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  • Derive a algorithm to match best position

    - by Farooq Arshed
    I have pieces in my game which have stats and cost assigned to them and they can only be placed at a certain location. Lets say I have 50 pieces. e.g. Piece1 = 100 stats, 10 cost, Position A. Piece2 = 120 stats, 5 cost, Position B. Piece3 = 500 stats, 50 cost, Position C. Piece4 = 200 stats, 25 cost, Position A. and so on.. I have a board on which 12 pieces have to be allocated and have to remain inside the board cost. e.g. A board has A,B,C ... J,K,L positions and X Cost assigned to it. I have to figure out a way to place best possible piece in the correct position and should remain within the cost specified by the board. Any help would be appreciated.

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  • xml file save/read error (making a highscore system for XNA game)

    - by Eddy
    i get an error after i write player name to the file for second or third time (An unhandled exception of type 'System.InvalidOperationException' occurred in System.Xml.dll Additional information: There is an error in XML document (18, 17).) (in highscores load method In data = (HighScoreData)serializer.Deserialize(stream); it stops) the problem is that some how it adds additional "" at the end of my .dat file could anyone tell me how to fix this? the file before save looks: <?xml version="1.0"?> <HighScoreData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <PlayerName> <string>neil</string> <string>shawn</string> <string>mark</string> <string>cindy</string> <string>sam</string> </PlayerName> <Score> <int>200</int> <int>180</int> <int>150</int> <int>100</int> <int>50</int> </Score> <Count>5</Count> </HighScoreData> the file after save looks: <?xml version="1.0"?> <HighScoreData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <PlayerName> <string>Nick</string> <string>Nick</string> <string>neil</string> <string>shawn</string> <string>mark</string> </PlayerName> <Score> <int>210</int> <int>210</int> <int>200</int> <int>180</int> <int>150</int> </Score> <Count>5</Count> </HighScoreData>> the part of my code that does all of save load to xml is: DECLARATIONS PART [Serializable] public struct HighScoreData { public string[] PlayerName; public int[] Score; public int Count; public HighScoreData(int count) { PlayerName = new string[count]; Score = new int[count]; Count = count; } } IAsyncResult result = null; bool inputName; HighScoreData data; int Score = 0; public string NAME; public string HighScoresFilename = "highscores.dat"; Game1 constructor public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Width = graphics.PreferredBackBufferWidth = 960; Height = graphics.PreferredBackBufferHeight =640; GamerServicesComponent GSC = new GamerServicesComponent(this); Components.Add(GSC); } Inicialize function (end of it) protected override void Initialize() { //other game code base.Initialize(); string fullpath =Path.Combine(HighScoresFilename); if (!File.Exists(fullpath)) { //If the file doesn't exist, make a fake one... // Create the data to save data = new HighScoreData(5); data.PlayerName[0] = "neil"; data.Score[0] = 200; data.PlayerName[1] = "shawn"; data.Score[1] = 180; data.PlayerName[2] = "mark"; data.Score[2] = 150; data.PlayerName[3] = "cindy"; data.Score[3] = 100; data.PlayerName[4] = "sam"; data.Score[4] = 50; SaveHighScores(data, HighScoresFilename); } } all methods for loading saving and output public static void SaveHighScores(HighScoreData data, string filename) { // Get the path of the save game string fullpath = Path.Combine("highscores.dat"); // Open the file, creating it if necessary FileStream stream = File.Open(fullpath, FileMode.OpenOrCreate); try { // Convert the object to XML data and put it in the stream XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); serializer.Serialize(stream, data); } finally { // Close the file stream.Close(); } } /* Load highscores */ public static HighScoreData LoadHighScores(string filename) { HighScoreData data; // Get the path of the save game string fullpath = Path.Combine("highscores.dat"); // Open the file FileStream stream = File.Open(fullpath, FileMode.OpenOrCreate, FileAccess.Read); try { // Read the data from the file XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); data = (HighScoreData)serializer.Deserialize(stream);//this is the line // where program gives an error } finally { // Close the file stream.Close(); } return (data); } /* Save player highscore when game ends */ private void SaveHighScore() { // Create the data to saved HighScoreData data = LoadHighScores(HighScoresFilename); int scoreIndex = -1; for (int i = 0; i < data.Count ; i++) { if (Score > data.Score[i]) { scoreIndex = i; break; } } if (scoreIndex > -1) { //New high score found ... do swaps for (int i = data.Count - 1; i > scoreIndex; i--) { data.PlayerName[i] = data.PlayerName[i - 1]; data.Score[i] = data.Score[i - 1]; } data.PlayerName[scoreIndex] = NAME; //Retrieve User Name Here data.Score[scoreIndex] = Score; // Retrieve score here SaveHighScores(data, HighScoresFilename); } } /* Iterate through data if highscore is called and make the string to be saved*/ public string makeHighScoreString() { // Create the data to save HighScoreData data2 = LoadHighScores(HighScoresFilename); // Create scoreBoardString string scoreBoardString = "Highscores:\n\n"; for (int i = 0; i<5;i++) { scoreBoardString = scoreBoardString + data2.PlayerName[i] + "-" + data2.Score[i] + "\n"; } return scoreBoardString; } when ill make this work i will start this code when i call game over (now i start it when i press some buttons, so i could test it faster) public void InputYourName() { if (result == null && !Guide.IsVisible) { string title = "Name"; string description = "Write your name in order to save your Score"; string defaultText = "Nick"; PlayerIndex playerIndex = new PlayerIndex(); result= Guide.BeginShowKeyboardInput(playerIndex, title, description, defaultText, null, null); // NAME = result.ToString(); } if (result != null && result.IsCompleted) { NAME = Guide.EndShowKeyboardInput(result); result = null; inputName = false; SaveHighScore(); } } this where i call output to the screen (ill call this in highscores meniu section when i am done with debugging) spriteBatch.DrawString(Font1, "" + makeHighScoreString(),new Vector2(500,200), Color.White); }

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  • Java, two JPanel on JFrame - Settings JPanel, StartMenu JPanel [on hold]

    - by Andy Tyurin
    There is my first question and I welcome community! I'm making a simple game and have some problems with Start menu. I have three buttons on my JPanel StartMenu and when I click "Settings" button, new JPanel will be open, but I don't know why buttons from StartMenu JPanel appeared in my Settings JPanel. My "Settings" JPanel has one ugly button "Back" in center and ugly grey background. I made some screens to see a problem. Start Menu JPanel when game launched Settings JPanel when button clicked Settings JPanel when mouse was over settings window There is code of StartMenu class: public class StartMenu extends JPanel { private GameButton startGameButton = new GameButton("Start game"); private GameButton settingsGameButton = new GameButton("Settings"); private GameButton exitGameButton = new GameButton("Exit game"); private Image bgImage = new ImageIcon(getClass().getClassLoader().getResource("ru/andydevs/astraLaserForce/bg.png")).getImage(); private int posX; private int posY; final private int WIDTH=(int)Game.SCREEN_DIMENSION.getWidth()/3; final private int HEIGHT=(int)Game.SCREEN_DIMENSION.getHeight()/2; public StartMenu() { setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); setSize(new Dimension(WIDTH, HEIGHT)); posX=(int)Game.SCREEN_DIMENSION.getWidth()/2-WIDTH/2; posY=(int)Game.SCREEN_DIMENSION.getHeight()/2-HEIGHT/2; setBounds(posX, posY,WIDTH,HEIGHT); c.ipadx=95; c.ipady=15; c.fill = GridBagConstraints.HORIZONTAL; c.insets = new Insets(20,0,0,0); c.gridy=0; add(startGameButton, c); c.gridy=1; c.insets = new Insets(20,0,0,0); System.out.println(settingsGameButton.getWidth()); add(settingsGameButton, c); c.gridy=2; c.insets = new Insets(20,0,0,0); add(exitGameButton, c); settingsGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { GameOptionsPanel gop = new GameOptionsPanel(); Game.container.add(gop); Game.container.setComponentZOrder(gop, 0); Game.container.revalidate(); Game.container.repaint(); } }); exitGameButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Main.currentGame.stop(); } }); } public void paintComponent(Graphics g) { g.drawImage(bgImage,0,0,WIDTH,HEIGHT,null); } } There is code of Settings JPanel public class GameOptionsPanel extends GamePanel { private GameButton backButton = new GameButton("Back"); private GameOptionsPanel that; public GameOptionsPanel() { super((int) (Game.SCREEN_DIMENSION.getWidth()/3), (int) (Game.SCREEN_DIMENSION.getHeight()/2), new Color(50,50,50)); that=this; setLayout(new GridBagLayout()); GridBagConstraints gbc = new GridBagConstraints(); gbc.fill=gbc.HORIZONTAL; add(backButton); backButton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { Game.container.remove(that); Game.container.revalidate(); Game.container.repaint(); } }); } } I glad to see some suggestions. Thanks.

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  • Timestep schemes for physics simulations

    - by ktodisco
    The operations used for stepping a physics simulation are most commonly: Integrate velocity and position Collision detection and resolution Contact resolution (in advanced cases) A while ago I came across this paper from Stanford that proposed an alternative scheme, which is as follows: Collision detection and resolution Integrate velocity Contact resolution Integrate position It's intriguing because it allows for robust solutions to the stacking problem. So it got me wondering... What, if any, alternative schemes are available, either simple or complex? What are their benefits, drawbacks, and performance considerations?

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  • Custom Gesture in cocos2d

    - by Lewis
    I've found a little tutorial that would be useful for my game: http://blog.mellenthin.de/archives/2012/02/13/an-one-finger-rotation-gesture-recognizer/ But I can't work out how to convert that gesture to work with cocos2d, I have found examples of pre made gestures in cocos2d, but no custom ones, is it possible? EDIT STILL HAVING PROBLEMS WITH THIS: I've added the code from Sentinel below (from SO), the Gesture and RotateGesture have both been added to my solution and are compiling. Although In the rotation class now I only see selectors, how do I set those up? As the custom gesture found in that project above looks like: header file for custom gesture: #import <Foundation/Foundation.h> #import <UIKit/UIGestureRecognizerSubclass.h> @protocol OneFingerRotationGestureRecognizerDelegate <NSObject> @optional - (void) rotation: (CGFloat) angle; - (void) finalAngle: (CGFloat) angle; @end @interface OneFingerRotationGestureRecognizer : UIGestureRecognizer { CGPoint midPoint; CGFloat innerRadius; CGFloat outerRadius; CGFloat cumulatedAngle; id <OneFingerRotationGestureRecognizerDelegate> target; } - (id) initWithMidPoint: (CGPoint) midPoint innerRadius: (CGFloat) innerRadius outerRadius: (CGFloat) outerRadius target: (id) target; - (void)reset; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end .m for custom gesture file: #include <math.h> #import "OneFingerRotationGestureRecognizer.h" @implementation OneFingerRotationGestureRecognizer // private helper functions CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2); CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB); - (id) initWithMidPoint: (CGPoint) _midPoint innerRadius: (CGFloat) _innerRadius outerRadius: (CGFloat) _outerRadius target: (id <OneFingerRotationGestureRecognizerDelegate>) _target { if ((self = [super initWithTarget: _target action: nil])) { midPoint = _midPoint; innerRadius = _innerRadius; outerRadius = _outerRadius; target = _target; } return self; } /** Calculates the distance between point1 and point 2. */ CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2) { CGFloat dx = point1.x - point2.x; CGFloat dy = point1.y - point2.y; return sqrt(dx*dx + dy*dy); } CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB) { CGFloat a = endLineA.x - beginLineA.x; CGFloat b = endLineA.y - beginLineA.y; CGFloat c = endLineB.x - beginLineB.x; CGFloat d = endLineB.y - beginLineB.y; CGFloat atanA = atan2(a, b); CGFloat atanB = atan2(c, d); // convert radiants to degrees return (atanA - atanB) * 180 / M_PI; } #pragma mark - UIGestureRecognizer implementation - (void)reset { [super reset]; cumulatedAngle = 0; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; if ([touches count] != 1) { self.state = UIGestureRecognizerStateFailed; return; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; if (self.state == UIGestureRecognizerStateFailed) return; CGPoint nowPoint = [[touches anyObject] locationInView: self.view]; CGPoint prevPoint = [[touches anyObject] previousLocationInView: self.view]; // make sure the new point is within the area CGFloat distance = distanceBetweenPoints(midPoint, nowPoint); if ( innerRadius <= distance && distance <= outerRadius) { // calculate rotation angle between two points CGFloat angle = angleBetweenLinesInDegrees(midPoint, prevPoint, midPoint, nowPoint); // fix value, if the 12 o'clock position is between prevPoint and nowPoint if (angle > 180) { angle -= 360; } else if (angle < -180) { angle += 360; } // sum up single steps cumulatedAngle += angle; // call delegate if ([target respondsToSelector: @selector(rotation:)]) { [target rotation:angle]; } } else { // finger moved outside the area self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; if (self.state == UIGestureRecognizerStatePossible) { self.state = UIGestureRecognizerStateRecognized; if ([target respondsToSelector: @selector(finalAngle:)]) { [target finalAngle:cumulatedAngle]; } } else { self.state = UIGestureRecognizerStateFailed; } cumulatedAngle = 0; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; self.state = UIGestureRecognizerStateFailed; cumulatedAngle = 0; } @end Then its initialised like this: // calculate center and radius of the control CGPoint midPoint = CGPointMake(image.frame.origin.x + image.frame.size.width / 2, image.frame.origin.y + image.frame.size.height / 2); CGFloat outRadius = image.frame.size.width / 2; // outRadius / 3 is arbitrary, just choose something >> 0 to avoid strange // effects when touching the control near of it's center gestureRecognizer = [[OneFingerRotationGestureRecognizer alloc] initWithMidPoint: midPoint innerRadius: outRadius / 3 outerRadius: outRadius target: self]; [self.view addGestureRecognizer: gestureRecognizer]; The selector below is also in the same file where the initialisation of the gestureRecogonizer: - (void) rotation: (CGFloat) angle { // calculate rotation angle imageAngle += angle; if (imageAngle > 360) imageAngle -= 360; else if (imageAngle < -360) imageAngle += 360; // rotate image and update text field image.transform = CGAffineTransformMakeRotation(imageAngle * M_PI / 180); [self updateTextDisplay]; } I can't seem to get this working in the RotateGesture class can anyone help me please I've been stuck on this for days now. SECOND EDIT: Here is the users code from SO that was suggested to me: Here is projec on GitHub: SFGestureRecognizers It uses builded in iOS UIGestureRecognizer, and don't needs to be integrated into cocos2d sources. Using it, You can make any gestures, just like you could, if you whould work with UIGestureRecognizer. For example: I made a base class Gesture, and subclassed it for any new gesture: //Gesture.h @interface Gesture : NSObject <UIGestureRecognizerDelegate> { UIGestureRecognizer *gestureRecognizer; id delegate; SEL preSolveSelector; SEL possibleSelector; SEL beganSelector; SEL changedSelector; SEL endedSelector; SEL cancelledSelector; SEL failedSelector; BOOL preSolveAvailable; CCNode *owner; } - (id)init; - (void)addGestureRecognizerToNode:(CCNode*)node; - (void)removeGestureRecognizerFromNode:(CCNode*)node; -(void)recognizer:(UIGestureRecognizer*)recognizer; @end //Gesture.m #import "Gesture.h" @implementation Gesture - (id)init { if (!(self = [super init])) return self; preSolveAvailable = YES; return self; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer { return YES; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)recognizer shouldReceiveTouch:(UITouch *)touch { //! For swipe gesture recognizer we want it to be executed only if it occurs on the main layer, not any of the subnodes ( main layer is higher in hierarchy than children so it will be receiving touch by default ) if ([recognizer class] == [UISwipeGestureRecognizer class]) { CGPoint pt = [touch locationInView:touch.view]; pt = [[CCDirector sharedDirector] convertToGL:pt]; for (CCNode *child in owner.children) { if ([child isNodeInTreeTouched:pt]) { return NO; } } } return YES; } - (void)addGestureRecognizerToNode:(CCNode*)node { [node addGestureRecognizer:gestureRecognizer]; owner = node; } - (void)removeGestureRecognizerFromNode:(CCNode*)node { [node removeGestureRecognizer:gestureRecognizer]; } #pragma mark - Private methods -(void)recognizer:(UIGestureRecognizer*)recognizer { CCNode *node = recognizer.node; if (preSolveSelector && preSolveAvailable) { preSolveAvailable = NO; [delegate performSelector:preSolveSelector withObject:recognizer withObject:node]; } UIGestureRecognizerState state = [recognizer state]; if (state == UIGestureRecognizerStatePossible && possibleSelector) { [delegate performSelector:possibleSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateBegan && beganSelector) [delegate performSelector:beganSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateChanged && changedSelector) [delegate performSelector:changedSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateEnded && endedSelector) { preSolveAvailable = YES; [delegate performSelector:endedSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateCancelled && cancelledSelector) { preSolveAvailable = YES; [delegate performSelector:cancelledSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateFailed && failedSelector) { preSolveAvailable = YES; [delegate performSelector:failedSelector withObject:recognizer withObject:node]; } } @end Subclass example: //RotateGesture.h #import "Gesture.h" @interface RotateGesture : Gesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed; @end //RotateGesture.m #import "RotateGesture.h" @implementation RotateGesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed { if (!(self = [super init])) return self; preSolveSelector = preSolve; delegate = target; possibleSelector = possible; beganSelector = began; changedSelector = changed; endedSelector = ended; cancelledSelector = cancelled; failedSelector = failed; gestureRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:@selector(recognizer:)]; gestureRecognizer.delegate = self; return self; } @end Use example: - (void)addRotateGesture { RotateGesture *rotateRecognizer = [[RotateGesture alloc] initWithTarget:self preSolveSelector:@selector(rotateGesturePreSolveWithRecognizer:node:) possibleSelector:nil beganSelector:@selector(rotateGestureStateBeganWithRecognizer:node:) changedSelector:@selector(rotateGestureStateChangedWithRecognizer:node:) endedSelector:@selector(rotateGestureStateEndedWithRecognizer:node:) cancelledSelector:@selector(rotateGestureStateCancelledWithRecognizer:node:) failedSelector:@selector(rotateGestureStateFailedWithRecognizer:node:)]; [rotateRecognizer addGestureRecognizerToNode:movableAreaSprite]; } I dont understand how to implement the custom gesture code at the start of this post into the rotateGesture class which is a subclass of the gesture class written by the SO user. Any ideas please? When I get 6 more rep I'll add a bounty to this.

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  • Detect two specific objects collision with bullet physics

    - by sebap123
    I have got some problem with defining collision between objects in my game using bullet physics. I know that objects are colliding with each other simultaneously and I don't have to do anything more. However I need to be noticed when one object collides with one of the rest. It is quite awkward written so I will tell what I want to achive. I have got ball which hits wall from tubes. Everything is on the floor. When ball hits wall some fragments fall down to infinity. So I have got bellow floor btStaticPlaneShape. This is place where most of objects is stoping and then I can start another action. But not all of them. So I've been trying to use function checkCollideWith but it isn't good method as it was said in reference and wiki. So I've checked method described in wiki http://bulletphysics.org/mediawiki-1.5.8/index.php/Collision_Callbacks_and_Triggers called contact information. This isn't good method either because it is extremly hard to identify what is what when colliding. You have to also remember that ball is almost all the time colliding with something - floor, wall or eart level. So is there any other method to check what is colliding with what?

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  • How to code a 4x shader/filter which emulates arcade crt display behavior?

    - by Arthur Wulf White
    I want to write a shader/filer probably in adobe Pixel Bender that will do the best job possible in emulating the fill of an oldskul monochromatic arcade CRT screen. Much like this here: http://filthypants.blogspot.com/2012/07/customizing-cgwgs-crt-pixel-shader.html Here are some attributes I know will exist in this filter: It will take in a low res image 160 x 120 and return a medium res image 640 x 480. It will add scanlines It will blur the color channels to create that color bleeding effect It will distort the shape of the image from a perfect rectangle into a rounder shape. The question is, could you please provide any other attributes that are beneficial to emulating an arcade CRT feel and links and resources on coding these effects. Thanks

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  • Where do you search/look for game developers for an indie game startup?

    - by G.Campos
    Hey there I just recently saw stackoverflow had a game dev sister site so here I am, wondering if you experienced fellows know where one can search/look for game developers for an indie game startup? In other words: I have a game idea which I've written down with as much detail as possible (so anyone else can understand how it works) and now I'm looking for a heavy php programmer with whom to pair up in order to go from idea to reality. I'm a front-end/interface designer and an intermediate programmer. I recognize my project requires heavy programming skills which I do not have as of today =) So, what websites, communities or places do you recommend I go look into? Where do good programmers interested in indie games go look for projects if they don't have their own? Thanks in advance G.Campos

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  • AS3 Stage3D Mouse click problem?

    - by Martin K
    I have a problem with Mouse interaction and Stage3D. The only way I found to register to listen to mouse clicks and interact with Stage3D, is to add a mouse eventListener directly to the .stage. However this will result in any time i click anywhere in the flash application the mouse click will fire, even if there is an overlaid 2D menu where the user intended to click. IE I have a 3D application running in the background, which listens to clicks, and I have some floating User Interface elements in the foreground, and ideally if I clicked a button in the foreground, then that would NOT fire a click event that the Stage3D would register. Any idea how to solve this problem?

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  • Input handling between game loops

    - by user48023
    This may be obvious and trivial for you but as I am a newbie in programming I come with a specific question. I have three loops in my game engine which are input-loop, update-loop and render-loop. Update-loop is set to 10 ticks per second with a fixed timestep, render-loop is capped at around 60 fps and the input-loop runs as fast as possible. I am using one of the Javascript frameworks which provide such things but it doesn't really matter. Let's say I am rendering a tile map and the view of which elements are rendered depends on camera-like movement variables which are modified during key pressing. This is only about camera/viewport and rendering, no game physics involved here. And now, how can I handle input events among these loops to keep consistent engine reaction? Am I supposed to read the current variable modified with input and do some needed calculations in a update-loop and share the result so it could be interpolated in a render-loop? Or read the input effect directly inside the render-loop and put needed calculations inside? I thought interpreting user input inside an update-loop with a low tick rate would be inaccurate and kind of unresponsive while rendering with interpolation in the final view. How it is done properly in games overall?

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  • Drawing a circle in opengl es android, squiggly boundaries

    - by ladiesMan217
    I am new to OpenGL ES and facing a hard time drawing a circle on my GLSurfaceView. Here's what I have so far. the Circle Class public class MyGLBall { private int points=40; private float vertices[]={0.0f,0.0f,0.0f}; private FloatBuffer vertBuff; //centre of circle public MyGLBall(){ vertices=new float[(points+1)*3]; for(int i=3;i<(points+1)*3;i+=3){ double rad=(i*360/points*3)*(3.14/180); vertices[i]=(float)Math.cos(rad); vertices[i+1]=(float) Math.sin(rad); vertices[i+2]=0; } ByteBuffer bBuff=ByteBuffer.allocateDirect(vertices.length*4); bBuff.order(ByteOrder.nativeOrder()); vertBuff=bBuff.asFloatBuffer(); vertBuff.put(vertices); vertBuff.position(0); } public void draw(GL10 gl){ gl.glPushMatrix(); gl.glTranslatef(0, 0, 0); // gl.glScalef(size, size, 1.0f); gl.glColor4f(1.0f,1.0f,1.0f, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); } } I couldn't retrieve the screenshot of my image but here's what it looks like As you can see the border has crests and troughs thereby renering it squiggly which I do not want. All I want is a simple curve

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  • Clientside anticheating in multiplayer game 1vs1

    - by garnav
    I'm developing a simple card game, where there will be a matchmaking system that will put you against another human player. This will be the only game mode available, a 1vs1 against another human, no AI. I want to prevent cheating as much as possible. I have already read a lot of similar questions here and I already know that I cannot trust the client and I have to make all verifications server side. I intend to have a server (need one for the matchmaking anyway) and I intend to make some verifications server side but if I want to check everything server side this makes my server to be able to keep track of the state of all current games and check every action, and I don't have the money/infrastructure to support that server. My idea is to make clients check and verify some of the actions made by their opponent* and if they find some illegal action notify the possible cheating to the server and make the server verify it. This will still require my server to keep track of all current games, but it will save resources only checking some things that cannot be checked at client side(like card order in the deck) and only checking other things when they are actually wrong. *(only those they can check with out allowing themselves cheating! for example:they can't check if the played card was in hand cos that will need them to know all cards in hand) Summing up, my questions are: is this a viable approach? will I actually save resources doing this or the extra complexity in the server and client for exchanging this messages is not worth it? do you know any game that has successfully or unsuccessfully tried a similar approach? Thanks all for reading and answering

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  • Good baseline size for an A* Search grid?

    - by Jo-Herman Haugholt
    I'm working on a grid based game/prototype with a continuous open map, and are currently considering what size to make each segment. I've seen some articles mention different sizes, but most of them is really old, so I'm unsure how well they map to the various platforms and performance demands common today. As for the project, it's a hybrid of 2D and 3D, but for path-finding purposes, the majority of searches would be approximately 2D. From a graphics perspective, the minimum segment size would be 64x64 in the XZ plane to minimize loaded segments while ensuring full screen coverage. I figure pathfinding would be an important indicator of maximum practical size.

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  • How can we view 3d objects from top down view in TD game

    - by Syed
    I am making a tower defense game. I am working in x and y axis only. I have made a grid, snapped towers and made a pathfinding algo to run enemy. Initially I have worked with cubes and spheres in place of towers and enemies. Now I am going to place real towers (3D). Note that I haven't used z axis up till now. The user will analyze the game from top down view. I want the user to see towers placement with a little bit of 3d view but I have made my all code in 2d thing. Is there any solution to my problem that somewhat tower placement would view a 3D touch or you can say 2.5D ?? (like fieldrunners) or should I have to involve z axis and ignoring y axis ?

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  • 3D rotation tool. How can I add simple extrusion?

    - by Gerve
    The 3D rotation tool is excellent but it only lets you rotate 2D objects, this means my object is wafer thin. Is there any way to add simple extrusion or depth to a symbol? I don't really want to use any 3rd party libraries like Away3D or Papervision, this is overkill for my simple 2D game. I only want to do this creating a couple motion tweens if possible. More Details: Below is what my symbol looks like (just with a bit more color). The symbol does a little 3D rotation and then flies away, it's just for something like a scoreboard within the app.

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  • Pygame surfaces and their Rects

    - by Jaka Novak
    I am trying to understand how pygame surfaces work. I am confused about Rect position of Surface object. If I try blit surface on screen at some position then Surface is drawn at right position, but Rect of the surface is still at position (0, 0)... I tried write my own surface class with new rect, but i am not sure if is that right solution. My goal is that i could move surface like image with rect.move() or something like that. If there is any solution to do that i would be happy to read it. Thanks for answer and time for reading this awful English If helps i write some code for better understanding my problem. (run it first, and then uncomment two lines of code and run again to see the diference): import pygame from pygame.locals import * class SurfaceR(pygame.Surface): def __init__(self, size, position): pygame.Surface.__init__(self, size) self.rect = pygame.Rect(position, size) self.position = position self.size = size def get_rect(self): return self.rect def main(): pygame.init() screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Screen!?") clock = pygame.time.Clock() fps = 30 white = (255, 255, 255) red = (255, 0, 0) green = (0, 255, 0) blue = (0, 0, 255) surface = pygame.Surface((70,200)) surface.fill(red) surface_re = SurfaceR((300, 50), (100, 300)) surface_re.fill(blue) while True: for event in pygame.event.get(): if event.type == QUIT: return 0 screen.blit(surface, (100,50)) screen.blit(surface_re, surface_re.position) #pygame.draw.rect(screen, white, surface.get_rect()) #pygame.draw.rect(screen, white, surface_re.get_rect()) pygame.display.update() clock.tick(fps) if __name__ == "__main__": main()

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  • Physics engine that can handle multiple attractors?

    - by brice
    I'm putting together a game that will be played mostly with three dimensional gravity. By that I mean multiple planets/stars/moons behaving realistically, and path plotting and path prediction in the gravity field. I have looked at a variety of physics engines, such as Bullet, tokamak or Newton, but none of them seem to be suitable, as I'd essentially have to re-write the gravity engine in their framework. Do you know of a physics engine that is capable of dealing with multiple bodies all attracted to one another? I don't need scenegraph management, or rendering, just core physics. (collision detection would be a bonus, as would rigid body dynamics). My background is in physics, so I would be able to write an engine that uses Verlet integration or RK4 (or even Euler integration, if I had to) but I'd much rather adapt an off the shelf solution. [edit]: There are some great resources for physics simulation of n-body problems online, and on stackoverflow

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  • OpenGL 2D Depth Perception

    - by Stephen James
    This is the first time i have ever commented on a forum about programming, so sorry if I'm not specific enough. Here's my problem: I have a 2D RPG game written in Java using LWJGL. All works fine, but at the moment I'm having trouble deciding what the best way to do depth perception is. So , for example, if the player goes in front of the tree/enemy (lower than the objects y-coordinate) then show the player in front), if the player goes behind the tree/enemy (higher than the objects specific y-coordinate), then show the player behind the object. I have tried writing a block of code to deal with this, and it works quite well for the trees, but not for the enemies yet. Is there a simpler way of doing this in LWJGL that I'm missing? Thanks :)

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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • How can I make a game like doodlejump XNA c#

    - by Ramy
    I wanted to know how can I make the background scroll down like doodlejump. I have a game made and I have to transform it so it's like doodle jump, but I'm wonder how or where to look so I can make he background keep moving as in progressing through the background till let's say the character dies. namespace IFM20884 { using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; public abstract class BackgroundScroll : Sprite { private float speedOfBackground = 0.2f; // speed that the background moves public BackgroundScroll (GraphicsDeviceManager graphics) : base(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f) { } //Getter public float speedOfBackground { get { return this.speedOfBackground ; } set { this.speedOfBackground = value; } } public override void Update(GameTime gameTime, GraphicsDeviceManager graphics) { //Makes background go down. ForcePosition(Position.X, Position.Y + (gameTime.ElapsedGameTime.Milliseconds * this.speedOfBackground )); if (Position.Y - (Height / 2) > graphics.GraphicsDevice.Viewport.Height) { ForcePosition(Position.X, Position.Y - this.Height); } } public override void Draw(SpriteBatch spriteBatch) { ForcePosition(Position.X, Position.Y - this.Height); base.Draw(spriteBatch); ForcerPosition(Position.X, Position.Y + this.Height); base.Draw(spriteBatch); } } }

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  • Render 2 images that uses different shaders

    - by Code Vader
    Based on the giawa/nehe tutorials, how can I render 2 images with different shaders. I'm pretty new to OpenGl and shaders so I'm not completely sure whats happening in my code, but I think the shaders that is called last overwrites the first one. private static void OnRenderFrame() { // calculate how much time has elapsed since the last frame watch.Stop(); float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency; watch.Restart(); // use the deltaTime to adjust the angle of the cube angle += deltaTime; // set up the OpenGL viewport and clear both the color and depth bits Gl.Viewport(0, 0, width, height); Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // use our shader program and bind the crate texture Gl.UseProgram(program); //<<<<<<<<<<<< TOP PYRAMID // set the transformation of the top_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(top_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(top_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(top_pyramidUV, program, "vertexUV"); Gl.BindBuffer(top_pyramidTrianlges); // draw the textured top_pyramid Gl.DrawElements(BeginMode.Triangles, top_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<< CUBE // set the transformation of the cube program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(cubeNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(cubeUV, program, "vertexUV"); Gl.BindBuffer(cubeQuads); // draw the textured cube Gl.DrawElements(BeginMode.Quads, cubeQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<< BOTTOM PYRAMID // set the transformation of the bottom_pyramid program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate_cube)); program["enable_lighting"].SetValue(lighting); // bind the vertex positions, UV coordinates and element array Gl.BindBufferToShaderAttribute(bottom_pyramid, program, "vertexPosition"); Gl.BindBufferToShaderAttribute(bottom_pyramidNormals, program, "vertexNormal"); Gl.BindBufferToShaderAttribute(bottom_pyramidUV, program, "vertexUV"); Gl.BindBuffer(bottom_pyramidTrianlges); // draw the textured bottom_pyramid Gl.DrawElements(BeginMode.Triangles, bottom_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); //<<<<<<<<<<<<< STAR Gl.Disable(EnableCap.DepthTest); Gl.Enable(EnableCap.Blend); Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); Gl.BindTexture(starTexture); //calculate the camera position using some fancy polar co-ordinates Vector3 position = 20 * new Vector3(Math.Cos(phi) * Math.Sin(theta), Math.Cos(theta), Math.Sin(phi) * Math.Sin(theta)); Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? Vector3.Up : Vector3.Down; program_2["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector)); // make sure the shader program and texture are being used Gl.UseProgram(program_2); // loop through the stars, drawing each one for (int i = 0; i < stars.Count; i++) { // set the position and color of this star program_2["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(stars[i].dist, 0, 0)) * Matrix4.CreateRotationZ(stars[i].angle)); program_2["color"].SetValue(stars[i].color); Gl.BindBufferToShaderAttribute(star, program_2, "vertexPosition"); Gl.BindBufferToShaderAttribute(starUV, program_2, "vertexUV"); Gl.BindBuffer(starQuads); Gl.DrawElements(BeginMode.Quads, starQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero); // update the position of the star stars[i].angle += (float)i / stars.Count * deltaTime * 2 * rotate_stars; stars[i].dist -= 0.2f * deltaTime * rotate_stars; // if we've reached the center then move this star outwards and give it a new color if (stars[i].dist < 0f) { stars[i].dist += 5f; stars[i].color = new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble()); } } Glut.glutSwapBuffers(); } The same goes for the textures, whichever one I mention last gets applied to both object?

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  • How to load toolbox items of different domain specific languages

    - by Tejas
    I have 'n' different domain specifc languages e.g. language1, language2, ...., languagen each of which contains different toolbox items. Let say first language is for banking process, second one is for health process, third one is for insurance process etc. I want to load toolbox items of every above mentioned languages into every language. i.e. the toolbox item defined in banking process should be visible and functional in all other languages i.e. inside health and insurance languages resp.

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  • Visualization tools for physical simulations

    - by Nick
    I'm interested in starting some physics simulations and I'm getting hung up on the visualization side of things. I have lots of resources for reading how to implement the simulation itself but I'd rather not learn two things at once - the simulation part and a new complex visualization API. Are there any high-level visualization tools that are language independent? I understand that I'll have to learn some new code for visualization but I'd like to start at a high level, OpenGL is my long-term goal and not my prototype goal.

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  • OpenGL 2D Depth Perception

    - by Stephen James
    I have a 2D RPG game written in Java using LWJGL. All works fine, but at the moment I'm having trouble deciding what the best way to do depth perception is. So , for example, if the player goes in front of the tree/enemy (lower than the objects y-coordinate) then show the player in front), if the player goes behind the tree/enemy (higher than the objects specific y-coordinate), then show the player behind the object. I have tried writing a block of code to deal with this, and it works quite well for the trees, but not for the enemies yet. Is there a simpler way of doing this in LWJGL that I'm missing?

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  • RenderTarget2D behavior in XNA

    - by Utkarsh Sinha
    I've been dabbling with XNA for a couple of days now. This chunk of code doesn't work as I expect. The goal is to render sprites individually and composite them on another rendertarget. P = RenderTarget2D(with RenderTargetUsage.PreserveContents) D = RenderTarget2D(with RenderTargetUsage.DiscardContents) for all sprites: graphicsDevice.SetRenderTarget(D); <draw sprite i> graphicsDevice.SetRenderTarget(P); <Draw D> graphicsDevice.SetRenderTarget(null); <Draw P> The result I get is - only the last sprite is visible. I'm sure I'm missing some piece of information about RenderTarget2D. Any hints on what that might be? Cross posted from - http://stackoverflow.com/questions/9970349/weird-rendertarget2d-behaviour

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