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  • 2D Tile based Game Collision problem

    - by iNbdy
    I've been trying to program a tile based game, and I'm stuck at the collision detection. Here is my code (not the best ^^): void checkTile(Character *c, int **map) { int x1,x2,y1,y2; /* Character position in the map */ c->upY = (c->y) / TILE_SIZE; // Top left corner c->downY = (c->y + c->h) / TILE_SIZE; // Bottom left corner c->leftX = (c->x) / TILE_SIZE; // Top right corner c->rightX = (c->x + c->w) / TILE_SIZE; // Bottom right corner x1 = (c->x + 10) / TILE_SIZE; // 10px from left side point x2 = (c->x + c->w - 10) / TILE_SIZE; // 10px from right side point y1 = (c->y + 10) / TILE_SIZE; // 10px from top side point y2 = (c->y + c->h - 10) / TILE_SIZE; // 10px from bottom side point /* Top */ if (map[c->upY][x1] > 2 || map[c->upY][x2] > 2) c->topCollision = 1; else c->topCollision = 0; /* Bottom */ if ((map[c->downY][x1] > 2 || map[c->downY][x2] > 2)) c->downCollision = 1; else c->downCollision = 0; /* Left */ if (map[y1][c->leftX] > 2 || map[y2][c->leftX] > 2) c->leftCollision = 1; else c->leftCollision = 0; /* Right */ if (map[y1][c->rightX] > 2 || map[y2][c->rightX] > 2) c->rightCollision = 1; else c->rightCollision = 0; } That calculates 8 collision points My moving function is like that: void movePlayer(Character *c, int **map) { if ((c->dirX == LEFT && !c->leftCollision) || (c->dirX == RIGHT && !c->rightCollision)) c->x += c->vx; if ((c->dirY == UP && !c->topCollision) || (c->dirY == DOWN && !c->downCollision)) c->y += c->vy; checkPosition(c, map); } and the checkPosition: void checkPosition(Character *c, int **map) { checkTile(c, map); if (c->downCollision) { if (c->state != JUMPING) { c->vy = 0; c->y = (c->downY * TILE_SIZE - c->h); } } if (c->leftCollision) { c->vx = 0; c->x = (c->leftX) * TILE_SIZE + TILE_SIZE; } if (c->rightCollision) { c->vx = 0; c->x = c->rightX * TILE_SIZE - c->w; } } This works, but sometimes, when the player is landing on ground, right and left collision points become equal to 1. So it's as if there were collision coming from left or right. Does anyone know why this is doing this?

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  • How can I have multiple layers in my map array?

    - by Manl400
    How do I load Levels in my game, as in Layer 1 would be Objects, Layer 2 would be Characters and so on. I only need 3 layers, and they will all be put on top of each other. i.e having a flower with a transparent background to be put on grass or dirt on the layer below.I would like to Read From the same file too. How would i go about doing this? Any help would be appreciated. I load the map from a level file which are just numbers corresponding to a tile in the tilesheet. Here is the level file [Layer1] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [Layer2] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [Layer3] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 And here is the code that interprets it void LoadMap(const char *filename, std::vector< std::vector <int> > &map) { std::ifstream openfile(filename); if(openfile.is_open()) { std::string line, value; int space; while(!openfile.eof()) { std::getline(openfile, line); if(line.find("[TileSet]") != std::string::npos) { state = TileSet; continue; } else if (line.find("[Layer1]") != std::string::npos) { state = Map; continue; } switch(state) { case TileSet: if(line.length() > 0) tileSet = al_load_bitmap(line.c_str()); break; case Map: std::stringstream str(line); std::vector<int> tempVector; while(!str.eof()) { std::getline(str, value, ' '); if(value.length() > 0) tempVector.push_back(atoi(value.c_str())); } map.push_back(tempVector); break; } } } else { } } and this is how it draws the map. Also the tile sheet is 1280 by 1280 and the tilesizeX and tilesizeY is 64 void DrawMap(std::vector <std::vector <int> > map) { int mapRowCount = map.size(); for(int i, j = 0; i < mapRowCount; i ++) { int mapColCount = map[i].size(); for (int j = 0; j < mapColCount; ++j) { int tilesetIndex = map[i][j]; int tilesetRow = floor(tilesetIndex / TILESET_COLCOUNT); int tilesetCol = tilesetIndex % TILESET_COLCOUNT; al_draw_bitmap_region(tileSet, tilesetCol * TileSizeX, tilesetRow * TileSizeY, TileSizeX, TileSizeY, j * TileSizeX, i * TileSizeX, NULL); } } } EDIT: http://i.imgur.com/Ygu0zRE.jpg

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  • Problem when scaling game screen in Libgdx

    - by Nicolas Martel
    Currently, I'm able to scale the screen by applying this bit of code onto an OrthographicCamera Camera.setToOrtho(true, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2); But something quite strange is happening with this solution, take a look at this picture of my game below Seems fine right? But upon further investigation, many components are rendered off by one pixels, and the tiles all are. Take a closer look I circled a couple of the errors. Note that the shadow of the warrior I circled appears fine for the other warriors. Also keep in mind that everything is rendered at pixel-perfect precision when I disable the scaling. I actually thought of a possible source for the problem as I'm writing this but I decided to still post this because I would assume somebody else might run into the same issue.

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  • i am going to start learning to develop games, and have a very importent question

    - by levi s.
    so i am going to be starting to start learning to develop games soon, and i have already learned the basics of java. before i really go balls out. am i making a bad choice of language? should i stop now and move to c++ or c#? will that hinder me? is java going to hinder me worse? im kinda having regrets on saying "oh hey minecraft was made in java, it must be best!" im mainly asking, what should i do?

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  • Can these game be fully coded in html5/javascript?

    - by RufioLJ
    I mean the mechanics of the game. Would it be possible? -Pokemon GBA series, rendering the world would be easy, but what about battle mechanics? -MapleStory, after seen dragonbound.net which is an identical copy of Gunbound I would think it's rather possible, but I'm still not sure if javascript can handle all the mechanics of the world. It would be heavy on resources I guess? I'm asking this because I'm really interested in html5 game develop(I really think in a future will destroy flash on game dev ground). I want to have an idea of how far games developed with the html5/javascript technology can go. I got especially inspired by dragonbound. I really think it pushes htmlt/javascript to the limits (game dev).

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  • How should I sort images in an isometric game so that they appear in the correct order?

    - by Andrew
    Hi! This seems like a rather simple problem but I am having a lot of difficulty with it. What should I do to properly sort images in an isometric game? In a normal 2d top-down game one could use the screen y axis to sort the images. In this example the trees are properly sorted but the isometric walls are not. Example image: sorted by screen y Wall2 is one pixel below wall1 therefore it is drawn after wall1. If I sort by the isometric y axis the walls appear in the correct order but the trees do not. Example image: sorted by isometric y

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  • UIView with IrrlichtScene - iOS

    - by user1459024
    i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : UIViewController { IBOutlet UILabel *errorLabel; } @end WWSViewController.mm #import "WWSViewController.h" #include "../../ressources/irrlicht/include/irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; @interface WWSViewController () @end @implementation WWSViewController -(void)awakeFromNib { errorLabel = [[UILabel alloc] init]; errorLabel.text = @""; IrrlichtDevice *device = createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16, false, false, false, 0); /* Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); /* Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); /* We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We check the return value of getMesh() to become aware of loading problems and other errors. Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("/Users/dbocksteger/Desktop/test/media/sydney.md2"); if (!mesh) { device->drop(); if (!errorLabel) { errorLabel = [[UILabel alloc] init]; } errorLabel.text = @"Konnte Mesh nicht laden."; return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); /* To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("/Users/dbocksteger/Desktop/test/media/sydney.bmp") ); } /* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); /* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window). */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } /* After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. */ device->drop(); } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end Sadly the result is just a black View in the Simulator. :( Hope here is anyone who can explain me how i draw the scene in a UIView. Furthermore I'm getting this Error: Could not load sprite bank because the file does not exist: #DefaultFont How can i fix it ?

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  • "Walking" along a rotating surface in LimeJS

    - by Dave Lancea
    I'm trying to have a character walk along a plank (a long, thin rectangle) that works like a seesaw, being rotated around a central point by box2d physics (falling objects). I want the left and right arrow keys to move the player up and down the plank, regardless of it's slope, and I don't want to use real physics for the player movement. My idea for achieving this was to compute the coordinate based on the rotation of the plank and the current location "up" or "down" the board. My math is derived from here: http://math.stackexchange.com/questions/143932/calculate-point-given-x-y-angle-and-distance Here's the code I have so far: movement = 0; if(keys[37]){ // Left movement = -3; } if(keys[39]){ // Right movement = 3; } // this.plank is a LimeJS sprite. // getRotation() Should return an angle in degrees var rotation = this.plank.getRotation(); // this.current_plank_location is initialized as 0 this.current_plank_location += movement; var x_difference = this.current_plank_location * Math.cos(rotation); var y_difference = this.current_plank_location * Math.sin(rotation); this.setPosition(seesaw.PLANK_CENTER_X + x_difference, seesaw.PLANK_CENTER_Y + y_difference); This code causes the player to swing around in a circle when they are out of the center of the plank given a slight change in rotation of the plank. Any ideas on how I can get the player position to follow the board position?

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  • How to alter image pixels of a wild life bird?

    - by NoobScratcher
    Hello so I was hoping someone knew how to move or change color and position actual image pixels and could explain and show the code to do so. I know how to write pixels on a surface or screen-surface usigned int *ptr = static_cast <unsigned int *> (screen-pixels); int offset = y * (screen->pitch / sizeof(unsigned int)); ptr[offset + x] = color; But I don't know how to alter or manipulate a image pixel of a png image my thoughts on this was How do I get the values and locations of pixels and what do I have to write to make it happen? Then how do I actually change the values or locations of those gotten pixels and how do I make that happen? any ideas tip suggestions are also welcome! int main(int argc , char *argv[]) { SDL_Surface *Screen = SDL_SetVideoMode(640,480,32,SDL_SWSURFACE); SDL_Surface *Image; Image = IMG_Load("image.png"); bool done = false; SDL_Event event; while(!done) { SDL_FillRect(Screen,NULL,(0,0,0)); SDL_BlitSurface(Image,NULL,Screen,NULL); while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; break; } } SDL_Flip(Screen); } return 0; }

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  • Explaining Asteroids Movement code

    - by Moaz ELdeen
    I'm writing an Asteroids Atari clone, and I want to figure out how the AI for the asteroids is done. I have came across that piece of code, but I can't get what it does 100% if ((float)rand()/(float)RAND_MAX < 0.5) { m_Pos.x = -app::getWindowWidth() / 2; if ((float)rand()/(float)RAND_MAX < 0.5) m_Pos.x = app::getWindowWidth() / 2; m_Pos.y = (int) ((float)rand()/(float)RAND_MAX * app::getWindowWidth()); } else { m_Pos.x = (int) ((float)rand()/(float)RAND_MAX * app::getWindowWidth()); m_Pos.y = -app::getWindowHeight() / 2; if (rand() < 0.5) m_Pos.y = app::getWindowHeight() / 2; } m_Vel.x = (float)rand()/(float)RAND_MAX * 2; if ((float)rand()/(float)RAND_MAX < 0.5) { m_Vel.x = -m_Vel.x; } m_Vel.y =(float)rand()/(float)RAND_MAX * 2; if ((float)rand()/(float)RAND_MAX < 0.5) m_Vel.y = -m_Vel.y;

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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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  • 3D Texture Mapping (Atlas)

    - by Tim Hatch
    This is a pretty simple question. If I was to use multiple images in a single texture for a 3D cube, how would I go about re-using each vertex (having 8 total vs 24)? With a single buffer of 8 vertices, I don't see how I'd properly reuse the UV values. Any help on that? I know it's not terribly clear, but I figured it was a simple question. The 2D method is pretty easy, the next coordinates would be the same as the first (0,0 and 0,1 respectively). However, the above 3D version has me quite befuddled.

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  • Boolean checks with a single quadtree, or multiple quadtrees?

    - by Djentleman
    I'm currently developing a 2D sidescrolling shooter game for PC (think metroidvania but with a lot more happening at once). Using XNA. I'm utilising quadtrees for my spatial partitioning system. All objects will be encompassed by standard bounding geometry (box or sphere) with possible pixel-perfect collision detection implemented after geometry collision (depends on how optimised I can get it). These are my collision scenarios, with < representing object overlap (multiplayer co-op is the reason for the player<player scenario): Collision scenarios (true = collision occurs): Player <> Player = false Enemy <> Enemy = false Player <> Enemy = true PlayerBullet <> Enemy = true PlayerBullet <> Player = false PlayerBullet <> EnemyBullet = true PlayerBullet <> PlayerBullet = false EnemyBullet <> Player = true EnemyBullet <> Enemy = false EnemyBullet <> EnemyBullet = false Player <> Environment = true Enemy <> Environment = true PlayerBullet <> Environment = true EnemyBullet <> Environment = true Going off this information and the fact that were will likely be several hundred objects rendering on-screen at any given time, my question is as follows: Which method is likely to be the most efficient/optimised and why: Using a single quadtree with boolean checks for collision between the different types of objects. Using three quadtrees at once (player, enemy, environment), only testing the player and enemy trees against each other while testing both the player and enemy trees against the environment tree.

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  • How to acheive a smoother lighting effect

    - by Cyral
    I'm making a tile based game in XNA So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it

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  • GPU based procedual terrain borders?

    - by OnePie
    I'm working on a game that preferibly should feature a combination of designed and procedually generated terrain where the designer specifies in somewhat detailed terms what type of terrain a given area will have (grasslands, forest etc...) and then a precedual algorithm takes care of the rest. I'm not talking about minecraft style biomoes, but rather the game map for a strategy game. Each 'area' will not take up that much of the screen, and thus be more akin to a tile whose texture is procedually generated. While procedually generating terrain textures on the GPU are not that difficult, the hard part is making the borders between them look good. Currently, the 'tiles' are large enough to be visible (due to memory constraints mainly, we are talking planetary sized textures for a game taking place in space and on a continental ground view with seamless transitions between them) and creating good borders between them with an algorithm that is fast enough to be useful has proven difficult. Sampling the n-surrounding pixels and using the combiened result did not yield very good borders and was fairly slow on the GPU to boot (ca 12ms for me, that is without any lighning or shading and with very simple terrain texture shaders). So are there any practical known methods to solve this problem?

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  • Android: Layouts and views or a single full screen custom view?

    - by futlib
    I'm developing an Android game, and I'm making it so that it can run on low end devices without GPU, so I'm using the 2D API. I have so far tried to use Android's mechanisms such as layouts and activities where possible, but I'm beginning to wonder if it's not easier to just create a single custom view (or one per activity) and do all the work there. Here's an example of how I currently do things: I'm using a layout to display the game's background as an image view and the square game area, which is a custom view, centered in the middle. What would you say? Should I continue to use layouts where possible or is it more common/reasonable to just use a large custom view? I'm thinking that this would probably also make it easier to port my code to other platforms.

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  • Initial direction of intersection between two moving vehicles?

    - by Larolaro
    I'm working with a bit of projectile prediction for my AI and I'm looking for some ideas, any input? If a blue vehicle is moving in a direction at a constant speed of X m/s and a stationary orange vehicle has a rocket that travels Y m/s, which initial direction would the orange vehicle have to fire the rocket for it to hit the blue vehicle at the earliest time in the future? Thanks for reading!

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  • Can't use SFML sprite drawing and OpenGL rendering at the same time

    - 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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  • Repairing back-facing triangles without user input

    - by LTR
    My 3D application works with user-imported 3D models. Frequently, those models have a few vertices facing into the wrong direction. (For example, there is a 3D roof and a few triangles of that roof are facing inside the building). I want to repair those automatically. We can make several assumptions about these 3D models: they are completely closed without holes, and the camera is always on the outside. My idea: Shoot 500 rays from every triangle outwards into all directions. From the back side of the triangle, all rays will hit another part of the model. From the front side, at least one ray will hit nothing. Is there a better algorithm? Are there any papers about something like this?

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  • How to keep a data structure synchronized over a network?

    - by David Gouveia
    Context In the game I'm working on (a sort of a point and click graphic adventure), pretty much everything that happens in the game world is controlled by an action manager that is structured a bit like: So for instance if the result of examining an object should make the character say hello, walk a bit and then sit down, I simply spawn the following code: var actionGroup = actionManager.CreateGroup(); actionGroup.Add(new TalkAction("Guybrush", "Hello there!"); actionGroup.Add(new WalkAction("Guybrush", new Vector2(300, 300)); actionGroup.Add(new SetAnimationAction("Guybrush", "Sit")); This creates a new action group (an entire line in the image above) and adds it to the manager. All of the groups are executed in parallel, but actions within each group are chained together so that the second one only starts after the first one finishes. When the last action in a group finishes, the group is destroyed. Problem Now I need to replicate this information across a network, so that in a multiplayer session, all players see the same thing. Serializing the individual actions is not the problem. But I'm an absolute beginner when it comes to networking and I have a few questions. I think for the sake of simplicity in this discussion we can abstract the action manager component to being simply: var actionManager = new List<List<string>>(); How should I proceed to keep the contents of the above data structure syncronized between all players? Besides the core question, I'm also having a few other concerns related to it (i.e. all possible implications of the same problem above): If I use a server/client architecture (with one of the players acting as both a server and a client), and one of the clients has spawned a group of actions, should he add them directly to the manager, or only send a request to the server, which in turn will order every client to add that group? What about packet losses and the like? The game is deterministic, but I'm thinking that any discrepancy in the sequence of actions executed in a client could lead to inconsistent states of the world. How do I safeguard against that sort of problem? What if I add too many actions at once, won't that cause problems for the connection? Any way to alleviate that?

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  • Problems using easing equations in C# XNA

    - by codinghands
    I'm having some trouble using the easing equations suggested by Robert Penner for ActionScript (http://www.robertpenner.com/easing/, and a Flash demo here) in my C# XNA game. Firstly, what is the definition of the following variables passed in as arguments to each equation? float t, float b, float c, float d I'm currently calculating the new X position of a sprite in the Update() loop, however even for the linear tween equation I'm getting some odd results. I'm using the following values: float t = gameTime.TotalGameTime.TotalMilliseconds; float d = 8000f; float b = x.Position.X; float c = (ScreenManager.Game.GraphicsDevice.Viewport.Width >> 1) - (x.Position.X + x.frameSize.X / 2); And this equation for linear easing: float val = c*t/d + b;

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  • Best way to mask 2D sprites in XNA?

    - by electroflame
    I currently am trying to mask some sprites. Rather than explaining it in words, I've made up some example pictures: The area to mask (in white) Now, the red sprite that needs to be cropped. The final result. Now, I'm aware that in XNA you can do two things to accomplish this: Use the Stencil Buffer. Use a Pixel Shader. I have tried to do a pixel shader, which essentially did this: float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex = tex2D(BaseTexture, texCoord); float4 bitMask = tex2D(MaskTexture, texCoord); if (bitMask.a > 0) { return float4(tex.r, tex.g, tex.b, tex.a); } else { return float4(0, 0, 0, 0); } } This seems to crop the images (albeit, not correct once the image starts to move), but my problem is that the images are constantly moving (they aren't static), so this cropping needs to be dynamic. Is there a way I could alter the shader code to take into account it's position? Alternatively, I've read about using the Stencil Buffer, but most of the samples seem to hinge on using a rendertarget, which I really don't want to do. (I'm already using 3 or 4 for the rest of the game, and adding another one on top of it seems overkill) The only tutorial I've found that doesn't use Rendertargets is one from Shawn Hargreaves' blog over here. The issue with that one, though is that it's for XNA 3.1, and doesn't seem to translate well to XNA 4.0. It seems to me that the pixel shader is the way to go, but I'm unsure of how to get the positioning correct. I believe I would have to change my onscreen coordinates (something like 500, 500) to be between 0 and 1 for the shader coordinates. My only problem is trying to work out how to correctly use the transformed coordinates. Thanks in advance for any help!

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  • A* how make natural look path?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • Rendering output to arbitary quadrilateral

    - by Trainee4Life
    I want to render output on a device to an arbitary quadirlateral, i.e. project texture on to a quad. What are the possible ways I could implement it? Till now, I have investigated: Drawing textured quadrilateral - Quads look odd as they are composed of triangles, and the distortion looks odd. The issue I'm facing has been discussed here and here as well. Setting transformation on device - Need help in getting this implemented. Pixel shaders - Not able to implement the desired effect. Any help would be much appreciated.

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  • Is it possible to construct a cube with less than 24 vertices

    - by Telanor
    I have a cube-based world like minecraft and I'm wondering if there's a way to construct a cube with less than 24 vertices so I can reduce memory usage. It doesn't seem possible to me for 2 reasons: the normals wouldn't come out right and per-face textures wouldn't work. Is this the case or am I wrong? Maybe there's some fancy new dx11 tech that can help? Edit: Just to clarify, I have 2 requirements: I need surface normals for each cube face in order to do proper lighting and I need a way to address a different indexes in a texture array for each cube face

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