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  • Breakout ball collision detection, bouncing against the walls [solved]

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks EDIT: Have changed the bounce method. public void bounce(GObject other){ //System.out.println("y : " + getY() + " other.y + other.height - 2 : " + (other.getY() + other.getHeight() - 2)); if (getX()+getWidth()>other.getX()+2){ setHorizontalDirection(Direction.DIRECTION_RIGHT); } else if (getX()<(other.getX()+other.getWidth()-2)){ setHorizontalDirection(Direction.DIRECTION_LEFT); } if (getY()+getHeight()>other.getY()+2){ setVerticalDirection(Direction.DIRECTION_UP); } else if (getY()<(other.getY()+other.getHeight()-2)){ setVerticalDirection(Direction.DIRECTION_DOWN); } } EDIT: Solved now. See the changed method in my answer.

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  • Sending Graphics to the C drive [on hold]

    - by CodeOfGenius
    I'm trying to create image files on the users' desktop. Let's say i have a picture of an orange in my eclipse workspace in the resource folder. When somebody downloads the project, I want to take that image of an orange and put it in a folder called fruit on their desktop. Whenever i export my game it can't read the images anymore which is wierd so I prefer to try this method. Just like minecraft has its' stuff in %Appdata%, I want to put a folder with my images the game uses on the desktop. There isn't any errors, I'm just asking how do i do this.

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  • Detect if square in grid is within a diamond shape

    - by myrkos
    So I have a game in which basically everything is a square inside a big grid. It's easy to check if a square is inside a box whose center is another square: *** x *o* --> x is not in o's square *** **x *o* --> x IS in o's square *** This can be done by simply subtracting the coordinates of o and x, then taking the largest coordinate of that and comparing it with the half side length. Now I want to do the same thing but check if x is in o's diamond, like so: * **x **o** --> x IS in o's diamond *** * What would be the best way to check if a square is in another square's surrounding diamond-shaped area, given the diamond's half width/height?

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  • World of Warcraft like C++/C# server (highload)

    - by Edward83
    I know it is very big topic and maybe my question is very beaten, but I'm interesting of basics how to write highload server for UDP/TCP client-server communications in MMO-like game on C++/C#? I mean what logic of retrieving hundreds and thousands packages at the same time and sending updates to clients? Please advice me with architecture solutions, your experience, ready-to-use libraries. Maybe you know some interesting details how WoW servers work. Thank you! Edit: my question is about developing, not hardware/software tools;

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  • What are the factors that determine the default frequency of a shader call?

    - by user827992
    After i have been played for some days with various vertex and fragments shaders seems clear to me that this programs are called by the GPU at every and each rendering cycle, the problem is that I can't really quantify this frequency and I can't tell if is based on some default values or not because I don't have a big collection of hardware right now to do extensive tests. For what i know the answer could be really trivial like "it's the same of the refresh rate of your monitor", but i would like some good answers on that to be clear on this. For instance looks really odd to me that all the techniques used to control the amount of FPS that i have seen until now uses a call for the OpenGL function glutGet(GLUT_ELAPSED_TIME) to retrieve a value in ms about when the rendering started but I have to relies on the CPU to do the math. Why I can't set an FPS value in OpenGL if OpenGL clearly has a counter and a timer/clock? PS I'm referring to OpenGL 3.0+

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  • The right way to add images to Monogame/Windows

    - by ashes999
    I'm starting out with MonoGame. For now, I'm only targeting Windows (desktop -- not Windows 8 specifically). I've used a couple of XNA products in the past (raw XNA, FlatRedBall, SilverSprite), so I may have a misunderstanding about how I should add images to my content. How do I add images to my project? Currently, I created a new Monogame project, added a folder called "Content," and added images under there; the only caveat is that I need to set the Copy to Output Directory action to one of the Copy ones. It seems strange, because my "raw" XNA project just last week had a Content project in it (XNA Framework Content Pipeline, according to VS2010), which compiled my images to XNB (I think). It seems like Monogame doesn't use the same content pipeline, but I'm not sure. Edit: My question is not about "how do I get the XNA content pipeline to work with Monogame." My question is "why would I want to use the XNA content pipeline in Monogame?" Because there are (at least) two solutions (that I see today): Add the images to the Monogame project and set the Copy to Output Directory options to copy. Add a XNA content pipeline project and add my images to that instead; reference it from my MOnogame project. Which solution should I use, and why? I currently have a working version with the first option.

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  • Application toolkits like QT versus traditional game/multimedia libraries like SFML

    - by Aaron
    I currently intend to use SFML for my next game project. I'll need a substantial GUI though (RPG/strategy-type) so I'll either have to implement my own or try to find an appropriate third party library, which seem to boil down to CEGUI, libRocket, and GWEN. At the same time, I do not anticipate doing that many advanced graphical effects. My game will be 2D and primarily sprite-based with some sprite animations. I've recently discovered that QT applications can have their appearance styled so that they don't have to look like plain OS apps. Given that, I am beginning to consider QT a valid alternative to SFML. I wouldn't have to implement the GUI functionality I'd need, and I may not be taking advantage of SFML's lower-level access anyway. The only drawbacks I can think of immediately are the learning curve for QT and figuring out how to fit game logic inside such a framework after getting used to the input/update/render loop of traditional game libraries. When would an application toolkit like QT be more appropriate for a game than a traditional game or multimedia library like SFML?

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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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  • This for array colllision function doesn't work with anything but first object in array

    - by Zee Bashew
    For some reason, this simple simple loop is totally broken. (characterSheet is my character Class, it's just a movieClip with some extra functionality) (hitBox, is basically a square movieclip) Anyway: every time hitBox make contact with a characterSheet in a different order than they were created: Nothing happens. The program only seems to be listening to collisions that are made with o2[0]. As soon as another hitBox is created, it pushes the last one out of o2[0] and the last one becomes totally useless. What's super weird is that I can hit characterSheets in any order I like.... public function collisions(o1:Array, o2:Array) { if((o1.lenght>=0)&&(o2.length>=0)){ for (var i = 0; i < o1.length; i++) { var ob1 = o1[i]; for (var f = 0; f < o1.length; f++) { var ob2 = o2[f]; if (ob1 is characterSheet) { if (ob2.hitTestObject(ob1)) { var right:Boolean = true; if (ob1.x < hitBox(ob2).origin.x) right = false; characterSheet(ob1).specialDamage(hitBox(ob2).damageType, hitBox(ob2).damage, right); }}}}}} Also it might be somewhat helpful to see the function for creating a new hitBox public function SpawnHitBox(targeted, following, atype, xoff, yoff, ... args) { var newHitBox = new hitBox(targeted, following, atype, xoff, yoff, args); badCollisionObjects.push(newHitBox); arraydictionary[newHitBox] = badCollisionObjects; addChild(newHitBox); }

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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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  • What are the common character animation techniques used in tile based hack&slash games?

    - by Gorky
    I wonder what kind of animation techniques are used for creature and character animation in modern hack&slash type tile based games? Keyframing for different actions may be one option. Skeletal framing may be another. But how about the physics? Or do they use a totally hybrid system of inverse kinematics supported with a skeleton,physics and mixed with interpolated keyframing for more realistic animations? If so, how and for what reasons? I can think of many different solutions for the issues below but I wonder what's used and best suited for issues like: Walking or moving on an uneven terrain Combat interaction, combat physics and collisions Attaching rigid items to character and their iteractions ih physics world Soft body dynamics like hair, vegetation, clothes and fabric in line with animations and iteractions.

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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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  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Is there a good book or articles to learn about 2D Game Design and Effects?

    - by user28015
    I am not looking for a read how to develop games and how to implement one. I am looking for a general about possible effects in 2D Games and about general design of modern 2D gaming. I have programmed several smaller games over the years and also read books like "Golden Rules of Game Programming" by Martin Bronwlo. So I know how to implement games. What I am looking for are 2 things: Finishing touches such as effects like explosions, particles etc. Not how to make them, but how to design them so it looks right and cool. How to make a 2D game feel "more right" so that users get a satisfying gaming experience. I played a lot of 2D games but I could use some more advice.

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  • How can I convert an image from raw data in Android without any munging?

    - by stephelton
    I have raw image data (may be .png, .jpg, ...) and I want it converted in Android without changing its pixel depth (bpp). In particular, when I load a grayscale (8 bpp) image that I want to use as alpha (glTexImage() with GL_ALPHA), it converts it to 16 bpp (presumably 5_6_5). While I do have a plan B (actually, I'm probably on plan 'E' by now, this is really becoming annoying) I would really like to discover an easy way to do this using what is readily available in the API. So far, I'm using BitmapFactory.decodeByteArray(). While I'm at it. I'm doing this from a native environment via JNI (passing the buffer in from C, and a new buffer back to C from Java). Any portable solution in C/C++ would be preferable, but I don't want to introduce anything that might break in future versions of Android, etc.

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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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  • Simple rendering produces minor stutter

    - by Ben
    For some reason, this game loop renders the movement of a simple rectangle with no stuttering. double currTime; double prevTime = System.nanoTime() / NANO_TO_SEC; double FPSTIMER = System.nanoTime(); double maxTimeDiff = 100.0 / 1000.0; double delta = 1.0 / 60.0; int processes = 0, frames = 0; while(true){ currTime = System.nanoTime() / NANO_TO_SEC; if(currTime - prevTime > maxTimeDiff) prevTime = currTime; if(currTime >= prevTime){ process(); processes++; prevTime += delta; if(currTime < prevTime){ render(); frames++; } } else{ try{ Thread.sleep((long) (1000 * (prevTime - currTime))); } catch(Exception e){} } if(System.nanoTime() - FPSTIMER > 1000000000.0){ System.out.println("Process: " + (1000 / processes) + "ms FPS: " + (1000 / frames) + "ms"); processes = frames = 0; FPSTIMER += 1000000000.0; } } But for this game loop, I get really minor stuttering where the movement does not look smooth. long prevTime = System.currentTimeMillis(); long prevRenderTime = 0; long currRenderTime = 0; long delta = 0; long msPerTick = 1000 / 60; int frames = 0; int ticks = 0; double FPSTIMER = System.currentTimeMillis(); while (true){ long currTime = System.currentTimeMillis(); delta += (currTime - prevTime) / msPerTick; prevTime = currTime; while (delta >= 1){ ticks++; process(); delta -= 1; } prevRenderTime = System.currentTimeMillis(); render(); frames++; currRenderTime = System.currentTimeMillis(); try{ Thread.sleep((long) ((1000 / FPS) - (currRenderTime - prevRenderTime))); } catch(Exception e){} if(System.currentTimeMillis() - FPSTIMER > 1000.0){ System.out.println("Process: " + (1000.0 / ticks) + "ms FPS: " + (1000.0 / frames) + "ms"); ticks = frames = 0; FPSTIMER += 1000.0; } Is there any critical difference that I'm missing here? The one thing I noticed is that if I uncap the fps for the second game loop, the stuttering goes away. It doesn't make sense to me. Also, the second game loop came from Notch's Minicraft code with just my thread sleeping code added in.

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  • Libgdx 2D Game, Random generated World of random size, how to get mouse coordinates?

    - by Solom
    I'm a noob and English is not my mothertongue, so please bear with me! I'm generating a map for a Sidescroller out of a 2D-array. That is, the array holds different values and I create blocks based on that value. Now, my problem is to match mouse coordinates on screen with the actual block the mouse is pointing at. public class GameScreen implements Screen { private static final int WIDTH = 100; private static final int HEIGHT = 70; private OrthographicCamera camera; private Rectangle glViewport; private Spritebatch spriteBatch; private Map map; private Block block; ... @Override public void show() { camera = new OrthographicCamera(WIDTH, HEIGHT); camera.position.set(WIDTH/2, HEIGHT/2, 0); glViewport = new Rectangle(0, 0, WIDTH, HEIGHT); map = new Map(16384, 256); map.printTileMap(); // Debugging only spriteBatch = new SpriteBatch(); } @Override public void render(float delta) { // Clear previous frame Gdx.gl.glClearColor(1, 1, 1, 1 ); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); GL30 gl = Gdx.graphics.getGL30(); // gl.glViewport((int) glViewport.x, (int) glViewport.y, (int) glViewport.width, (int) glViewport.height); spriteBatch.setProjectionMatrix(camera.combined); camera.update(); spriteBatch.begin(); // Draw Map this.drawMap(); // spriteBatch.flush(); spriteBatch.end(); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { // Bounds check (y) if(camera.position.y + camera.viewportHeight < a)// || camera.position.y - camera.viewportHeight > a) break; for(int b = 0; b < map.getWidth(); b++) { // Bounds check (x) if(camera.position.x + camera.viewportWidth < b)// || camera.position.x > b) break; // Dynamic rendering via BlockManager int id = map.getTileMap()[a][b]; Block block = BlockManager.map.get(id); if(block != null) // Check if Air { block.setPosition(b, a); spriteBatch.draw(block.getTexture(), b, a, 1 ,1); } } } } As you can see, I don't use the viewport anywhere. Not sure if I need it somewhere down the road. So, the map is 16384 blocks wide. One block is 16 pixels in size. One of my naive approaches was this: if(Gdx.input.isButtonPressed(Input.Buttons.LEFT)) { Vector3 mousePos = new Vector3(); mousePos.set(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); System.out.println(Math.round(mousePos.x)); // *16); // Debugging // TODO: round // map.getTileMap()[mousePos.x][mousePos.y] = 2; // Draw at mouse position } I confused myself somewhere down the road I fear. What I want to do is, update the "block" (or rather the information in the Map/2D-Array) so that in the next render() there is another block. Basically drawing on the spriteBatch g So if anyone could point me in the right direction this would be highly appreciated. Thanks!

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  • How to attach two XNA models together?

    - by jeangil
    I go back on unsolved question I asked about attaching two models together, could you give me some help on this ? For example, If I want to attach together Model1 (= Main model) & Model2 ? I have to get the transformation matrix of Model1 and after get the Bone index on Model1 where I want to attach Model2 and then apply some transformation to attach Model2 to Model1 I wrote some code below about this, but It does not work at all !! (6th line of my code seems to be wrong !?) Model1TransfoMatrix=New Matrix[Model1.Bones.Count]; Index=Model1.bone[x].Index; foreach (ModelMesh mesh in Model2.Meshes) { foreach(BasicEffect effect in mesh.effects) { matrix model2Transform = Matrix.CreateScale(0.1.0f)*Matrix.CreateFromYawPitchRoll(x,y,z); effect.World= model2Transform *Model1TransfoMatrix[Index]; effect.view = camera.View; effect.Projection= camera.Projection; } mesh.draw(); }

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  • 3ds Max CAT to XNA

    - by user12214
    Has anyone successfully used the CAT bone system in 3ds Max and exported the file into XNA? If so, what was your method of doing so? There are a number of methods of doing this apparently, but the ones I've tried have not worked. I used the Panda Exporter which creates a .X file. This seems to be the latest way of going about this, but when it's loaded in XNA, there is an error saying something about the bone weights. This happens when I export with and without CAT bones.

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  • Strange behavior of RigidBody with gravity and impulse applied

    - by Heisenbug
    I'm doing some experiments trying to figure out how physics works in Unity. I created a cube mesh with a BoxCollider and a RigidBody. The cuve is laying on a mesh plane with a BoxCollider. I'm trying to update the object position applying a force on its RigidBody. Inside script FixedUpdate function I'm doing the following: public void FixedUpdate() { if (leftButtonPressed()) this.rigidbody.AddForce( this.transform.forward * this.forceStrength, ForceMode.Impulse); } Despite the object is aligned with the world axis and the force is applied along Z axis, it performs a quite big rotation movement around its y axis. Since I didn't modify the center of mass and the BoxCollider position and dimension, all values should be fine. Removing gravity and letting the object flying without touching the plane, the problem doesn't show. So I suppose it's related to the friction between objects, but I can't understand exactly which is the problem. Why this? What's my mistake? How can I fix this, or what's the right way to do such a moving an object on a plane through a force impulse?

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  • Camera doesn't move

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but I couldn't make it move. #define PI_OVER_180 0.0174532925f #define GL_CLAMP_TO_EDGE 0x812F #include "metinalifeyyaz.h" #include <GL/glu.h> #include <GL/glut.h> #include <QTimer> #include <cmath> #include <QKeyEvent> #include <QWidget> #include <QDebug> metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • [JOGL] my program is too slow, ho can i profile with Eclipse?

    - by nkint
    hi juys my simple opengl program is really toooo slow and not fluid i'm rendering 30 sphere with simple illumination and simple material. the only hard(?) computing stuffs i do is a collision detection between ray-mouse and spheres (that works ok and i do it only in mouseMoved) i have no thread only animator to move spheres how can i profile my jogl project? or mayebe (most probable..) i have some opengl instruction that i don't understand and make render particular accurate (or back face rendering that i don't need or whatever i don't know exctly i'm just entered in opengl world)

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  • Is it a good idea to use a formula to balance a game's complexity, in order to keep players in constant flow?

    - by user1107412
    I read a lot about Flow theory and its applications to video games, and I got an idea sticking in my mind. If a number of weight values are applied to different parameters of a certain game level (i.e. the size of the level, the number of enemies, their overal strength, the variance in their behavior, etc), then it should be technically possible to find an overal score mechanism for each level in the game. If a constant ratio of complexity increase were empirically defined, for instance 1,3333, or say, the Golden Ratio, would it be a good idea to arrange the levels in such an order that the increase of overal complexity tends to increase that much? Has somebody tried it?

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