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  • How to make game sessions like "with friends" games?

    - by Miguel lugo
    I want to make a game like "words with friends" or "chess with friends" or "Draw Something" or any of the other online multiplayer type games that are based around friends having game sessions with each other. I have made one app before that had no online features so I know the basics of objective-C and xCode. I looked up facebook connect so I know how to make friends find other friends to play with through Facebook. Just not how to make the gaming session. I only need my game to send a small array (or XML if it's better) of strings and integers from one iPhone to the other as each iPhone takes a turn. I'm NOT sending some complex video or anything like in "Draw Something." I was hoping someone could point me in the right direction (whether link to website or book or just a general idea) for how to do gaming sessions between two iPhones. I read this tutorial http://www.raywenderlich.com/3932/how-to-create-a-socket-based-iphone-app-and-server but it seems to be more about having two iPhones communicate over a server on a laptop or through the same wifi, not how to have iPhones game together over any Internet connection like in "with friends" games. I've tried to research this in other places but I'm never quite sure if what the articles I find are talking about is related to what I want or not. Someone please just point me in the right direction or give me a general outline of what to do. I will look up the specifics on my own once I know what to look for. Thank you.

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  • How to organize timeline in a Flash project?

    - by miguelSantirso
    Hi, I am starting a new Flash game and I was wondering if there is a better way to organize the timeline of the project. In my previous games I define a keyframe for each possible status of the game (loading, sponsor, intro, menu, gameplay, etc...). This method works but has some problems... For instance, it is not easy to implement transitions between the different screens in the game. How do you do this? Do you know of some better way?

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  • Cocos2D 2.0 - masking a sprite

    - by Desperate Developer
    I have read this tutorial about how to mask sprites using Cocos2D 2.0. http://www.raywenderlich.com/4428/how-to-mask-a-sprite-with-cocos2d-2-0 But the author talks about OpenGL ES textures and vertices as they were common knowledge. My knowledge about OpenGl is zero raised to infinity. All I want is to use a rectangle to mask a sprite to it. How I would do in Photoshop using a rectangle as mask (yes, I want to clip a sprite to the rectangle bounds and no, I do not want to use the ClippingNode solution, that do not works for animation/scaling etc.). So, can you guys translate the klingon language used in this tutorial and tell how a solid rectangle can be used to mask a sprite in Cocos2D? I am desperate, as my username states. I am searching this for a week and have tried several solutions without satisfactory results. Please help me. Thanks!

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  • How to implement a stack of game states in C++

    - by Lisandro Vaccaro
    I'm new to C++ and as a college proyect I'm building a 2D platformer with some classmates, I recently read that it's a good idea to have a stack of gamestates instead of a single global variable with the game state (which is what I have now) but I'm not sure how to do it. Currently this is my implementation: class GameState { public: virtual ~GameState(){}; virtual void handle_events() = 0; virtual void logic() = 0; virtual void render() = 0; }; class Menu : public GameState { public: Menu(); ~Menu(); void handle_events(); void logic(); void render(); }; Then I have a global variable of type GameState: GameState *currentState = NULL; And in my Main I define the currentState and call it's methods: int main(){ currentState = new Menu(); currentState.handle_events(); } How can I implement a stack or something similar to go from that to something like this: int main(){ statesStack.push(new Menu()); statesStack.getTop().handle_events(); }

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  • Android device - C++ OpenGL 2: eglCreateWindowSurface invalid

    - by ThreaderSlash
    I am trying to debug and run OGLES on Native C++ in my Android device in order to implement a native 3D game for mobile smart phones. The point is that I got an error and see no reason for that. Here is the line from the code that the debugger complains: mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); And this is the error message: Invalid arguments ' Candidates are: void * eglCreateWindowSurface(void *, void *, unsigned long int, const int *) ' --x-- Here is the declaration: android_app* mApplication; EGLDisplay mDisplay; EGLint lFormat, lNumConfigs, lErrorResult; EGLConfig lConfig; // Defines display requirements. 16bits mode here. const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE }; // Retrieves a display connection and initializes it. packt_Log_debug("Connecting to the display."); mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (mDisplay == EGL_NO_DISPLAY) goto ERROR; if (!eglInitialize(mDisplay, NULL, NULL)) goto ERROR; // Selects the first OpenGL configuration found. packt_Log_debug("Selecting a display config."); if(!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1, &lNumConfigs) || (lNumConfigs <= 0)) goto ERROR; // Reconfigures the Android window with the EGL format. packt_Log_debug("Configuring window format."); if (!eglGetConfigAttrib(mDisplay, lConfig, EGL_NATIVE_VISUAL_ID, &lFormat)) goto ERROR; ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); // Creates the display surface. packt_Log_debug("Initializing the display."); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); --x-- Hope someone here can shed some light on it.

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  • *DX11, HLSL* - Colour as 4 floats or one UINT

    - by Paul
    With the DX11 pipeline, would it be much quicker for the vertex buffer to pass one single UINT with one byte per channel to the input assembler, as opposed to three floats? Then the vertex shader would convert the four bytes to four floats, which I guess is the required colour format for the pipeline. In this instance, colour accuracy isn't an issue. The vertex buffer would need to be updated many times per frame, so using a single UINT and saving 12 bytes for every vertex could well be worth it: quicker uploads to vram and also less memory used. But the cost is the extra shader work for every vertex to convert each 8 bits of the input UNIT into a float. Anyone have an idea if it might be worth doing? Or, is it possible for the pipeline to be set to just internally use a four-byte colour format? The swap chain buffer has been initialised as DXGI_FORMAT_R8G8B8A8_UNORM, so ultimately that's how the colour will be written. Thanks!

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  • Camera changes view when controller connected

    - by ChocoMan
    I have a weird situation. I have a model set to 0 for X,Y and Z. My camera's position is set to: 0 (X-value, but updates when the model moves around) the model's height + 20f (about the same level as the model's shoulders) 25f (behind the model) Without the controller plugged in, everything looks fine as I want it. But as soon as I plug the controller in, the camera aims to the sky! But when I unplug the controller, the camera is back to what it should be. Does anyone have any insight as to what may cause this from plugging a controller in?

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  • Combine Two Shader Program

    - by Siddharth
    For my android application, I want to apply brightness and contrast shader on same image. At present I am using gpuimage plugin. In that I found two separate program for brightness and contrast as per the following. Contrast shader: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform lowp float contrast; void main() { lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); gl_FragColor = vec4(((textureColor.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColor.w); } Brightness shader: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform lowp float brightness; void main() { lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w); } Now applying both of the effects I write following code varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; varying highp vec2 textureCoordinate2; uniform sampler2D inputImageTexture2; uniform lowp float contrast; uniform lowp float brightness; void main() { lowp vec4 textureColorForContrast = texture2D(inputImageTexture, textureCoordinate); lowp vec4 contastVec4 = vec4(((textureColorForContrast.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColorForContrast.w); lowp vec4 textureColorForBrightness = texture2D(inputImageTexture2, textureCoordinate2); lowp vec4 brightnessVec4 = vec4((textureColorForBrightness.rgb + vec3(brightness)), textureColorForBrightness.w); gl_FragColor = contastVec4 + brightnessVec4; } Doesn't able to get desire result. I can't able to figure out what I have to do next? So please friends help me in this. What program I have to write?

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  • Create dynamic buffer SharpDX

    - by fedab
    I want to set a buffer that is updated every frame but can't figure it out, what i have to do. The only working thing i have is this: mdexcription = new BufferDescription(Matrix.SizeInBytes * Matrices.Length, ResourceUsage.Dynamic, BindFlags.VertexBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); Draw: //Change Matrices (Matrix[]) every frame... instanceBuffer.Dispose(); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); I guess Dispose() and creating a new buffer is slow and can be done much faster. I've read about DataStream but i do not know, how to set this up properly. What steps do i have to do to set up a DataStream to achieve fast every-frame update?

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  • Small adventure game

    - by Nick Rosencrantz
    I'm making a small adventure game where the player can walk through Dungeons and meet scary characters: The whole thing is 20 java classes and I'm making this a standalone frame while it could very well be an applet I don't want to make another applet since I might want to recode this in C/C++ if the game or game engine turns out a success. The engine is the most interesting part of the game, it controls players and computer-controlled characters such as Zombies, Reptile Warriors, Trolls, Necromancers, and other Persons. These persons can sleep or walk around in the game and also pick up and move things. I didn't add many things so I suppose that is the next thing to do is to add things that can get used now that I already added many different types of walking persons. What do you think I should add and do with things in the game? The things I have so far is: package adventure; /** * The data type for things. Subclasses will be create that takes part of the story */ public class Thing { /** * The name of the Thing. */ public String name; /** * @param name The name of the Thing. */ Thing( String name ) { this.name = name; } } public class Scroll extends Thing { Scroll (String name) { super(name); } } class Key extends Thing { Key (String name) { super(name); } } The key is the way to win the game if you figure our that you should give it to a certain person and the scroll can protect you from necromancers and trolls. If I make this game more Dungeons and Dragons-inspired, do you think will be any good? Any other ideas that you think I could use here? The Threadwhich steps time forward and wakes up persons is called simulation. Do you think I could do something more advanced with this class? package adventure; class Simulation extends Thread { private PriorityQueue Eventqueue; Simulation() { Eventqueue = new PriorityQueue(); start(); } public void wakeMeAfter(Wakeable SleepingObject, double time) { Eventqueue.enqueue(SleepingObject, System.currentTimeMillis()+time); } public void run() { while(true) { try { sleep(5); //Sov i en halv sekund if (Eventqueue.getFirstTime() <= System.currentTimeMillis()) { ((Wakeable)Eventqueue.getFirst()).wakeup(); Eventqueue.dequeue(); } } catch (InterruptedException e ) { } } } } And here is the class that makes up the actual world: package adventure; import java.awt.*; import java.net.URL; /** * Subklass to World that builds up the Dungeon World. */ public class DungeonWorld extends World { /** * * @param a Reference to adventure game. * */ public DungeonWorld(Adventure a) { super ( a ); // Create all places createPlace( "Himlen" ); createPlace( "Stairs3" ); createPlace( "IPLab" ); createPlace( "Dungeon3" ); createPlace( "Stairs5" ); createPlace( "C2M2" ); createPlace( "SANS" ); createPlace( "Macsal" ); createPlace( "Stairs4" ); createPlace( "Dungeon2" ); createPlace( "Datorsalen" ); createPlace( "Dungeon");//, "Ljushallen.gif" ); createPlace( "Cola-automaten", "ColaAutomat.gif" ); createPlace( "Stairs2" ); createPlace( "Fable1" ); createPlace( "Dungeon1" ); createPlace( "Kulverten" ); // Create all connections between places connect( "Stairs3", "Stairs5", "Down", "Up" ); connect( "Dungeon3", "SANS", "Down", "Up" ); connect( "Dungeon3", "IPLab", "West", "East" ); connect( "IPLab", "Stairs3", "West", "East" ); connect( "Stairs5", "Stairs4", "Down", "Up" ); connect( "Macsal", "Stairs5", "South", "Norr" ); connect( "C2M2", "Stairs5", "West", "East" ); connect( "SANS", "C2M2", "West", "East" ); connect( "Stairs4", "Dungeon", "Down", "Up" ); connect( "Datorsalen", "Stairs4", "South", "Noth" ); connect( "Dungeon2", "Stairs4", "West", "East" ); connect( "Dungeon", "Stairs2", "Down", "Up" ); connect( "Dungeon", "Cola-automaten", "South", "North" ); connect( "Stairs2", "Kulverten", "Down", "Up" ); connect( "Stairs2", "Fable1", "East", "West" ); connect( "Fable1", "Dungeon1", "South", "North" ); // Add things // --- Add new things here --- getPlace("Cola-automaten").addThing(new CocaCola("Ljummen cola")); getPlace("Cola-automaten").addThing(new CocaCola("Avslagen Cola")); getPlace("Cola-automaten").addThing(new CocaCola("Iskall Cola")); getPlace("Cola-automaten").addThing(new CocaCola("Cola Light")); getPlace("Cola-automaten").addThing(new CocaCola("Cuba Cola")); getPlace("Stairs4").addThing(new Scroll("Scroll")); getPlace("Dungeon3").addThing(new Key("Key")); Simulation sim = new Simulation(); // Load images to be used as appearance-parameter for persons Image studAppearance = owner.loadPicture( "Person.gif" ); Image asseAppearance = owner.loadPicture( "Asse.gif" ); Image trollAppearance = owner.loadPicture( "Loke.gif" ); Image necromancerAppearance = owner.loadPicture( "Necromancer.gif" ); Image skeletonAppearance = owner.loadPicture( "Reptilewarrior.gif" ); Image reptileAppearance = owner.loadPicture( "Skeleton.gif" ); Image zombieAppearance = owner.loadPicture( "Zombie.gif" ); // --- Add new persons here --- new WalkingPerson(sim, this, "Peter", studAppearance); new WalkingPerson(sim, this, "Zombie", zombieAppearance ); new WalkingPerson(sim, this, "Zombie", zombieAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "John", studAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Skeleton", skeletonAppearance ); new WalkingPerson(sim, this, "Sean", studAppearance ); new WalkingPerson(sim, this, "Reptile", reptileAppearance ); new LabAssistant(sim, this, "Kate", asseAppearance); new LabAssistant(sim, this, "Jenna", asseAppearance); new Troll(sim, this, "Troll", trollAppearance); new Necromancer(sim, this, "Necromancer", necromancerAppearance); } /** * * The place where persons are placed by default * *@return The default place. * */ public Place defaultPlace() { return getPlace( "Datorsalen" ); } private void connect( String p1, String p2, String door1, String door2) { Place place1 = getPlace( p1 ); Place place2 = getPlace( p2 ); place1.addExit( door1, place2 ); place2.addExit( door2, place1 ); } } Thanks

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  • What are some great papers/publications relating to game programming?

    - by Archagon
    What are some of your favorite papers and publications that closely relate to game programming? I'm particularly looking for examples that are well-written and illustrated, and/or have had a profound influence on the industry. (Here's one example: in this GDC talk, Bungie's David Aldridge mentions that a paper called "The TRIBES Engine Networking Model" was the starting point for Halo's network code.)

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  • Gamemaker: Making a bullet Spawn at the enemy it was called from

    - by Strokes
    I'm making a gamemaker game with gml. In this game I have multiple enemies (same object) on screen at the same time. I want them to all spawn a bullet at their location. But instead each enemy spawns a bullet at one single enemy. They all shoot but the bullets appear in the wrong location. I want the bullet to spawn at the location of the instance is was called for. How do I do this? Thank you for reading my question. Code: obj_carrier is the enemy I want to spawn from. obj_carrier_bullet is the bullet I want to spawn at location of the carrier There are multiple carriers around the stage. In the step event of the carrier following an if statement: instance_create(obj_carrier.x, obj_carrier.y, obj_carrier_bullet)

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  • Entity component system -> handling components that depend on one another

    - by jtedit
    I really like the idea of an entity component system and feel it has great flexibility, but have a question. How should dependent components be handled? I'm not talking about how components should communicate with other components they depend on, I have that sorted, but rather how to ensure components are present. For example, an entity cannot have a "velocity" component if it doesn't have a "position" component, in the same way it cant have an "acceleration" component if it doesn't have a "velocity" component. My first idea was every component class overrides an "onAddedToEntity(Entity ent)" function. Then in that function it checks that prerequisite components are also added to the entity, eg: struct EntCompVelocity() : public EntityComponent{ //member variables here void onAddedToEntity(Entity ent){ if(!ent.hasComponent(EntCompPosition::Id)){ ent.addComponent(new EntCompPosition()); } } } This has the nice property that if the acceleration component adds the velocity component, the velocity component will itself add the position component to the entity so dependency "trees" will sort themselves out. However my concern is if I do this components will silently be added with default values and, in the example of adding position, many entities will appear at the origin. Another idea was to simple have the "Entity.addComponent();" function return false if the component's prerequisite components aren't already on the entity, this would force you to manually add the position component and set its value before adding the velocity component. Finally I could simply not ensure a components prerequisite components are added, the "UpdatePosition" system only deals with entities with both a position and velocity component, so therefore adding a velocity component without having a position component wont be a problem (it wont cause crashes due to null pointer/etc), but it does mean entities will carry useless unused data if you add components but not their prerequisite components. Does anyone have experience with this problem and/or any of these methods to solve it? How did you solve the problem?

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  • Compute directional light frustum from view furstum points and light direction

    - by Fabian
    I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a function that creates a frustum for this but its way to big and includes way to many casters (shadows) which can't be seen in the view frustum. Now the only parameter of this function are the normalized light direction vector and a view class which lets me extract the 8 view frustum points in world space. I don't have any additional infos about the scene. I have read some of the related Questions here but non seem to fit very well to my problem as they often just point to cascaded shadow maps. Sadly i can't use DX or openGl functions directly because this engine has a dedicated math library. From what i've read so far the steps are: Transform view frustum points into light space and find min/max x and y values (or sometimes minima and maxima of all three axis) and create a AABB using the min/max vectors. But what comes after this step? How do i transform this new AABB back to world space? What i've done so far: CVector3 Points[8], MinLight = CVector3(FLT_MAX), MaxLight = CVector3(FLT_MAX); for(int i = 0; i<8;++i){ Points[i] = Points[i] * WorldToShadowMapMatrix; MinLight = Math::Min(Points[i],MinLight); MaxLight = Math::Max(Points[i],MaxLight); } AABox box(MinLight,MaxLight); I don't think this is the right way to do it. The near plain probably has to extend into the direction of the light source to include potentional shadow casters. I've read the Microsoft article about cascaded shadow maps http://msdn.microsoft.com/en-us/library/windows/desktop/ee416307%28v=vs.85%29.aspx which also includes some sample code. But they seem to use the scenes AABB to determine the near and far plane which I can't since i cant access this information from the funtion I'm working in. Could you guys please link some example code which shows the calculation of such frustum? Thanks in advance! Additional questio: is there a way to construct a WorldToFrustum matrix that represents the above transformation?

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • unity4.3 rigidbody2d unexpected force behaviour

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • Sphere Texture Mapping shows visible seams

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    As you can see from the above picture there is a visible seam in the texture mapping. The underlying mesh is a geosphere based on octahedron subdivisions. On that particular latitude, vertices have been duplicated. However there still is a visible seam. Here is how I calculate the UV coordinates: float longitude = (float)Math.Atan2(normal.X, -normal.Z); float latitude = (float)Math.Acos(normal.Y); float u = (float)(longitude / (Math.PI * 2.0) + 0.5); float v = (float)(latitude / Math.PI); Is this a problem in the coordinates or a mipmapping issue?

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  • Alpha blend 3D png texture in XNA

    - by ProgrammerAtWork
    I'm trying to draw a partly transparent texture a plane, but the problem is that it's incorrectly displaying what is behind that texture. Pseudo code: vertices1 basiceffect1 // The vertices of vertices1 are located BEHIND vertices2 vertices2 basiceffect2 // The vertices of vertices2 are located IN FRONT vertices1 GraphicsDevice.Clear(Blue); PrimitiveBatch.Begin(); //if I draw like this: PrimitiveBatch.Draw(vertices1, trianglestrip, basiceffect1) PrimitiveBatch.Draw(vertices2, trianglestrip, basiceffect2) //Everything gets draw correctly, I can see the texture of vertices2 trough //the transparent parts of vertices1 //but if I draw like this: PrimitiveBatch.Draw(vertices2, trianglestrip, basiceffect2) PrimitiveBatch.Draw(vertices1, trianglestrip, basiceffect1) //I cannot see the texture of vertices1 in behind the texture of vertices2 //Instead, the texture vertices2 gets drawn, and the transparent parts are blue //The clear color PrimitiveBatch.Draw(vertice PrimitiveBatch.End(); My question is, Why does the order in which I call draw matter?

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    - by Timothy Mayes
    I'm writing a turn based game that has some simulation elements. One task i'm hung up on currently is with path finding. What I want to do is, each turn, move an ai adventurer one tile closer to his target using his current x,y and his target x,y. In trying to figure this out myself I can determine 4 directions no problem by using dx = currentX - targetY dy = currentY - targetY but I'm not sure how to determine which of the 6 directions is actually the "best" or "shortest" route. For example the way its setup currently I use East, West, NE, NW, SE, SW but to get to the NE tile i move East then NW instead of just moving NW. I hope this wasn't all rambling. Even just a link or two to get me started would be nice. Most of the info i've found is on drawing the grids and groking the wierd coordinate system needed. Thanks in advance Tim

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  • best way to compute vertex normals from a Triangle's list

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    hi i'm a complete newbie in computergraphics so sorry if it's a stupid answer. i'm trying to make a simple 3d engine from scratch, more for educational purpose than for real use. i have a Surface object with inside a Triangle's list. For now i compute normals inside Triangle class, in this way: triangle.computeFaceNormals() { Vec3D u = v1.sub(v3) Vec3D v = v1.sub(v2) Vec3D normal = Vec3D.cross(u,v) normal.normalized() this.n1 = this.n2 = this.n3 = normal } and when building surface: t = new Triangle(v1,v2,v3).computeFaceNormals() surface.addTriangle(t) and i think this is the best way to do that.. isn't it? now.. what about for vertex normals? i've found this simple algorithm: flipcode vertex normal but.. hei this algorithm has.. exponential complexity? (if my memory doesn't fail my computer science background..) (bytheway.. it has 3 nested loops.. i don't think it's the best way to do it..) any suggestion?

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    I'm reimplementing an old 4X space-rts game which has diplomacy options. The original was based on a relation scoring system (0..100) and a set of negotiation options (improve relations, alliance, declare war, etc.) The AI player usually had 3 options: yes, maybe and no; each adding or removing some amount to the relation score. How should the AI chose between the options? How does the diplomacy work in other games and how are they imlemented? Any good books/articles on the subject? (Googling the term diplomacy yields the game Diplomacy, which is unhelpful.)

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  • How can I generate a navigation mesh for a tile grid?

    - by Roflha
    I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway. Say I have a grid of tiles, all of the same size, some traversable and some not. How would I go about creating a navigation mesh of polygons from this grid? My idea was to take the non-traversable tiles out and extend lines from there edges to make polygons... that's all I have got so far. Any advice?

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