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  • Random/Procedural vs. Previously Made Level Generation

    - by PythonInProgress
    I am making a game (called "Glory") that is a top-down explorer game, and am wondering what the advantages/disadvantages of using random/procedural generation vs. pre-made levels are. There seems to be few that i can think of, other than the fact that items may be a problem to distribute in randomly generated terrain, and that the generated terrain may look weird. The downside to previously made levels is that I would need to make a level editor, though. I cannot decide what is better to use.

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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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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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  • cocos2d event handler not fired when reentering scene

    - by Adam Freund
    I am encountering a very strange problem with my cocos2d app. I add a sprite to the page and have an event handler linked to it which replaces the scene with another scene. On that page I have another button to take me back to the original scene. When I am back on the original scene, the eventHandler doesn't get fired when I click on the sprite. Below is the relevant code. Thanks for any help! CCMenuItemImage *backBtnImg = [CCMenuItemImage itemWithNormalImage:@"btn_back.png" selectedImage:@"btn_back_pressed.png" target:self selector:@selector(backButtonTapped:)]; backBtnImg.position = ccp(45, 286); CCMenu *backBtn = [CCMenu menuWithItems:backBtnImg, nil]; backBtn.position = CGPointZero; [self addChild:backBtn]; EventHandler method (doesn't get called when the scene is re-entered). (void)backButtonTapped:(id)sender { NSLog(@"backButtonTapped\n"); CCMenuItemImage *backButton = (CCMenuItemImage *)sender; [backButton setNormalImage:[CCSprite spriteWithFile:@"btn_back_pressed.png"]]; [[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:.25 scene:[MenuView scene] withColor:ccBLACK]]; }

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  • OpenGL quake 3 shader file for objects (for trees)

    - by mlodziaszka
    I decided to add to my game few trees, I already quake 3 model loader (md3) its for characters and method for texture drawing is store in *.ini file. I found a package of trees in MD3 and I have no problem with loading model alone, but there is a *.shader file and i have no idea how to load it to draw texture properly. Tree pack: http://www.custommapmakers.org/wiki/index.php/Models:GR_Trees_set I do not have to use exactly this format, I can write another loader, but trees in *.obj or .3ds look even harder

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  • GAME MAKER Problem with sprites! Can't see the sprite after mouse action

    - by user46882
    I have got a problem in Game Maker Pro: http://www.directupload.net/file/d/3646/egdpdu6u_gif.htm At the start we see a white square moving. If I press a key the square stop to move and the background changes to white. If the background changes to white a new animation/sprite should play on the same position where the white square was. BUT IT DOESNT! (Actually it is still there! It just does not move and this is fine) The animation is basically a sprite animation with some outlines of the square. If I press a key again, the background changes to white and we see the animation of the sprite.. but we do not see the animation of the sprites when it does not move. And this is strange!! I want to have the animation of the square when it doesn't move. But I don't get it.. by the way.. the .gif is a old version. I allready fixed the problem with the moving animation.. but I am still not able to play the animation if the square does not fly. The color of the animation is allready set to green or something! for better contrast. But still.. can't see it. Here is the code: obj.weisse.kugel.stepevent = the white square with the movements and sprite animations etc. if (global.kweiss == 1 ) { // vspeed = 8; //visible = true // sprite_index=spr_weisse_kugel; image_speed = 0; image_index = 0; } else if (global.kweiss == 0) { sprite_index=spr_animation_fade_out; image_speed =0.2; image_index=image_number-1 vspeed = 0; //visible = false // } then I have 1 create event for all the global.variables obj.global_var globalvar kweiss; kweiss = 1; globalvar kschwarz; kschwarz = 0; and then I have 1 controll stepevent in a new obj: if device_mouse_check_button_pressed (0, mb_left) { if background_color = c_black { background_color = c_white } else { background_color = c_black } // change of the square to white if (global.kweiss = 0) { global.kweiss = 1; } else { global.kweiss = 0; } if (global.kschwarz = 0) // change the square to black (other bullets.. we do not need this at the moment!) { global.kschwarz = 1; } else { global.kschwarz = 0; } Many thanks in advance

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  • Best way to blend colors in tile lighting? (XNA)

    - by Lemoncreme
    I have made a color, decent, recursive, fast tile lighting system in my game. It does everything I need except one thing: different colors are not blended at all: Here is my color blend code: return (new Color( (byte)MathHelper.Clamp(color.R / factor, 0, 255), (byte)MathHelper.Clamp(color.G / factor, 0, 255), (byte)MathHelper.Clamp(color.B / factor, 0, 255))); As you can see it does not take the already in place color into account. color is the color of the previous light, which is weakened by the above code by factor. If I wanted to blend using the color already in place, I would use the variable blend. Here is an example of a blend that I tried that failed, using blend: return (new Color( (byte)MathHelper.Clamp(((color.R + blend.R) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.G + blend.G) / 2) / factor, 0, 255), (byte)MathHelper.Clamp(((color.B + blend.B) / 2) / factor, 0, 255))); This color blend produces inaccurate and strange results. I need a blend that is accurate, like the first example, that blends the two colors together. What is the best way to do this?

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  • Modeling player mechanics with a finite state machine

    - by K..
    I have three states standing walking jumping When I press D standing transitions to walking. The velocity will be set to a defined value and the player moves. When I release D walking transitions back to standing, which sets the velocity back to 0. When I press W and the state is walking it transitions to jumping, but when the player hits the ground, it goes back to standing. jumping has a transition land that always leads to standing because a state doesn't know about its previous states. Since standing sets a velocity of 0 the player stops walking, when he hits the ground. How do I prevent this?

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  • Multithreading 2D gravity calculations

    - by Postman
    I'm building a space exploration game and I've currently started working on gravity ( In C# with XNA). The gravity still needs tweaking, but before I can do that, I need to address some performance issues with my physics calculations. This is using 100 objects, normally rendering 1000 of them with no physics calculations gets well over 300 FPS (which is my FPS cap), but any more than 10 or so objects brings the game (and the single thread it runs on) to its knees when doing physics calculations. I checked my thread usage and the first thread was killing itself from all the work, so I figured I just needed to do the physics calculation on another thread. However when I try to run the Gravity.cs class's Update method on another thread, even if Gravity's Update method has nothing in it, the game is still down to 2 FPS. Gravity.cs public void Update() { foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { Vector2 Force = new Vector2(); foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { if (e2.Key != e.Key) { float distance = Vector2.Distance(entityEngine.Entities[e.Key].Position, entityEngine.Entities[e2.Key].Position); if (distance > (entityEngine.Entities[e.Key].Texture.Width / 2 + entityEngine.Entities[e2.Key].Texture.Width / 2)) { double angle = Math.Atan2(entityEngine.Entities[e2.Key].Position.Y - entityEngine.Entities[e.Key].Position.Y, entityEngine.Entities[e2.Key].Position.X - entityEngine.Entities[e.Key].Position.X); float mult = 0.1f * (entityEngine.Entities[e.Key].Mass * entityEngine.Entities[e2.Key].Mass) / distance * distance; Vector2 VecForce = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)); VecForce.Normalize(); Force = Vector2.Add(Force, VecForce * mult); } } } entityEngine.Entities[e.Key].Position += Force; } } Yeah, I know. It's a nested foreach loop, but I don't know how else to do the gravity calculation, and this seems to work, it's just so intensive that it needs its own thread. (Even if someone knows a super efficient way to do these calculations, I'd still like to know how I COULD do it on multiple threads instead) EntityEngine.cs (manages an instance of Gravity.cs) public class EntityEngine { public Dictionary<string, Entity> Entities = new Dictionary<string, Entity>(); public Gravity gravity; private Thread T; public EntityEngine() { gravity = new Gravity(this); } public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { Entities[e.Key].Update(); } T = new Thread(new ThreadStart(gravity.Update)); T.IsBackground = true; T.Start(); } } EntityEngine is created in Game1.cs, and its Update() method is called within Game1.cs. I need my physics calculation in Gravity.cs to run every time the game updates, in a separate thread so that the calculation doesn't slow the game down to horribly low (0-2) FPS. How would I go about making this threading work? (any suggestions for an improved Planetary Gravity system are welcome if anyone has them) I'm also not looking for a lesson in why I shouldn't use threading or the dangers of using it incorrectly, I'm looking for a straight answer on how to do it. I've already spent an hour googling this very question with little results that I understood or were helpful. I don't mean to come off rude, but it always seems hard as a programming noob to get a straight meaningful answer, I usually rather get an answer so complex I'd easily be able to solve my issue if I understood it, or someone saying why I shouldn't do what I want to do and offering no alternatives (that are helpful). Thank you for the help!

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  • SFML 2.0 Too Many Variables in Class Preventing Draw To Screen

    - by Josh
    This is a very strange phenomenon to me. I have a class definition for a game, but when I add another variable to the class, the draw method does not print everything to the screen. It will be easier understood showing the code and output. Code for good draw output: class board { protected: RectangleShape rect; int top, left; int i, j; int rowSelect, columnSelect; CircleShape circleArr[4][10]; CircleShape codeArr[4]; CircleShape keyArr[4][10]; //int pegPresent[4]; public: board(void); void draw(RenderWindow& Window); int mouseOver(RenderWindow& Window); void placePeg(RenderWindow& Window, int pegSelect); }; Screen: Code for missing draw: class board { protected: RectangleShape rect; int top, left; int i, j; int rowSelect, columnSelect; CircleShape circleArr[4][10]; CircleShape codeArr[4]; CircleShape keyArr[4][10]; int pegPresent[4]; public: board(void); void draw(RenderWindow& Window); int mouseOver(RenderWindow& Window); void placePeg(RenderWindow& Window, int pegSelect); }; Screen: As you can see, all I do is un-comment the protected array and most of the pegs are gone from the right hand side. I have checked and made sure that I didn't accidentally created a variable with that name already. I haven't used it anywhere. Why does it not draw the remaining pegs as it should? My only thought is that maybe I am declaring too many variables for the class, but that doesn't really make sense to me. Any thoughts and help is greatly appreciated.

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  • Victory rewards in digital CCG

    - by Nils Munch
    I am currently polishing a digital CCG where people can play against friend and random opponents in a classical Magic the Gathering-like duel CCG. I plan to award the players with 20 ingame currency units (lets call them gold) for each hour they are playing, 50 for each day they are playing and X for each victory. Now, the X is what I am trying to calculate here, since I would prefer keeping the currency to a certain value, but also with to entice the players to battle. I could go with a solid figure, say 25, for beating up an opponent. But that would result in experienced players only beating up newly started players, making the experience lame for both. I could also make a laddered tier, where you start at level 1, and raise in level as you defeat your opponents, where winning over a player awards you his level x 2 in gold. Which would you prefer if you were playing a game like this. There is no gold-based scoreboard, but the gold is used to purchase new cards along the way.

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  • HLSL: Pack 4 values into 32 bit float.

    - by TheBigO
    I can't find any useful information on packing 4 values into a 32 bit float in HLSL. Ideally, what I want to be able to do in HLSL is: float4 values = ... // Some values where each component is between 0 and 1. float packedValues = pack32R(values); float4 values2 = unpack32R(packedValues); I realize that there will be precision limitations, and performance tradeoffs between different precisions in different methods. I'm just wondering what ideas are out there.

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  • How to scroll hex tiles?

    - by Chris Evans
    I don't seem to be able to find an answer to this one. I have a map of hex tiles. I wish to implement scrolling. Code at present: drawTilemap = function() { actualX = Math.floor(viewportX / hexWidth); actualY = Math.floor(viewportY / hexHeight); offsetX = -(viewportX - (actualX * hexWidth)); offsetY = -(viewportY - (actualY * hexHeight)); for(i = 0; i < (10); i++) { for(j = 0; j < 10; j++) { if(i % 2 == 0) { x = (hexOffsetX * i) + offsetX; y = j * sourceHeight; } else { x = (hexOffsetX * i) + offsetX; y = hexOffsetY + (j * sourceHeight); } var tileselected = mapone[actualX + i][j]; drawTile(x, y, tileselected); } } } The code I've written so far only handles X movement. It doesn't yet work the way it should do. If you look at my example on jsfiddle.net below you will see that when moving to the right, when you get to the next hex tile along, there is a problem with the X position and calculations that have taken place. It seems it is a simple bit of maths that is missing. Unfortunately I've been unable to find an example that includes scrolling yet. http://jsfiddle.net/hd87E/1/ Make sure there is no horizontal scroll bar then trying moving right using the - right arrow on the keyboard. You will see the problem as you reach the end of the first tile. Apologies for the horrid code, I'm learning! Cheers

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  • Is this technique for stat tracking without a database workable?

    - by baptzmoffire
    If I wanted to create a chess game, for iOS, that tracked both player moves (for retracing the progression of a game and for player stats), what would be the simplest route to take? To clarify, I want to track not only the moves a player has made in a particular game, but how often that player has made that move in past games. For example I want to be able to track: How many times a given player has opened by moving the king pawn up two squares (e4) as white, on move number one. What is the percentage of time the player responds to white's e4 opening move, with moving his own king pawn to e5? What percentage of time does he respond by moving his queenside bishop pawn to c5? And so on. If it's not clear, the stat tracking system should also be able to report how many times this player, as black, move his queen to h1, on move number 30. I'm using Parse.com for my back-end as a server (BaaS) service. If I were to create a class that writes strings that identify move number, player color, moved piece, algebraic notation of the square (e.g. "d8") to a file, locally in the file system saves the file to Parse, and deletes the temporary file from file system upon opening the same game in my tableview (a la a "With Friends" game), download this file from Parse, parse through it and retrieve all stats/history, assign all relevant values to variables Is this plan viable, or is there an easier way?

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  • OpenGL setup on Windows

    - by kevin james
    I have been trying to use OpenGL for two days now. First on Mac, then on Windows. The problem with Mac is that it doesn't support the newer versions of OpenGL. I ran a tutorial that actually did get some things working, but it only works in XCode (i.e., I can't create a new file, paste in the same code, and get it to work). Because of these issues, I moved to Windows. My Windows 7 has OpenGL 4.3, which is the same that is used in alot of other tutorials. However, not one of these tutorials gives any instruction on how to set it up for the first time. I have come across some vague posts saying that some libraries need to be linked. But WHAT libraries, and HOW do I link them? Please help. I am pretty desperate to set this up as this project is due for work soon. I have actually used OpenGL before at my university, but the computers already had everything set up. The project itself is very easy, but setting up OpenGL is not something I know how to do.

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  • scaling point sprites with distance

    - by Will
    How can you scale a point sprite by its distance from the camera? GLSL fragment shader: gl_PointSize = size / gl_Position.w; seems along the right tracks; for any given scene all sprites seem nicely scaled by distance. Is this correct? How do you compute the proper scaling for my vertex attribute size? I want each sprite to be scaled by the modelview matrix. I had played with arbitrary values and it seems that size is the radius in pixels at the camera, and is not in modelview scale. I've also tried: gl_Position = pMatrix * mvMatrix * vec4(vertex,1.0); vec4 v2 = pMatrix * mvMatrix * vec4(vertex.x,vertex.y+0.5*size,vertex.z,1.0); gl_PointSize = length(gl_Position.xyz-v2.xyz) * gl_Position.w; But this makes the sprites be bigger in the distance, rather than smaller:

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  • How to do a multishot in xna?

    - by DeVonte
    I am trying to simulate a gun in which shoots multiple bullets at the same time(similar to a spread out shot). I am thinking I have to create another bullet array then do the same as I have below but in a different direction. Here is what I have so far: foreach (GameObject bullet in bullets) { // Find a bullet that isn't alive if (!bullet.alive) { //And set it to alive bullet.alive = true; if (flip == SpriteEffects.FlipHorizontally) //Facing right { float armCos = (float)Math.Cos(arm.rotation - MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation - MathHelper.PiOver2); // Set the initial position of our bullets at the end of our gun arm // 42 is obtained by taking the width of the Arm_Gun texture / 2 // and subtracting the width of the Bullet texture / 2. ((96/2)=(12/2)) bullet.position = new Vector2( arm.position.X + 42 * armCos, arm.position.Y + 42 * armSin); // And give it a velocity of the direction we're aiming. // Increae/decrease speed by changeing 15.0f bullet.Velocity = new Vector2( (float)Math.Cos(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2), (float)Math.Sin(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2)) * 15.0f; } else //Facing left { float armCos = (float)Math.Cos(arm.rotation + MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation + MathHelper.PiOver2); //Set the initial position of our bullet at the end of our gun arm //42 is obtained be taking the width of the Arm_Gun texture / 2 //and subtracting the width of the Bullet texture / 2. ((96/2)-(12/2)) bullet.position = new Vector2( arm.position.X - 42 * armCos, arm.position.Y - 42 * armSin); //And give it a velocity of the direction we're aiming. //Increase/decrease speed by changing 15.0f bullet.Velocity = new Vector2( -armCos, -armSin) * 15.0f; } return; }// End if }// End foreach

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  • Quaternion LookAt for camera

    - by Homar
    I am using the following code to rotate entities to look at points. glm::vec3 forwardVector = glm::normalize(point - position); float dot = glm::dot(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector); float rotationAngle = (float)acos(dot); glm::vec3 rotationAxis = glm::normalize(glm::cross(glm::vec3(0.0f, 0.0f, 1.0f), forwardVector)); rotation = glm::normalize(glm::quat(rotationAxis * rotationAngle)); This works fine for my usual entities. However, when I use this on my Camera entity, I get a black screen. If I flip the subtraction in the first line, so that I take the forward vector to be the direction from the point to my camera's position, then my camera works but naturally my entities rotate to look in the opposite direction of the point. I compute the transformation matrix for the camera and then take the inverse to be the View Matrix, which I pass to my OpenGL shaders: glm::mat4 viewMatrix = glm::inverse( cameraTransform->GetTransformationMatrix() ); The orthographic projection matrix is created using glm::ortho. What's going wrong?

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  • Does SFML render graphics outside the window?

    - by ThePlan
    While working on a tile-based map I figured it would be a good idea if I would only render what the player sees on the game window, but then it occurred to me that SFML could already be optimized enough to know when it doesn't have to render those things. Let's say I draw a 30x30 squared maps (A medium one) but the player only sees a bunch of them, not entirely. Would SFML automatically hide what the player doesn't see, or should I hide it myself?

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  • Rule of thumb for enemy design

    - by Terrance
    I'm at the early stages of developing a 2d side scrolling open ended platformer (think metroidvania) and am having a bit of difficulty at enemy design inspiration for something of a scifi, nature, fantasy setting that isn't overly familar or obvious. I haven't seen too many articles blogs or books that talk about the subject at great length. Is there a fair rule of thumb when coming up with enemy design with respect to keeping your player engaged?

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  • Maya Animated Character export for XNA 4.0 problem

    - by FahidK
    To begin with, I'm trying to export an animated character in .fbx format from Maya 2013 to XNA 4.0 In Maya, The Model has a basic rig and the animations are in clips made in the Trax editor. so the issue i'm having is after selecting the model and the root joint and then hitting export in .fbx format, for some reason when i open the exported .fbx file the joint system is detached from the model with no animation. Btw, i have the animations in clips so that they can be called in code, for example "run","walk","attack". So, what can i do to solve this problem? Thank you.

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  • Generated 3d tree meshes

    - by Jari Komppa
    I did not find a question on these lines yet, correct me if I'm wrong. Trees (and fauna in general) are common in games. Due to their nature, they are a good candidate for procedural generation. There's SpeedTree, of course, if you can afford it; as far as I can tell, it doesn't provide the possibility of generating your tree meshes at runtime. Then there's SnappyTree, an online webgl based tree generator based on the proctree.js which is some ~500 lines of javascript. One could use either of above (or some other tree generator I haven't stumbled upon) to create a few dozen tree meshes beforehand - or model them from scratch in a 3d modeller - and then randomly mirror/scale them for a few more variants.. But I'd rather have a free, linkable tree mesh generator. Possible solutions: Port proctree.js to c++ and deal with the open source license (doesn't seem to be gpl, so could be doable; the author may also be willing to co-operate to make the license even more free). Roll my own based on L-systems. Don't bother, just use offline generated trees. Use some other method I haven't found yet.

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  • openGL managing images, VBOs and shaders

    - by roxlu
    I'm working on a game where I use shaders with vertex attributes (so not immediate mode). I'm drawing lots of images and changing the width/height of the quads I use to draw them a lot. To optimize this it's probably a good idea to have one buffer but then one needs to update the complete buffer when one image changes (or only a part of the buffer using glBufferSubData...) I was just wondering what kind of strategies you guys are using?

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  • tic tac toe game ai as3

    - by David Jones
    I'm looking into creating a simple tic tac toe/noughts and crosses game in actionscript3 and am trying to understand the ideas behind the ai used in a game like this. I've seen some simplistic examples online but from what I've read a game tree or something like minimax is the best way to go about this. Can anyone help explain or reference any good examples of this? I've seen that there is a library called as3ds - data structures for game developers which has a number of classes that might help tie this together? Any info/examples or help is much appreciated

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  • Drawing a sprite or text causes the OpenGl rendering to 'disappear' in SFML

    - by Ken
    I'm using some SFML built in functions to draw sprites and text as an overlay on top of some OpenGL rending in an SFML RenderWindow. The opengl rendering appears fine until I add the code to draw the sprites or text. The sprite or text drawing causes the OpenGL stuff to disappear. The follow code show what I'm trying to do sf::RenderWindow window(sf::VideoMode(viewport.width,viewport.height,32), "SFML Window"); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,viewport.width,0,viewport.height,0,1); while (window.pollEvent(Event)) { //event handling... //begin drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glColor3f(col.x,col.y,col.z); for(int i=0;i<3;i++) glVertex2f(pos.x+verts[i].x,pos.y+verts[i].y); glEnd(); // adding this line causes all the previous opengl triangles not to appear window.draw("Sometext"); window.display(); }

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