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  • PHP city-sim castle layout

    - by Gert
    I am currently contemplating the layout system for my php based game but i've run into a couple of worries. So my idea is a 9X9 grid where the center 3X3 are inner castle. The inner castle will be 6X6 if you enter it(click on it). and with the option to expand the inner castle converting one of the 9X9 tiles to a 4X4 inner castle tile. So here is my question: What is the best way to tackle this type of layout? my original idea was a 18X18 grid and saving it in the db as (idCastle, Y, X) where X is a string of 18 numbers long telling me if the tile is an inner/outer tile or a inner/outer building. but i am not really fond of this idea and would like to hear some other ideas on how to tackle this. Thanks in Advance, Gert

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  • 2D isometric picking

    - by Bikonja
    I'm trying to implement picking in my isometric 2D game, however, I am failing. First of all, I've searched for a solution and came to several, different equations and even a solution using matrices. I tried implementing every single one, but none of them seem to work for me. The idea is that I have an array of tiles, with each tile having it's x and y coordinates specified (in this simplified example it's by it's position in the array). I'm thinking that the tile (0, 0) should be on the left, (max, 0) on top, (0, max) on the bottom and (max, max) on the right. I came up with this loop for drawing, which googling seems to have verified as the correct solution, as has the rendered scene (ofcourse, it could still be wrong, also, forgive the messy names and stuff, it's just a WIP proof of concept code) // Draw code int col = 0; int row = 0; for (int i = 0; i < nrOfTiles; ++i) { // XOffset and YOffset are currently hardcoded values, but will represent camera offset combined with HUD offset Point tile = IsoToScreen(col, row, TileWidth / 2, TileHeight / 2, XOffset, YOffset); int x = tile.X; int y = tile.Y; spriteBatch.Draw(_tiles[i], new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); col++; if (col >= Columns) // Columns is the number of tiles in a single row { col = 0; row++; } } // Get selection overlay location (removed check if selection exists for simplicity sake) Point tile = IsoToScreen(_selectedTile.X, _selectedTile.Y, TileWidth / 2, TileHeight / 2, XOffset, YOffset); spriteBatch.Draw(_selectionTexture, new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); // End of draw code public Point IsoToScreen(int isoX, int isoY, int widthHalf, int heightHalf, int xOffset, int yOffset) { Point newPoint = new Point(); newPoint.X = widthHalf * (isoX + isoY) + xOffset; newPoint.Y = heightHalf * (-isoX + isoY) + yOffset; return newPoint; } This code draws the tiles correctly. Now I wanted to do picking to select the tiles. For this, I tried coming up with equations of my own (including reversing the drawing equation) and I tried multiple solutions I found on the internet and none of these solutions worked. Trying out lots of solutions, I came upon one that didn't work, but it seemed like an axis was just inverted. I fiddled around with the equations and somehow managed to get it to actually work (but have no idea why it works), but while it's close, it still doesn't work. I'm not really sure how to describe the behaviour, but it changes the selection at wrong places, while being fairly close (sometimes spot on, sometimes a tile off, I believe never more off than the adjacent tile). This is the code I have for getting which tile coordinates are selected: public Point? ScreenToIso(int screenX, int screenY, int tileHeight, int offsetX, int offsetY) { Point? newPoint = null; int nX = -1; int nY = -1; int tX = screenX - offsetX; int tY = screenY - offsetY; nX = -(tY - tX / 2) / tileHeight; nY = (tY + tX / 2) / tileHeight; newPoint = new Point(nX, nY); return newPoint; } I have no idea why this code is so close, especially considering it doesn't even use the tile width and all my attempts to write an equation myself or use a solution I googled failed. Also, I don't think this code accounts for the area outside the "tile" (the transparent part of the tile image), for which I intend to add a color map, but even if that's true, it's not the problem as the selection sometimes switches on approx 25% or 75% of width or height. I'm thinking I've stumbled upon a wrong path and need to backtrack, but at this point, I'm not sure what to do so I hope someone can shed some light on my error or point me to the right path. It may be worth mentioning that my goal is to not only pick the tile. Each main tile will be divided into 5x5 smaller tiles which won't be drawn seperately from the whole main tile, but they will need to be picked out. I think a color map of a main tile with different colors for different coordinates within the main tile should take care of that though, which would fall within using a color map for the main tile (for the transparent parts of the tile, meaning parts that possibly belong to other tiles).

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  • projected textures not appear on the "back" of the mesh as well?

    - by user975135
    I want to create blood wounds on my character's bodies by using projected textures. I've watched some commentaries on games like Left 4 Dead and they say they use projected textures for the blood. But the way projected textures work is that if you project a texture on a rigged character, say his chest, it will also appear on his back. So what's the trick? How to get projected textures appear only on one "side" of the mesh? I use the Panda3D game engine, if that will help.

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  • ways to program glitch style effects

    - by okkk
    Most tutorials for generating glitch art usually has to do with some form of manipulation of the compression of files. Should my goal instead to replicate the look of these glitches in shaders or is it somehow possible to authentically generate the compression artifacts in real time? Example: This effect which I'm particularly interested is referred to as datamoshing. It does "things" using the p-frames of a video (frames that I think store just the change in pixels). I feel like I need a better understanding of both graphics programming and data-compression.

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  • Artist, Looking to lean how to program games, where do I start? [on hold]

    - by Christopher Hindson
    I have bean an artist for many years now I am very comfortable with using Photoshop and Flash but I want to learn how to but together my own games, I bean doing my own research into this and at the moment I am at little bit stuck on witch direction to go down. So my question is witch programming language should I learn? I have already bean looking into this what i understand is that Gamemaker with its built in language (GML) is one of the most friendly to people who are new to the game making world. I have played around with this program and was pretty happy with it but I want more also you can use Unity with language such as C and javascript and then games built with Java witch looks interesting. One more thing before you send your answer in at this moment in time I would only be able to make 2D game but 3D isn't out of the picture.

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  • How does a collision engine work?

    - by JXPheonix
    Original question: Click me How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through the wall? How does the code constantly refresh the players position and objects position to keep gravity and collision working as it should? If you don't know what a collision engine is, basically it's generally used in platform games to make the player acutally hit walls and the like. There's the 2D type and the 3D type, but they all accomplish the same thing: collision. So, what keeps a collision engine ticking?

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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 causes player box/world geometry glitches in old games?

    - by Alexander
    I'm looking to understand and find the terminology for what causes - or allows - players to interfere with geometry in old games. Famously, ID's Quake3 gave birth to a whole community of people breaking the physics by jumping, sliding, getting stuck and launching themselves off points in geometry. Some months ago (though I'd be darned if I can find it again!) I saw a conference held by Bungie's Vic DeLeon and a colleague in which Vic briefly discussed the issues he ran into while attempting to wrap 'collision' objects (please correct my terminology) around environment objects so that players could appear as though they were walking on organic surfaces, while not clipping through them or appear to be walking on air at certain points, due to complexities in the modeling. My aim is to compose a case study essay for University in which I can tackle this issue in games, drawing on early exploits and how techniques have changed to address such exploits and to aid in the gameplay itself. I have 3 current day example of where exploits still exist, however specifically targeting ID Software clearly shows they've massively improved their techniques between Q3 and Q4. So in summary, with your help please, I'd like to gain a slightly better understanding of this issue as a whole (its terminology mainly) so I can use terms and ask the right questions within the right contexts. In practical application, I know what it is, I know how to do it, but I don't have the benefit of level design knowledge yet and its technical widgety knick-knack terms =) Many thanks in advance AJ

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  • Behavior Trees and Animations

    - by Tom
    I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine. Should my "PlayAnimationWalk" just be another node in the tree? Something similar to this: [Approach Player] - Play Walk animation - Move Towards player - Stop Walk animation Or should the node just update an AnimationState in the blackboard and have some type of animation handler/component reference this for which animation should be playing? This has been driving me nuts :)

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  • Reacting to rectangle on rectangle collisions

    - by mcjohnalds45
    I don't know how to react to collisions between two axis aligned rectangles that have x, y, width and height values (x and y are from the centre of the box) to make them simply not overlap. I figured I'd just make them move away from each other depending on how far they intersect in the opposite direction (left, right, up or down) of where they collided. If I check for collisions only on the x axis or only on the y axis it works fine, but when checking for both collisions crazy stuff happens. This code executes when the first box collides with the second. It's in lua but feel free to answer in anything that isn't to too counter-intuitive. if box1.x < box2.x then box1.x = box1.x + box2.x - box1.x - (box1.width / 2) - (box2.width / 2) end if box1.x > box2.x then box1.x = box1.x - (box1.x - box2.x - (box1.width / 2) - (box2.width / 2)) end if box1.y < box2.y then box1.y = box1.y + box2.y - box1.y - (box1.height / 2) - (box2.height / 2) end if box1.y > box2.y then box1.y = box1.y - (box1.y - box2.y - (box1.height / 2) - (box2.height / 2)) end

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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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  • Show path of a body of where it should go after linear impulse is applied

    - by Farooq Arshed
    I am making a game with Andengine and Box2D. I have a dynamic body and I apply linear impulse on the body to move it around when the user have touched the screen. Now I want to show the path where the body will go when the user have touched. If you have played Angry Birds or Basket Ball Shoot or any other which have projectile motion with a path shown you will get my point. I want to show the white dots which are shown in those games.

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  • CW/CCW Rotation of a Vector

    - by user23132
    Considering that I have a vector A, and after an arbitrary rotation I get vector B. I want to use this rotation operation in others vectors as well, but I'm having problems in doing that. My idea do that is to calculate the perpendicular vector C of the plane AB (by calculating AxB). This vector C is the axis that I'll need to rotate. To discover the angle I used the dot product between A and B, the acos of the dot product will return the lowest angle between A and B, the angle ang. The rotation I need to do is then: -rotate *ang*º around the C axis. The problem is that I dont know if this rotation is a CW or CCW rotation, since the cos of the dot product does not give me information of the sign of the angle. There's a tip discover that in 2D ( A.x * B.y - A.y * B.x) that you can use to discover if the vector A is at left/right of vector B. But I dont know how to do this in 3D space. Can anyone help me?

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  • How to mimic the same fixed-size horizon as in this racing game?

    - by Aybe
    I am trying to replicate the same horizon (buildings and sky) as in the image below: As you can see, the player has advanced in a straight line, yet the horizon has still the same size: This is my attempt using 3D, while it's okay when the player is on the start line: It's not so great when the player advanced as much as in the image no. 2: This is an overview of where the horizon buildings and sky are located: Obviously this won't achieve such effect when one is close to it, so I've tried to scale up the horizon on all axes but the problem is that the buildings are too small depending where you look at them from. How can one mimic such rendering ?

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  • Setting Krypton Light to Screen Pixels

    - by Adam Jerrett
    So a few days back, I started playing around with Krypton XNA for 2D lighting in my game. I noticed in general, that spawning a light at (0,0) with Krypton causes the light to appear in, pretty much, the centre of the game screen. Is there any way to change this so a Krypton light's "starting point" at [0,0] would spawn at the top left of the screen, and thus follow the standard screen co-ordinates for position? I ask because currently I'm busy working on my game where my spawn point is [512,512]. With hard code, the closest I've got to the light being "central" to this point is the vector position [12,-20], which makes no sense and is impossible to craft, mathematically, if I want the light to move with the camera (the position [480,512] maps roughly to [10,-20]). So, is there any way to "normalise" the krypton lights to use standard screen co-ordinates? If you guys can, play around with the demo from the site and please see if you can find anything out about it. Documentation on the engine is rather scarce, so it's difficult to find anything relevant to my "pixel-perfect" need. It might just also be something in the code with regards to the matrices that I'm not fully understanding. Any help would be useful. Thanks.

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  • Best practice for designing a risk-style board game

    - by jyanks
    I'm just trying to figure out how to set up the code for a game like risk... I would like it to be extensible, so that I can have multiple maps (ie- World, North America, Eurasia, Africa) so hardcoding in the map doesn't seem to make a whole lot of sense I'm a bit confused on how/where items should be stored/accessed. Here are the objects I see the game theoretically using: -Countries/Territories -Cities (Can be contained within territories) -Capitols -Connections -Continents -Map -Troops At the moment, I feel like: -A map should have a list of continents and countries. The continents would be more of a 'logical' thing where the continents would just be lists of countries that are checked for bonuses at the start of turns -Countries should have a list of countries that they're connected to for the connections What I can't figure out is: Where do I store the troops? Do I have an object for every single troop or do I just store the number of troops on a country object as an integer? What about capitols and cities? Do those just have a reference to the country they reside in? Is there anything I'm not seeing here that's going to screw me over in the long run with the way that I'm thinking about things now? Any advice would be appreciated.

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  • Making body(box2d) a spite(andengine) in android

    - by Kadir
    I can't make body(box2d) a spite(andengine) and at the same time i wanna apply MoveModifier to sprite which is body.if i can make just body,it works namely the srites can collide.if i can apply just MoveModifier to sprites,the sprites can move where i want.but i wanna make body(they can collide) and apply MoveModifier(they can move where i want) at the same time.How can i do? this my code just run MoveModifier not as body at the same time. circles[i] = new Sprite(startX, startY, textRegCircle[i]); body[i] = PhysicsFactory.createCircleBody(physicsWorld, circles[i], BodyType.DynamicBody, FIXTURE_DEF); physicsWorld.registerPhysicsConnector(new PhysicsConnector(circles[i], body[i], true, true)); circles[i].registerEntityModifier( (IEntityModifier) new SequenceEntityModifier ( new MoveModifier(10.0f, circles[i].getX(), circles[i].getX(), circles[i].getY(),CAMERA_HEIGHT+64.0f))); scene.getLastChild().attachChild(circles[i]); scene.registerUpdateHandler(physicsWorld);

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

    - by LDM91
    I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is how to handle the following scenario: (Client takes it turn and sends its action to server) Client sends a message telling the server its move for the turn (e.g. plays the card 5 from its hand which needs to placed onto the table) Server receives messages and updates game state (server will hold all game state). Server iterates through a list of connected clients and sends a message to tell of them change in state Clients all refresh to display the state This is all based on using TCP, and looking at it now it seems a bit like the Observer pattern. The reason this seems to be an issue to me is this message doesn't seem to be point-to-point like the others as I want to send it to all the clients, and doesn't seem very efficient sending the same message in that way. I was thinking about using multicasting with UDP as then I could send the message to all the clients, however wouldn't this mean that the clients would in theory be able to message each other? There is of course the synchronous aspect as well, though this could be put on top of the UDP I guess. Basically, I would like to know what would be good practice as this project is really all about learning, and even though it won't be big enough to encounter performance issues from this I would like to consider them anyway. However, please note I am not interested in using message oriented middleware as a solution (I have experience with using MOM and I'm interested in considering other options excluding MOM if TCP sockets is a bad idea!).

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  • What would be the best mean for a gui with a lot of FX in Unity

    - by Lionel Barret
    The game I am working on (we are in R&D) is based almost exclusively on a windowed gui with a lot of FX (fading, growing, etc). We will also likely need custom widgets (like a sound recording graph). The game will be made with Unity and from what I heard, the default gui system has quite a bad rep, it is too slow for many usages. So, I wondering what would be the best way to do what we need.

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  • Make an object slide around an obstacle

    - by Isaiah
    I have path areas set up in a game I'm making for canvas/html5 and have got it working to keep the player within these areas. I have a function isOut(boundary, x, y) that returns true if the point is outside the boundary. What I do is check only the new position x/y separately with the corresponding old position x/y. Then if each one is out I assign them the past value from the frame before. The old positions are kept in a variable from a closure I made. like this: opos = [x,y];//old position npos = [x,y];//new position if(isOut(bound, npos[0], opos[1])){ npos[0] = opos[0]; //assign it the old x position } if(isOut(bound, opos[0], npos[1])){ npos[1] = opos[1]; //assign it the old y position } It looks nice and works good at certain angles, but if your boundary has diagonal regions it results in jittery motion. What's happening is the y pos exits the area while x doesn't and continues pushing the player to the side, once it has moved the player to the side a bit the player can move forward and then the y exits again and the whole process repeats. Anyone know how I may be able to achieve a smoother slide? I have access to the player's velocity vector, the angle, and the speed(when used with the angle). I can move the play with either angle/speed or x/yvelocities as I've built in backups to translate one to the other if either have been altered manually.

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  • Why does creating dynamic bodies in JBox2D freeze my app?

    - by Amplify91
    My game hangs/freezes when I create dynamic bullet objects with Box2D and I don't know why. I am making a game where the main character can shoot bullets by the user tapping on the screen. Each touch event spawns a new FireProjectileEvent that is handled properly by an event queue. So I know my problem is not trying to create a new body while the box2d world is locked. My bullets are then created and managed by an object pool class like this: public Projectile getProjectile(){ for(int i=0;i<mProjectiles.size();i++){ if(!mProjectiles.get(i).isActive){ return mProjectiles.get(i); } } return mSpriteFactory.createProjectile(); } mSpriteFactory.createProjectile() leads to the physics component of the Projectile class creating its box2d body. I have narrowed the issue down to this method and it looks like this: public void create(World world, float x, float y, Vec2 vertices[], boolean dynamic){ BodyDef bodyDef = new BodyDef(); if(dynamic){ bodyDef.type = BodyType.DYNAMIC; }else{ bodyDef.type = BodyType.STATIC; } bodyDef.position.set(x, y); mBody = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.set(vertices, vertices.length); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; mBody.createFixture(fixtureDef); mBody.setFixedRotation(true); } If the dynamic parameter is set to true my game freezes before crashing, but if it is false, it will create a projectile exactly how I want it just doesn't function properly (because a projectile is not a static object). Why does my program fail when I try to create a dynamic object at runtime but not when I create a static one? I have other dynamic objects (like my main character) that work fine. Any help would be greatly appreciated. This is a screenshot of a method profile I did: Especially notable is number 8. I'm just still unsure what I'm doing wrong. Other notes: I am using JBox2D 2.1.2.2. (Upgraded from 2.1.2.1 to try to fix this problem) When the application freezes, if I hit the back button, it appears to move my game backwards by one update tick. Very strange.

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  • Collision detection in multiplayer games

    - by Bane
    This a followup to my previous question: How to implement physics and AoE spells in an MMO game?. There, we concluded that all physics have to be done on the server, and that I should use cylinders for calculations. Now, how can I check for collision detection on a ground-to-player basis on the server? It's fairly easy if the ground is a flat space, I just check if the player's z coordinate is lower than some value and voila, but, what if the map/ground itself is a model? How do I know where hills are on the server-side? How do I know when object collisions happen? I'm using node.js and socket.io.

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  • List has no value after adding values in

    - by Sigh-AniDe
    I am creating a a ghost sprite that will mimic the main sprite after 10 seconds of the game. I am storing the users movements in a List<string> and i am using a foreach loop to run the movements. The problem is when i run through the game by adding breakpoints the movements are being added to the List<string> but when the foreach runs it shows that the list has nothing in it. Why does it do that? How can i fix it? this is what i have: public List<string> ghostMovements = new List<string>(); public void UpdateGhost(float scalingFactor, int[,] map) { // At this foreach, ghostMovements has nothing in it foreach (string s in ghostMovements) { // current position of the ghost on the tiles int mapX = (int)(ghostPostition.X / scalingFactor); int mapY = (int)(ghostPostition.Y / scalingFactor); if (s == "left") { switch (ghostDirection) { case ghostFacingUp: angle = 1.6f; ghostDirection = ghostFacingRight; Program.form.direction = ""; break; case ghostFacingRight: angle = 3.15f; ghostDirection = ghostFacingDown; Program.form.direction = ""; break; case ghostFacingDown: angle = -1.6f; ghostDirection = ghostFacingLeft; Program.form.direction = ""; break; case ghostFacingLeft: angle = 0.0f; ghostDirection = ghostFacingUp; Program.form.direction = ""; break; } } } } // The movement is captured here and added to the list public void captureMovement() { ghostMovements.Add(Program.form.direction); }

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  • How do they keep track of the NPCs in Left 4 Dead?

    - by f20k
    How do they keep track of the NPC zombies in Left 4 Dead? I am talking about the NPCs that just walk into walls or wander around aimlessly. Even though the players cannot see them, they are there (say inside rooms or behind doors). Let's say there's about 10 or so zombies in a hallway and inside rooms. Does the game keep all of those zombies in a list and iterate through giving them commands? Do they just spawn when the user is within a certain radius or reached a special location? Say you placed the 4 units (controlled by players) on completely different places throughout the map. Let's assume you aren't being swarmed and then you have not killed any of these aimless NPCs. Would the game be keeping track of 10 x 4 = 40 zombies in total? Or is my understanding completely off? The reason I ask is if I were to implement something similar on a mobile device, keeping track of 40 or more NPCs might not be such a great idea.

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