. When I move my character around, I would like to move as if the boat was the ground I was standing on. How do keep my character aligned properly with the boat? It is exactly like in World Of Warcraft, when you board a boat or zeppelin. This is my physics code for the guy and boat: this.velocity.addSelf(acceleration.multiplyScalar(dTime)); this.position.addSelf(this.velocity.clone().multiplyScalar(dTime)); The guy already has a reference to the boat he's standing on, and thus knows the boat's position, velocity, orientation (even matrices or quaternions can be used).

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  • Entity system and rendering types

    - by Papi75
    I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default renderable with a Material, a Geometry and a Transformable Sprite : A type of mesh with some methods like "flip" and "setRect" methods and a rect member (With an imposed geometry, a quad) This objects inherit from "Spacial" class. Questions: How can I handle this two types in an entity system? I'm thinking about using "MeshComponent" and "SpriteComponent", but if I do that, an entity could have a Mesh and a Sprite at the same type, it's look stupid, right? I thought the idea to have a parent "rendering" component : "RenderableComponent" for "MeshComponent" and "SpriteComponent" but it will be difficult to handle "cast" in the game (ex: did I need to ask entity-getComponent or SpineComponent, …) Thanks a lot for reading me! My entity system work like that: --------------------------------------------------------------------------- Entity* entity = world->createEntity(); MeshComponent* mesh = entity->addComponent<MeshComponent>(material); mesh->loadFromFile("monkey.obj"); PhysicComponent* physic = entity->addComponent<PhysicComponent>(); physic->setMass(5.4f); physic->setVelocity( 0.5f, 2.f ); --------------------------------------------------------------------------- class RenderingSystem { private: Scene scene; public: void onEntityAdded( Entity* entity ) { scene.addMesh( entity->getComponent<MeshComponent>() ); } } class PhysicSystem { private: World world; public: void onEntityAdded( Entity* entity ) { world.addBody( entity->getComponent<PhysicComponent>()->getBody() ); } void process( Entity* entity ) { PhysicComponent* physic = entity->getComponent<PhysicComponent>(); } } ---------------------------------------------------------------------------

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  • What's a good data structure solution for a scene manager in XNA?

    - by tunnuz
    Hello, I'm playing with XNA for a game project of myself, I had previous exposure to OpenGL and worked a bit with Ogre, so I'm trying to get the same concepts working on XNA. Specifically I'm trying to add to XNA a scene manager to handle hierarchical transforms, frustum (maybe even occlusion) culling and transparency object sorting. My plan was to build a tree scene manager to handle hierarchical transforms and lighting, and then use an Octree for frustum culling and object sorting. The problem is how to do geometry sorting to support transparencies correctly. I know that sorting is very expensive if done on a per-polygon basis, so expensive that it is not even managed by Ogre. But still images from Ogre look right. Any ideas on how to do it and which data structures to use and their capabilities? I know people around is using: Octrees Kd-trees (someone on GameDev forum said that these are far better than Octrees) BSP (which should handle per-polygon ordering but are very expensive) BVH (but just for frustum and occlusion culling) Thank you Tunnuz

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  • How important do you find exception safety to be in your C++ code?

    - by Kai
    Every time I consider making my code strongly exception safe, I justify not doing it because it would be so time consuming. Consider this relatively simple snippet: Level::Entity* entity = new Level::Entity(); entity->id = GetNextId(); entity->AddComponent(new Component::Position(x, y)); entity->AddComponent(new Component::Movement()); entity->AddComponent(new Component::Render()); allEntities.push_back(entity); // std::vector entityById[entity->id] = entity; // std::map return entity; To implement a basic exception guarantee, I could use a scoped pointer on the new calls. This would prevent memory leaks if any of the calls were to throw an exception. However, let's say I want to implement a strong exception guarantee. At the least, I would need to implement a shared pointer for my containers (I'm not using Boost), a nothrow Entity::Swap for adding the components atomically, and some sort of idiom for atomically adding to both the Vector and Map. Not only would these be time consuming to implement, but they would be expensive since it involves a lot more copying than the exception unsafe solution. Ultimately, it feels to me like that time spent doing all of that wouldn't be justified just so that the a simple CreateEntity function is strongly exception safe. I probably just want the game to display an error and close at that point anyway. How far do you take this in your own game projects? Is it generally acceptable to write exception unsafe code for a program that can just crash when there is an exception?

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  • changing body type without change of center of mass

    - by philipp
    I have an box2d project with some bodies in it, which move around without any user interaction. But if the user selects one of the bodies, he should be able to move it around just like he wants to. To keep it short, I want to change the type of the body to "kinematic" while the user controls it and back to "dynamic" afterwards. If I do so the rotation center of the body changes with the change of the type. How can I reset this? The body's fixture is created of a single b2PolygonShape, with its vertices set via SetAsArray(). Greetings philipp EDIT:: So I looked around about setting the local center of bodies. what brought me to this solution: var md = new b2MassData(); this.body.GetMassData( md ); this.body.SetType( b2body.b2_kinematicBody ); this.body.SetMassData( md ); that did not work, so I had a look at the source and found that SetMassData() always returns if the body is not "dynamic". So I tried this: var md = new b2MassData(); this._body.GetMassData( md ); this._body.SetType( b2Body.b2_kinematicBody ); this._body.m_sweep.localCenter.Set( md.center.x, md.center.y ); what actually is modifying the private data of the body. But it works and no errors appear, but can I really do this without the risk of breaking the application, or in other words, under which circumstances could this solution might cause errors? n.b.: I am using box2dweb of the latest release. Greetings philipp

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  • How to optimize collision detection

    - by Niklas
    I am developing a 2D Java Game with LibGDX. This is what it kinda looks like (simplified): The big black circle is the player, which you can move by tilting the smartphone. The red circles and blue rectangles are enemies, which will move from the right of the screen to the left. The player has to avoid crashing into them. Right now I am checking in the Game Loop every enemy against the player, whether they collide or not. This seems kinda inefficient to me, but I don't know how to improve it. I have tried the Quadtree approach, but it did not really work. The player could easily glitch through enemies and the collision was not detected. Unfortunately, I have destroyed the Quadtree implementation. I used this [tutorial/blog] as my Quadtree implementation(http://gamedevelopment.tutsplus.com/tutorials/quick-tip-use-quadtrees-to-detect-likely-collisions-in-2d-space--gamedev-374).

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  • How to achieve uniform speed of movement on a bezier curve 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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  • Game Timer In C++

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

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