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  • What''s easy extensible technique to store game data?

    - by Miro
    I'm looking for library/technique for storing my game resources - levels, object (effects,world info), items(price,effects,...), NPC(visual info, behavior), everything except graphics/audio stuff. I've seen lua used for Awesome WM configuration. protobuf looks good, but it seems to be designed for network communication. I've tried to write my own parser, but as the project grows it's more and more harder to manage it and catch all the bugs. My requiremets: stability easy extension of data without need to convert older versions to newer good(don't have to be the best) performance of loading not much coding not XML!

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  • How many players can UDK support without Networking

    - by N0xus
    I've been looking for the answer to this for some time now, but cannot find anything online that is helpful. What I want to know is the amount of players that the UDK can support on one single machine. An example of this would be golden eye on the N64. On that, you could get 4 players all playing the same game at the same time using split screen. Like in this image: Does anyone know is the UDK is capable of doing similar?

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  • Many sources of movement in an entity system

    - by Sticky
    I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple as being able to manipualate the position of an object by an undefined number of sources. That is, I have my entity, which has a position component. I then have some event in the game which tells this entity to move a given distance, in a given time. These events can happen at any time, and will have different values for position and time. The result is that they'd be compounded together. In a traditional OO solution, I'd have some sort of MoveBy class, that contains the distance/time, and an array of those inside my game object class. Each frame, I'd iterate through all the MoveBy, and apply it to the position. If a MoveBy has reached its finish time, remove it from the array. With the entity system, I'm a little confused as how I should replicate this sort of behavior. If there were just one of these at a time, instead of being able to compound them together, it'd be fairly straightforward (I believe) and look something like this: PositionComponent containing x, y MoveByComponent containing x, y, time Entity which has both a PositionComponent and a MoveByComponent MoveBySystem that looks for an entity with both these components, and adds the value of MoveByComponent to the PositionComponent. When the time is reached, it removes the component from that entity. I'm a bit confused as to how I'd do the same thing with many move by's. My initial thoughts are that I would have: PositionComponent, MoveByComponent the same as above MoveByCollectionComponent which contains an array of MoveByComponents MoveByCollectionSystem that looks for an entity with a PositionComponent and a MoveByCollectionComponent, iterating through the MoveByComponents inside it, applying/removing as necessary. I guess this is a more general problem, of having many of the same component, and wanting a corresponding system to act on each one. My entities contain their components inside a hash of component type - component, so strictly have only 1 component of a particular type per entity. Is this the right way to be looking at this? Should an entity only ever have one component of a given type at all times?

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  • How to handle loading and keeping many bitmaps in an Android 2D game

    - by Lumis
    In an Android 2D game which is using SurfaceView where its onDraw is driven by a loop from a Thread, I use many bitmap sprites (sprite sheets) and two background size bitmaps, which are all loaded into memory at the start. It all works fine, however, when the activity is onPause or after reloading it few times, Android shows a tendency to wipe out the big bitmaps only, probably to free memory. Sometimes this happens even in the middle of loading this very activity. In order to counter this, I made a check in the onDraw method to test if the big bitmaps are still there and reload them if they are forcefully recycled by Android, before drawing them on Canvas. This solution may not be the most stable, and since I know that there are much more accomplished android game programmers here than myself, I hope you can reveal some tricks or secrets or at least provide some good hints, how to overcome this.

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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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  • XNA model drawing problem

    - by user1990950
    When using this code: public static void DrawModel(Model model, Vector3 position, Vector3 offset, float xRotation, float yRotation, float zRotation, float allrot, float xScale, float yScale, float zScale) { position.Y *= -1; offset.Y *= -1; Matrix worldMatrix = ((Matrix.CreateRotationZ(MathHelper.ToRadians(zRotation)) * Matrix.CreateRotationX(MathHelper.ToRadians(xRotation))) * Matrix.CreateRotationY(MathHelper.ToRadians(yRotation))) * (Matrix.CreateTranslation(offset) * Matrix.CreateRotationY(MathHelper.ToRadians(allrot))) * Matrix.CreateScale(xScale, yScale, zScale); worldMatrix *= Matrix.CreateTranslation(position) * theCamera.GetTransformation() * Matrix.CreateTranslation(new Vector3(-(graphics.GraphicsDevice.Viewport.Width / 2), graphics.GraphicsDevice.Viewport.Height / 2, 0)); foreach (ModelMesh mesh in model.Meshes) { for (int i = 0; i < mesh.Effects.Count; i++) { ((BasicEffect)mesh.Effects[i]).EnableDefaultLighting(); ((BasicEffect)mesh.Effects[i]).World = worldMatrix; ((BasicEffect)mesh.Effects[i]).View = viewMatrix; ((BasicEffect)mesh.Effects[i]).Projection = projectionMatrix; } mesh.Draw(); } } The model rotates and then scales. It should scale and then rotate, but whenever I try to change it, it won't work.

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  • why would you use textures that are not a power of 2?

    - by Will
    In the early days of OpenGL and DirectX, it was required that textures were powers of two. This meant that interpolation of float values could be done very quickly using shifting and such. Since OpenGL 2.0, and preceding that via an extension, non-power-of-two texture dimensions has been supported. Are there performance advantages to sticking to power-of-two textures on modern integrated and discrete GPUs? What advantages do non-power-of-two textures have, if any? Are there large populations of desktop users who don't have cards that support non-power-of-two textures?

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  • Implementing invisible bones

    - by DeadMG
    I suddenly have the feeling that I have absolutely no idea how to implement invisible objects/bones. Right now, I use hardware instancing to store the world matrix of every bone in a vertex buffer, and then send them all to the pipeline. But when dealing with frustrum culling, or having them set to invisible by my simulation for other reasons, means that some of them will be randomly invisible. Does this mean I effectively need to re-fill the buffer from scratch every frame with only the visible unit's matrices? This seems to me like it would involve a lot of wasted bandwidth.

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  • Lag compensation of projectile shooting game

    - by Denis Ermolin
    I'm thinking about an algorithm for firing projectiles with lag compensation. Now I did find only one descent solution: Player hits fire button. Client sends input "fire". Client waits for server response. Server generates bullet then sends response to client. Client recieves response and finally fires projectile. Is this solution only "trueway"? I find it the only one that can be fair to all of the clients. Valve in this case, doesn't compensate lag from rocket shots. I am feeling that I will not compensate it, too. I think that with today's bandwidth I can close my eyes on this problem, because I don't see any solutions with fair logic. What do you think?

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  • How do I plot individual pixels using the XNA APIs?

    - by izb
    If I wanted to fill my game screen with individually coloured pixels, how would I do this? For example, if I wanted to write a 'game of life'-type game where each pixel was a cell, how would I achieve this using XNA? I've tried just calling SetData() on a Texture2D object using a screen-sized array of Color values, but it complains with: You may not call SetData on a resource while it is actively set on the GraphicsDevice. Unset it from the device before calling SetData. How do I do as it asks? Or better still... is there an alternative, better, efficient way to fill a screen with arbitrary pixels?

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  • Top down space game control problem

    - by Phil
    As the title suggests I'm developing a top down space game. I'm not looking to use newtonian physics with the player controlled ship. I'm trying to achieve a control scheme somewhat similar to that of FlatSpace 2 (awesome game). I can't figure out how to achieve this feeling with keyboard controls as opposed to mouse controls though. Any suggestions? I'm using Unity3d and C# or javaScript (unityScript or whatever is the correct term) works fine if you want to drop some code examples. Edit: Of course I should describe FlatSpace 2's control scheme, sorry. You hold the mouse button down and move the mouse in the direction you want the ship to move in. But it's not the controls I don't know how to do but rather the feeling of a mix of driving a car and flying an aircraft. It's really well made. Youtube link: FlatSpace2 on iPhone I'm not developing an iPhone game but the video shows the principle of the movement style. Edit 2 As there seems to be a slight interest, I'll post the version of the code I've used to continue. It works good enough. Sometimes good enough is sufficient! using UnityEngine; using System.Collections; public class ShipMovement : MonoBehaviour { public float directionModifier; float shipRotationAngle; public float shipRotationSpeed = 0; public double thrustModifier; public double accelerationModifier; public double shipBaseAcceleration = 0; public Vector2 directionVector; public Vector2 accelerationVector = new Vector2(0,0); public Vector2 frictionVector = new Vector2(0,0); public int shipFriction = 0; public Vector2 shipSpeedVector; public Vector2 shipPositionVector; public Vector2 speedCap = new Vector2(0,0); void Update() { directionModifier = -Input.GetAxis("Horizontal"); shipRotationAngle += ( shipRotationSpeed * directionModifier ) * Time.deltaTime; thrustModifier = Input.GetAxis("Vertical"); accelerationModifier = ( ( shipBaseAcceleration * thrustModifier ) ) * Time.deltaTime; directionVector = new Vector2( Mathf.Cos(shipRotationAngle ), Mathf.Sin(shipRotationAngle) ); //accelerationVector = Vector2(directionVector.x * System.Convert.ToDouble(accelerationModifier), directionVector.y * System.Convert.ToDouble(accelerationModifier)); accelerationVector.x = directionVector.x * (float)accelerationModifier; accelerationVector.y = directionVector.y * (float)accelerationModifier; // Set friction based on how "floaty" controls you want shipSpeedVector.x *= 0.9f; //Use a variable here shipSpeedVector.y *= 0.9f; //<-- as well shipSpeedVector += accelerationVector; shipPositionVector += shipSpeedVector; gameObject.transform.position = new Vector3(shipPositionVector.x, 0, shipPositionVector.y); } }

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  • My image is not showing in java, using ImageIcon

    - by user1048606
    I'd like to know why my images are now showing up when I use ImageIcon and when I have specified the directory the image is in. All I get is a black blank screen with nothing else on it. import java.awt.Image; import java.awt.event.KeyEvent; import javax.swing.ImageIcon; import java.awt.Image; import java.awt.event.KeyEvent; import java.util.ArrayList; import javax.swing.ImageIcon; // Class for handling key input public class Craft { private int dx; private int dy; private int x; private int y; private Image image; private Image image2; private ArrayList missiles; private final int CRAFT_SIZE = 20; private String craft = "C:\\Users\\Jimmy\\Desktop\\Jimmy's Folder\\programs\\craft.png"; public Craft() { ImageIcon ii = new ImageIcon(craft); image2 = ii.getImage(); missiles = new ArrayList(); x = 40; y = 60; } public void move() { x += dx; y += dy; } public int getX() { return x; } public int getY() { return y; } public Image getImage() { return image; } public ArrayList getMissiles() { return missiles; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); // Shooting key if (key == KeyEvent.VK_SPACE) { fire(); } if (key == KeyEvent.VK_LEFT) { dx = -1; } if (key == KeyEvent.VK_RIGHT) { dx = 1; } if (key == KeyEvent.VK_UP) { dy = -1; } if (key == KeyEvent.VK_DOWN) { dy = 1; } } // Handles the missile object firing out of the ship public void fire() { missiles.add(new Missile(x + CRAFT_SIZE, y + CRAFT_SIZE/2)); } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = 0; } if (key == KeyEvent.VK_RIGHT) { dx = 0; } if (key == KeyEvent.VK_UP) { dy = 0; } if (key == KeyEvent.VK_DOWN) { dy = 0; } } }

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  • X Error of failed request: BadMatch [migrated]

    - by Andrew Grabko
    I'm trying to execute some "hello world" opengl code: #include <GL/freeglut.h> void displayCall() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); ... Some more code here glutSwapBuffers(); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500, 500); glutInitWindowPosition(300, 200); glutInitContextVersion(4, 2); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutCreateWindow("Hello World!"); glutDisplayFunc(displayCall); glutMainLoop(); return 0; } As a result I get: X Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 128 (GLX) Minor opcode of failed request: 34 () Serial number of failed request: 39 Current serial number in output stream: 40 Here is the stack trace: fghCreateNewContext() at freeglut_window.c:737 0x7ffff7bbaa81 fgOpenWindow() at freeglut_window.c:878 0x7ffff7bbb2fb fgCreateWindow() at freeglut_structure.c:106 0x7ffff7bb9d86 glutCreateWindow() at freeglut_window.c:1,183 0x7ffff7bbb4f2 main() at AlphaTest.cpp:51 0x4007df Here is the last piece of code, after witch the program crashes: createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress("glXCreateContextAttribsARB" ); if ( createContextAttribs == NULL ) { fgError( "glXCreateContextAttribsARB not found" ); } context = createContextAttribs( dpy, config, share_list, direct, attributes ); "glXCreateContextAttribsARB" address is obtained successfully, but the program crashes on its invocation. If I specify OpenGL version less than 4.2 in "glutInitContextVersion()" program runs without errors. Here is my glxinfo's OpelGL version: OpenGL version string: 4.2.0 NVIDIA 285.05.09 I would be very appreciate any further ideas.

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  • Best way to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • What are the parameters of APEX destructible asset / actor, and what are the effect of them?

    - by Semih Kekül
    There are parameters of the NxDestructibleAsset such as: defaultBehaviorGroup.damageToRadius destructibleParameters.fractureImpulseScale p3BodyDescTemplate.density structureSettings.useStressSolver destructibleParameters.runtimeFracture.glass.firstSegmentSize, etc. However, i can not find any document explaining these parameters. Are there any documents/videos or codes (anything) which explains these parameters?

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  • Browser Game Database structure

    - by John Svensson
    users id username password email userlevel characters id userid level strength exp max_exp map id x y This is what I have so far. I want to be able to implement and put different NPC's on my map location. I am thinking of some npc_entities table, would that be a good approach? And then I would have a npc_list table with details as how much damage, level, etc the NPC is. Give me some ideas with the map, map entities, npc how I can structure it?

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  • How to determine if a 3D voxel-based room is sealed, efficiently

    - by NigelMan1010
    I've been having some issues with efficiently determining if large rooms are sealed in a voxel-based 3D rooms. I'm at a point where I have tried my hardest to solve the problem without asking for help, but not tried enough to give up, so I'm asking for help. To clarify, sealed being that there are no holes in the room. There are oxygen sealers, which check if the room is sealed, and seal depending on the oxygen input level. Right now, this is how I'm doing it: Starting at the block above the sealer tile (the vent is on the sealer's top face), recursively loop through in all 6 adjacent directions If the adjacent tile is a full, non-vacuum tile, continue through the loop If the adjacent tile is not full, or is a vacuum tile, check if it's adjacent blocks are, recursively. Each time a tile is checked, decrement a counter If the count hits zero, if the last block is adjacent to a vacuum tile, return that the area is unsealed If the count hits zero and the last block is not a vacuum tile, or the recursive loop ends (no vacuum tiles left) before the counter is zero, the area is sealed If the area is not sealed, run the loop again with some changes: Checking adjacent blocks for "breathable air" tile instead of a vacuum tile Instead of using a decrementing counter, continue until no adjacent "breathable air" tiles are found. Once loop is finished, set each checked block to a vacuum tile. Here's the code I'm using: http://pastebin.com/NimyKncC The problem: I'm running this check every 3 seconds, sometimes a sealer will have to loop through hundreds of blocks, and a large world with many oxygen sealers, these multiple recursive loops every few seconds can be very hard on the CPU. I was wondering if anyone with more experience with optimization can give me a hand, or at least point me in the right direction. Thanks a bunch.

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  • What's the best way to compare blocks in a matching game that can be multiple colors?

    - by Ryan Detzel
    I have a match 3-4 game and the blocks can be one of 7 colors. There are an addition 7 blocks that are a mix of the original 7 colors so for example there is a red and blue block and there is also a red/blue block which can be matched with either the red or the blue. My original thought is just to use binary operations so. int red = 0x000000001; int blue = 0x000000010; int redblue = 0x000000011; Then just do an & operation so see if they match. Does this sound like a decent plan or am I over complicating it? edit: Better yet so it's more readable. int red = 1; int blue = 2; int red_blue = 3; int yellow = 4; int red_yellow = 5; maybe as defines or static vars?

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  • Problems with SAT Collision Detection

    - by DJ AzKai
    I'm doing a project in one of my modules for college in C++ with SFML and I was hoping someone may be able to help me. I'm using a vector of squares and triangles and I am using the SAT collision detection method to see if objects collide and to make the objects respond to the collision appropriately using the MTV(minimum translation vector) Below is my code: //from the main method int main(){ // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML OpenGL"); // Create a clock for measuring time elapsed sf::Clock Clock; srand(time(0)); //prepare OpenGL surface for HSR glClearDepth(1.f); glClearColor(0.3f, 0.3f, 0.3f, 0.f); //background colour glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); //// Setup a perspective projection & Camera position glMatrixMode(GL_PROJECTION); glLoadIdentity(); //set up a 3D Perspective View volume //gluPerspective(90.f, 1.f, 1.f, 300.0f);//fov, aspect, zNear, zFar //set up a orthographic projection same size as window //this mease the vertex coordinates are in pixel space glOrtho(0,800,0,600,0,1); // use pixel coordinates // Finally, display rendered frame on screen vector<BouncingThing*> triangles; for(int i = 0; i < 10; i++) { //instantiate each triangle; triangles.push_back(new BouncingTriangle(Vector2f(rand() % 700, rand() % 500), 3)); } vector<BouncingThing*> boxes; for(int i = 0; i < 10; i++) { //instantiate each box; boxes.push_back(new BouncingBox(Vector2f(rand() % 700, rand() % 500), 4)); } CollisionDetection * b = new CollisionDetection(); // Start game loop while (App.isOpen()) { // Process events sf::Event Event; while (App.pollEvent(Event)) { // Close window : exit if (Event.type == sf::Event::Closed) App.close(); // Escape key : exit if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape)) App.close(); } //Prepare for drawing // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0; i < 10; i++) { triangles[i]->draw(); boxes[i]->draw(); triangles[i]->update(Vector2f(800,600)); boxes[i]->draw(); boxes[i]->update(Vector2f(800,600)); } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(boxes[i]))); } } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(boxes[i]))); } } App.display(); } return EXIT_SUCCESS; } (ignore this line) //from the BouncingThing.cpp BouncingThing::BouncingThing(Vector2f position, int noSides) : pos(position), pi(3.14), radius(3.14), nSides(noSides) { collided = false; if(nSides ==3) { Vector2f vert1 = Vector2f(-12.0f,-12.0f); Vector2f vert2 = Vector2f(0.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); } else if(nSides == 4) { Vector2f vert1 = Vector2f(-12.0f,12.0f); Vector2f vert2 = Vector2f(12.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); Vector2f vert4 = Vector2f(-12.0f, -12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); verts.push_back(vert4); } velocity.x = ((rand() % 5 + 1) / 3) + 1; velocity.y = ((rand() % 5 + 1) / 3 ) +1; } void BouncingThing::update(Vector2f screenSize) { Transform t; t.rotate(0); for(int i=0;i< verts.size(); i++) { verts[i]=t.transformPoint(verts[i]); } if(pos.x >= screenSize.x || pos.x <= 0) { velocity.x *= -1; } if(pos.y >= screenSize.y || pos.y <= 0) { velocity.y *= -1; } if(collided) { //velocity.x *= -1; //velocity.y *= -1; collided = false; } pos += velocity; } void BouncingThing::setCollision(bool x){ collided = x; } void BouncingThing::draw() { glBegin(GL_POLYGON); glColor3f(0,1,0); for(int i = 0; i < verts.size(); i++) { glVertex2f(pos.x + verts[i].x,pos.y + verts[i].y); } glEnd(); } vector<Vector2f> BouncingThing::getNormals() { vector<Vector2f> normalVerts; if(nSides == 3) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); Vector2f ac = Vector2f((verts[2].x + pos.x) - (verts[0].x + pos.x), (verts[2].y + pos.y) - (verts[0].y + pos.y)); ac = flip(ac); ac.x *= -1; normalVerts.push_back(ac); return normalVerts; } if(nSides ==4) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); return normalVerts; } } Vector2f BouncingThing::flip(Vector2f v){ float vyTemp = v.x; float vxTemp = v.y * -1; return Vector2f(vxTemp, vyTemp); } (Ignore this line) CollisionDetection::CollisionDetection() { } vector<float> CollisionDetection::bubbleSort(vector<float> w) { int temp; bool finished = false; while (!finished) { finished = true; for (int i = 0; i < w.size()-1; i++) { if (w[i] > w[i+1]) { temp = w[i]; w[i] = w[i+1]; w[i+1] = temp; finished=false; } } } return w; } class Vector{ public: //static int dp_count; static float dot(sf::Vector2f a,sf::Vector2f b){ //dp_count++; return a.x*b.x+a.y*b.y; } static float length(sf::Vector2f a){ return sqrt(a.x*a.x+a.y*a.y); } static Vector2f add(Vector2f a, Vector2f b) { return Vector2f(a.x + b.y, a.y + b.y); } static sf::Vector2f getNormal(sf::Vector2f a,sf::Vector2f b){ sf::Vector2f n; n=a-b; n/=Vector::length(n);//normalise float x=n.x; n.x=n.y; n.y=-x; return n; } }; bool CollisionDetection::CheckCollision(BouncingThing & x, BouncingThing & y) { vector<Vector2f> xVerts = x.getVerts(); vector<Vector2f> yVerts = y.getVerts(); vector<Vector2f> xNormals = x.getNormals(); vector<Vector2f> yNormals = y.getNormals(); int size; vector<float> xRange; vector<float> yRange; for(int j = 0; j < xNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(xNormals[j], Vector2f(xVerts[i].x, xVerts[i].x))); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(xNormals[j], Vector2f(yVerts[i].x , yVerts[i].y))); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } float x3 = Min(xRange[0], yRange[0]); float y3 = Max(xRange[xRange.size() - 1], yRange[yRange.size() - 1]); float length = Max(x3, y3) - Min(x3, y3); } for(int j = 0; j < yNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(yNormals[j], xVerts[i])); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(yNormals[j], yVerts[i])); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } } return true; } float CollisionDetection::Min(float min, float max) { if(max < min) { min = max; } else return min; } float CollisionDetection::Max(float min, float max) { if(min > max) { max = min; } else return min; } On the screen the objects will freeze for a small amount of time before moving off again. However the problem is is that when this happens there are no collisions actually happening and I would really love to find out where the flaw is in the code. If you need any more information/code please don't hesitate to ask and I'll reply as soon as possible Regards, AzKai

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  • 2D scene graph not transforming relative to parent

    - by Dr.Denis McCracleJizz
    I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. This code creates the localTransform property for each DisplayObject. Matrix m_transform = Matrix.CreateRotationZ(rotation) * Matrix.CreateScale(scaleX, scaleY, 1) * Matrix.CreateTranslation(new Vector3(x, y, z)); This is my render code. float dRotation; Vector2 dPosition, dScale; Matrix transform; transform = this.localTransform; if (parent != null) transform = localTransform * parent.localTransform; DecomposeMatrix(ref transform, out dPosition, out dRotation, out dScale); spriteBatch.Draw(this.texture, dPosition, null, Color.White, dRotation, new Vector2(originX, originY), dScale, SpriteEffects.None, 0.0f); Here is the result when I try to add the Stage then to the stage a First DisplayObjectContainer and then a second one. It may look fine but the problem lies in the fact that I add a first DisplayObjectContainer at (400,400) and the second one within it (that's the smallest one) at position (0,0). So he should be right over its parent but he gets render within the parent at the same position the parent has (400, 400) for some reason. It's just as if I double the parent's localMatrix and then render the second cat there. This is the code i use to loop through every childs. base.Draw(spriteBatch); foreach (DisplayObject childs in _childs) { childs.Draw(spriteBatch); }

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  • Intersection points of plane set forming convex hull

    - by Toji
    Mostly looking for a nudge in the right direction here. Given a set of planes (defined as a normal and distance from origin) that form a convex hull, I would like to find the intersection points that form the corners of that hull. More directly, I'm looking for a way to generate a point cloud appropriate to provide to Bullet. Bonus points if someone knows of a way I could give bullet the plane list directly, since I somewhat suspect that's what it's building on the backend anyway.

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  • How can I render player movement on a 2d plane efficiently?

    - by user422318
    I'm prototyping a 2d HTML5 game with similar interaction to Diablo II. (See an older post of mine describing the interaction here: How can I imitate interaction and movement in Diablo II?) I just got the player click-to-move system working using the Bresenham algorithm but I can't figure out how to efficiently render the player's avatar as he moves across the screen. By the time redraw() is called, the player has already finished moving to the target point. If I try to call redraw() more frequently (based on my game timer), there's incredible system lag and I don't even see the avatar image glide across the screen. I have a game timer based off this awesome timer class: http://www.dailycoding.com/Posts/object_oriented_programming_with_javascript__timer_class.aspx In the future, there will be multiple enemies chasing the player. Fast pace is essential to the experience. What should I do?

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  • Unity 3D coding language, C# or JavaScript [on hold]

    - by hemantchhabra
    Hello to the gaming community. I am a budding game designer, learning to code for the first time in my life. I did learned c++ in school, 8 years back, so I sort of understand the logic when people are doing coding and I can suggest them the right route also, but to an extent I can't code. I am beginning to learn coding for Unity 3D. Which one do you suggest is more versatile and easier to work on for future, because I am a game designer not a coder, I would do coding until I don't have anyone else to code for me. It should be easy and fast to learn, functional and universal to apply, and innovative at the same time. C# or JavaScript ? Thank you for your time Ps- if you could suggest me steps to learn and tutorials to look for, that would be just awesome.

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  • Are there any Java based libraries that provide game mapping features?

    - by James.Elsey
    Hi All, I'm working on a Java web based game in my spare time (springMVC / JSPs etc), and I'm wondering what are my options for dealing with the "game world" or mapping element. My game will be 2d / text based, so I have no need for any OpenGL / Flash etc. My initial idea was to use Google maps and provide a custom overlay, but I want to know if there are any alternatives? For example, if I create a 2d map with all my zones, are there any libraries that will help me plot players, work out distances and so forth? Regards

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  • Should components have sub-components in a component-based system like Artemis?

    - by Daniel Ingraham
    I am designing a game using Artemis, although this is more of philosophical question about component-based design in general. Let's say I have non-primitive data which applies to a given component (a Component "animal" may have qualities such as "teeth" or "diet"). There are three ways to approach this in data-driven design, as I see it: 1) Generate classes for these qualities using "traditional" OOP. I imagine this has negative implications for performance, as systems then must be made aware of these qualities in order to process them. It also seems counter to the overall philosophy of data-driven design. 2) Include these qualities as sub-components. This seems off, in that we are now confusing the role of components with that of entities. Moreover out of the box Artemis isn't capable of mapping these subcomponents onto their parent components. 3) Add "teeth", "diet", etc. as components to the overall entity alongside "animal". While this feels odd hierarchically, it may simply be a peculiarity of component-based systems. I suspect 3 is the correct way to think about things, but I was curious about other ideas.

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