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  • State changes in entities or components

    - by GriffinHeart
    I'm having some trouble figuring how to deal with state management in my entities. I don't have trouble with Game state management, like pause and menus, since these are not handled as an entity component system; just with state in entities/components. Drawing from Orcs Must Die as an example, I have my MainCharacter and Trap entities which only have their components like PositionComponent, RenderComponent, PhysicsComponent. On each update the Entity will call update on its components. I also have a generic EventManager with listeners for different event types. Now I need to be able to place the traps: first select the trap and trap position then place the trap. When placing a trap it should appear in front of the MainCharacter, rendered in a different way and following it around. When placed it should just respond to collisions and be rendered in the normal way. How is this usually handled in component based systems? (This example is specific but can help figure out the general way to deal with entities states.)

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  • Color Picking Troubles - LWJGL/OpenGL

    - by Tom Johnson
    I'm attempting to check which object the user is hovering over. While everything seems to be just how I'd think it should be, I'm not able to get the correct color due to the second time I draw (without picking colors). Here is my rendering code: public void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.pick(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.render(); } And here is what gets called on each block/tile on "scene.pick()": public void pick() { glColor3ub((byte) pickingColor.x, (byte) pickingColor.y, (byte) pickingColor.z); draw(); glReadBuffer(GL_FRONT); ByteBuffer buffer = BufferUtils.createByteBuffer(4); glReadPixels(Mouse.getX(), Mouse.getY(), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer); int r = buffer.get(0) & 0xFF; int g = buffer.get(1) & 0xFF; int b = buffer.get(2) & 0xFF; if(r == pickingColor.x && g == pickingColor.y && b == pickingColor.z) { hovered = true; } else { hovered = false; } } I believe the problem is that in the method of each tile/block called by scene.pick(), it is reading the color from the regular drawing state, after that method is called somehow. I believe this because when I remove the "glReadBuffer(GL_FRONT)" line from the pick method, it seems to almost fix it, but then it will also select blocks behind the one you are hovering as it is not only looking at the front. If you have any ideas of what to do, please be sure to reply!/ EDIT: Adding scene.render(), tile.render(), and tile.draw() scene.render: public void render() { for(int x = 0; x < tiles.length; x++) { for(int z = 0; z < tiles.length; z++) { tiles[x][z].render(); } } } tile.render: public void render() { glColor3f(color.x, color.y, color.z); draw(); if(hovered) { glColor3f(1, 1, 1); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); draw(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } tile.draw: public void draw() { float x = position.x, y = position.y, z = position.z; //Top glBegin(GL_QUADS); glVertex3f(x, y + size, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x, y + size, z + size); glEnd(); //Left glBegin(GL_QUADS); glVertex3f(x, y, z); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x, y + size, z); glEnd(); //Right glBegin(GL_QUADS); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x + size, y, z + size); glEnd(); } (The game is like an isometric game. That's why I only draw 3 faces.)

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  • Scrolling though objects then creating a new instace of this object

    - by gopgop
    In my game when pressing the right mouse button you will place an object on the ground. all objects have the same super class (GameObject). I have a field called selected and will be equal to one certain gameobject at a time. when clicking the right mouse button it checks whats the instance of selected and that how it determines which object to place on the ground. code exapmle: t is the "slot" for which the object will go to. if (selected instanceof MapleTree) { t = new MapleTree(game,highLight); } else if (selected instanceof OakTree) { t = new OakTree(game,highLight); } Now it has to be a "new" instance of the object. Eventually my game will have hundreds of GameObjects and I don't want to have a huge if else statement. How would I make it so it scrolls though the possible kinds of objects and if its the correct type then create a new instance of it...? When pressing E it will switch the type of selected and is an if else statement as well. How would I do it for this too? here is a code example: if (selected instanceof MapleTree) { selected = new OakTree(game); } else if (selected instanceof OakTree) { selected = new MapleTree(game); }

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  • JBox2D applyLinearImpulse doesn't work

    - by Romeo
    So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); System.out.println("I can jump!"); } My problem is that the console display I can jump! but the body doesn't do that. Can you explain to me if i do something wrong? Some more code. This function creates my 'hero' the one supposed to jump. private Body setDynamic(float width, float height, float x, float y) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width/2, height/2); BodyDef bd = new BodyDef(); bd.allowSleep = true; bd.position = new Vec2(cam.screenToWorld(new Vec2(x + width / 2, y + height / 2))); bd.type = BodyType.DYNAMIC; bd.userData = new BodyInfo(width, height); Body body = world.createBody(bd); body.createFixture(shape, 10); return body; } And this is the main update loop: if(input.isKeyDown(Input.KEY_A)) { body.setLinearVelocity(new Vec2(-10*delta, body.getLinearVelocity().y)); } else if (input.isKeyDown(Input.KEY_D)) { body.setLinearVelocity(new Vec2(10*delta, body.getLinearVelocity().y)); } else { body.setLinearVelocity(new Vec2(0, body.getLinearVelocity().y)); } if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), body.getPosition()); System.out.println("I can jump!"); } world.step(delta * 0.001f, 10, 5); }

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  • How to get this wavefront .obj data onto the frustum?

    - by NoobScratcher
    I've finally figured out how to get the data from a .obj file and store the vertex positions x,y,z into a structure called Points with members x y z which are of type float. I want to know how to get this data onto the screen. Here is my attempt at doing so: //make a fileobject and store list and the index of that list in a c string ifstream file (list[index].c_str() ); std::vector<int>faces; std::vector<Point>points; points.push_back(Point()); Point p; int face[4]; while ( !file.eof() ) { char modelbuffer[10000]; //Get lines and store it in line string file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); cout << "Getting Vertex Positions" << endl; cout << "v" << p.x << endl; cout << "v" << p.y << endl; cout << "v" << p.z << endl; break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); cout << face[0] << endl; cout << face[1] << endl; cout << face[2] << endl; cout << face[3] << endl; faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } GLuint vertexbuffer; glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, points.size(), points.data(), GL_STATIC_DRAW); //glBufferData(GL_ARRAY_BUFFER,sizeof(points), &(points[0]), GL_STATIC_DRAW); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); glVertexPointer(3, GL_FLOAT, sizeof(points),points.data()); glIndexPointer(GL_DOUBLE, 0, faces.data()); glDrawArrays(GL_QUADS, 0, points.size()); glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); } As you can see I've clearly failed the end part but I really don't know why its not rendering the data onto the frustum? Does anyone have a solution for this?

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  • "Time Control" in a 2d Platformer

    - by Woody Zantzinger
    I am making a 2d platformer where the player can press a button, and restart the level, only their previous character will also run the level at the same time, like they are traveling back in time. I know other games have done this before, and the way I have thought of doing it is to make the game character have a set of actions (Idle, Jumping, Walking Left etc.) and then detect changes in those actions and log them into a list along with the game time. So then when I need the character to run the level again on its own, I can just go through the list changing its actions at the right time. Is this the best way to do it? Does anyone have any experience in this? Thanks.

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  • Is it a good idea to simplify an character -driven game engine to the point it's unnecessary to learn scripting/programming ?

    - by jokoon
    I remember, and I still think, that one cannot even make a prototyped 3D game to test just simple behaviors without using gigantic tools like unity or knowing extensive C++ programming, design pattern, a decent or basic 3D engine, etc. Now I'm wondering, since I know programming, that I'm still more lucky that the ones who need to learn programming prior to know how to make something: even scripted engines such as unity are not for kids, and to my sense they tend to dictate their ways of doing things, which is not the case with engine like ogre or irrlicht. I remember toying a little with the blender game engine, it was possible to link states or something I don't remember very well. Now I'm thinking that character driven games occupies a big part of the game market. Do you think it is a good idea to make a character-controlled oriented game engine which allows only to build AI instead of anything else ?

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  • Ease Rotate RigidBody2D toward arbitrary angle

    - by Plastic Sturgeon
    I'm trying to make a rigidbody2D circle return to an orientation after a collision. But there is a weird behavior I do not expect - it always orients to the same direction. This is what I call in FixedUpdate(): rotationdifference = -halfPI + rigidbody2D.rotation; rigidbody2D.AddTorque (rotationdifference * ease); I would expect this would rotate 90 degrees (1/2 Pi Radians) off of the neutral axis. But it does not. In fact it performs exactly the same as: rotationdifference = rigidbody2D.rotation; rigidbody2D.AddTorque (rotationdifference * ease); What is going on? How would I be able to set an angle I want it to ease towards, and then have it ease towards it when its not colliding with some other force?

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  • Behavior tree implementation details

    - by angryInsomniac
    I have been looking around for implementation details of behavior trees, the best descriptions I found were by Alex Champarand and some of Damian Isla's talk about AI in Halo 2 (the video of which is locked up in the GDC vault sadly). However, both descriptions fall short of helping one actually create a BT, one particular question has been bugging me for a while. When is the tree in a behavior tree evaluated? Furthermore: If the tree is in the middle of executing a sequence of actions (patrolling waypoints) and a higher priority impulse comes in (distraction sound) , how to switch to that side of the tree seamlessly without resorting to a state machine like system and if it is decided that the impulse was irrelevant (the distraction is too far away to affect this guard), how to go back to the last thing that the guard was doing ? I have quite a few questions like this and I don't wish to flood the board with separate queries so if you know of any resource where questions like these can be answered I would be very grateful.

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  • Why do my pyramids fade black and then back to colour again

    - by geminiCoder
    I have the following vertecies and norms GLfloat verts[36] = { -0.5, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0, 0, -0.5, 0.5, 0, 0.5, 0, 1, 0, -0.5, 0, 0.5, 0, 0, -0.5, 0, 1, 0, 0.5, 0, 0.5, -0.5, 0, 0.5, 0, 1, 0 }; GLfloat norms[36] = { 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0.25, 0.5, -1, 0.25, 0.5, -1, 0.25, 0.5, 1, 0.25, -0.5, 1, 0.25, -0.5, 1, 0.25, -0.5, 0, -0.5, -1, 0, -0.5, -1, 0, -0.5, -1 }; I am writing my fists Open GL game, But I need to know for sure if my Normals are correct as the colours aren't rendering correctly. my Pyramids are coloured then fade to black every half rotation then back again. My app so far is based on the boiler plate code provided by apple. heres my modified setUp Method [EAGLContext setCurrentContext:self.context]; [self loadShaders]; self.effect = [[GLKBaseEffect alloc] init]; self.effect.light0.enabled = GL_TRUE; self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); glEnable(GL_DEPTH_TEST); glGenVertexArraysOES(1, &_vertexArray); //create vertex array glBindVertexArrayOES(_vertexArray); glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(verts) + sizeof(norms), NULL, GL_STATIC_DRAW); //create vertex buffer big enough for both verts and norms and pass NULL as data.. uint8_t *ptr = (uint8_t *)glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES); //map buffer to pass data to it memcpy(ptr, verts, sizeof(verts)); //copy verts memcpy(ptr+sizeof(verts), norms, sizeof(norms)); //copy norms to position after verts glUnmapBufferOES(GL_ARRAY_BUFFER); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); //tell GL where verts are in buffer glEnableVertexAttribArray(GLKVertexAttribNormal); glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(sizeof(verts))); //tell GL where norms are in buffer glBindVertexArrayOES(0); And the update method. - (void)update { float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); self.effect.transform.projectionMatrix = projectionMatrix; GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); self.effect.transform.modelviewMatrix = modelViewMatrix; // Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); _rotation += self.timeSinceLastUpdate * 0.5f; } But providing I understand this correct one pyramid is using the GLKit base effect shaders and the other the shaders which are included in the project. So for both of them to have the same error, I thought it would be the Norms?

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  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

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  • How to create games with scrolling?

    - by Chandan Shetty SP
    In games like city story or we farm how do they implement scrolling? To do scrolling using UIScrollView the EAGLView size has to be bigger. In those games EAGLView size look like more than 1024*1024. But there is limitation in viewport size in iphone devices(in 3G iphone max is 1024). I played those games in 3G iphone they are working fine. Any idea how they implemented their scrolling mechanism?

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  • How can i get almost pixel perfect collision detection in a multiplayer game?

    - by Freddy
    I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm making need to have a almost pixel perfect collision detection, but 1 or 2 pixels off is not that big of a deal. How can I possibly get this working? I guess I could just set local player to also be at X ms delay. However this will probably just be worse and feel sloppy when the user input. I know this problem is probably something network programmers deal with everyday and I would be glad if someone could give me a possible solution for this.

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  • How should I organize my matrices in a 3D game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine to use in order to add cameras to the scene, with position and follow points. The problem I have is with using matrices for transformations in the class, should I keep matrices separate to each class? Such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but I wanted to hear some input form a more professional standpoint.

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  • Basic 3D Collision detection in XNA 4.0

    - by NDraskovic
    I have a problem with detecting collision between 2 models using BoundingSpheres in XNA 4.0. The code I'm using i very simple: private bool IsCollision(Model model1, Matrix world1, Model model2, Matrix world2) { for (int meshIndex1 = 0; meshIndex1 < model1.Meshes.Count; meshIndex1++) { BoundingSphere sphere1 = model1.Meshes[meshIndex1].BoundingSphere; sphere1 = sphere1.Transform(world1); for (int meshIndex2 = 0; meshIndex2 < model2.Meshes.Count; meshIndex2++) { BoundingSphere sphere2 = model2.Meshes[meshIndex2].BoundingSphere; sphere2 = sphere2.Transform(world2); if (sphere1.Intersects(sphere2)) return true; } } return false; } The problem I'm getting is that when I call this method from the Update method, the program behaves as if this method always returns true value (which of course is not correct). The code for calling is very simple (although this is only the test code): if (IsCollision(model1, worldModel1, model2, worldModel2)) { Window.Title = "Intersects"; } What is causing this?

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • Updates for IOS AppStore Multiplayer Game

    - by TobiHeidi
    I am developing a multiplayer game for the web, android and ios. For the web and android i can instantly push out new versions of my game because they support executing remotly loaded code. But with IOS i need to wait for an Apple approval taking about 10 days. I want to push updates more then weekly. What if my server code changes so the client MUST update? Run an old version of the server code just for IOS? How do other multiplayer devs handle this ?

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  • Confusion on HLSL Samplers. Can I Set Samplers Inside Functions?

    - by Kyle Connors
    I'm trying to create a system where I can instance a quad to the screen, however I've run into a problem. Like I said, I'm trying to instance the quad, so I'm trying to use the same geometry several times, and I'm trying to do it in one draw call. The issue is, I want some quads to use different textures, but I can't figure out how to get the data into a sampler so I can use it in the pixel shader. I figured that since we can simply pass in the 4 bytes of our IDirect3DTexture9* to set the global texture, I can do so when passing in my dynamic buffer. (Which also stores each objects world matrix and UV data) Now that I'm sending the data, I can't figure how to get it into the sampler, and I really want to assume that it's simply not possible. Is there any way I could achieve this?

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  • Passing an objects rotation down through its children

    - by MintyAnt
    In my topdown 2d game you have a player with a sword, like an old Zelda game. The sword is a seperate entity, and its collision box "rotates" around the player like an orbit, but always follows the player wherever he goes. The player and sword both have a vector2 heading. The sword is a weapon object that is attached to the character. In order to allow swinging in a direction, I have the following property inside sword (RotateCopy returns a copy of the mHeading after rotation) public Vector2 Heading { get { return mHeading.RotateCopy(mOwner.Rotation); } } This seems a bit messy to me, and slower than it could be. Is there a better way to "translate" the base/owner component rotations through to whatever component I am using, like this sword? Would using a rotation MATRIX be better? (Curretnly rotates by sin/cos) If so, how can I "add" up the matrices? Thank you.

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  • "Super meatboy"-ish replay

    - by Ron
    I'm making a platformer built from mini-levels - and I want to create a sort of a replay of all the player tries that the player did for the level. My question is - what is the best way to record the player's actions in-game, so that I could replay them later when he finishes the level. I thought about recording only the player's input and replay them later on, each on a clone of the player. The problem I have with this is with dynamic obstacles (that could be moved around) - if one clone moves them, it throws the simulation off for the rest of the clones. So then I thought about recording every frame the X/Y of the player, and then just replay it - but that seems it could cause a major memory leak and very ineffective. So - does anyone have any ideas? :)

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  • Strange Flash AS3 xml Socket behavior

    - by Rnd_d
    I have a problem which I can't understand. To understand it I wrote a socket client on AS3 and a server on python/twisted, you can see the code of both applications below. Let's launch two clients at the same time, arrange them so that you can see both windows and press connection button in both windows. Then press and hold any button. What I'm expecting: Client with pressed button sends a message "some data" to the server, then the server sends this message to all the clients(including the original sender) . Then each client moves right the button 'connectButton' and prints a message to the log with time in the following format: "min:secs:milliseconds". What is going wrong: The motion is smooth in the client that sends the message, but in all other clients the motion is jerky. This happens because messages to those clients arrive later than to the original sending client. And if we have three clients (let's name them A,B,C) and we send a message from A, the sending time log of B and C will be the same. Why other clients recieve this messages later than the original sender? By the way, on ubuntu 10.04/chrome all the motion is smooth. Two clients are launched in separated chromes. windows screenshot Can't post linux screenshot, need more than 10 reputation to post more hyperlinks. Listing of log, four clients simultaneously: [16:29:33.280858] 62.140.224.1 >> some data [16:29:33.280912] 87.249.9.98 << some data [16:29:33.280970] 87.249.9.98 << some data [16:29:33.281025] 87.249.9.98 << some data [16:29:33.281079] 62.140.224.1 << some data [16:29:33.323267] 62.140.224.1 >> some data [16:29:33.323326] 87.249.9.98 << some data [16:29:33.323386] 87.249.9.98 << some data [16:29:33.323440] 87.249.9.98 << some data [16:29:33.323493] 62.140.224.1 << some data [16:29:34.123435] 62.140.224.1 >> some data [16:29:34.123525] 87.249.9.98 << some data [16:29:34.123593] 87.249.9.98 << some data [16:29:34.123648] 87.249.9.98 << some data [16:29:34.123702] 62.140.224.1 << some data AS3 client code package { import adobe.utils.CustomActions; import flash.display.Sprite; import flash.events.DataEvent; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.SecurityErrorEvent; import flash.net.XMLSocket; import flash.system.Security; import flash.text.TextField; public class Main extends Sprite { private var socket :XMLSocket; private var textField :TextField = new TextField; private var connectButton :TextField = new TextField; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(event:Event = null):void { socket = new XMLSocket(); socket.addEventListener(Event.CONNECT, connectHandler); socket.addEventListener(DataEvent.DATA, dataHandler); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler); addChild(textField); textField.y = 50; textField.width = 780; textField.height = 500; textField.border = true; connectButton.selectable = false; connectButton.border = true; connectButton.addEventListener(MouseEvent.MOUSE_DOWN, connectMouseDownHandler); connectButton.width = 105; connectButton.height = 20; connectButton.text = "click here to connect"; addChild(connectButton); } private function connectHandler(event:Event):void { textField.appendText("Connect\n"); textField.appendText("Press and hold any key\n"); } private function dataHandler(event:DataEvent):void { var now:Date = new Date(); textField.appendText(event.data + " time = " + now.getMinutes() + ":" + now.getSeconds() + ":" + now.getMilliseconds() + "\n"); connectButton.x += 2; } private function keyDownHandler(event:KeyboardEvent):void { socket.send("some data"); } private function connectMouseDownHandler(event:MouseEvent):void { var connectAddress:String = "ep1c.org"; var connectPort:Number = 13250; Security.loadPolicyFile("xmlsocket://" + connectAddress + ":" + String(connectPort)); socket.connect(connectAddress, connectPort); } } } Python server code from twisted.internet import reactor from twisted.internet.protocol import ServerFactory from twisted.protocols.basic import LineOnlyReceiver import datetime class EchoProtocol(LineOnlyReceiver): ##### name = "" id = 0 delimiter = chr(0) ##### def getName(self): return self.transport.getPeer().host def connectionMade(self): self.id = self.factory.getNextId() print "New connection from %s - id:%s" % (self.getName(), self.id) self.factory.clientProtocols[self.id] = self def connectionLost(self, reason): print "Lost connection from "+ self.getName() del self.factory.clientProtocols[self.id] self.factory.sendMessageToAllClients(self.getName() + " has disconnected.") def lineReceived(self, line): print "[%s] %s >> %s" % (datetime.datetime.now().time(), self, line) if line=="<policy-file-request/>": data = """<?xml version="1.0"?> <!DOCTYPE cross-domain-policy SYSTEM "http://www.adobe.com/xml/dtds/cross-domain-policy.dtd"> <!-- Policy file for xmlsocket://ep1c.org --> <cross-domain-policy> <allow-access-from domain="*" to-ports="%s" /> </cross-domain-policy>""" % PORT self.send(data) else: self.factory.sendMessageToAllClients( line ) def send(self, line): print "[%s] %s << %s" % (datetime.datetime.now().time(), self, line) if line: self.transport.write( str(line) + chr(0)) else: print "Nothing to send" def __str__(self): return self.getName() class ChatProtocolFactory(ServerFactory): protocol = EchoProtocol def __init__(self): self.clientProtocols = {} self.nextId = 0 def getNextId(self): id = self.nextId self.nextId += 1 return id def sendMessageToAllClients(self, msg): for client in self.clientProtocols: self.clientProtocols[client].send(msg) def sendMessageToClient(self, id, msg): self.clientProtocols[id].send(msg) PORT = 13250 print "Starting Server" factory = ChatProtocolFactory() reactor.listenTCP(PORT, factory) reactor.run()

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

    - by Andrew
    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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  • Problem with a* implementation in pygame

    - by piyush3dxyz
    Yesterday i decide to make RTS game in pygame(pygame is best).I figured out many components of RTS game like unit selecting,health,resources but only 1 thing i still not understand.. which is a* pathfinding in pygame... I also done little bit of research on wiki,articles and papers...but still cant figure out problem.... function A*(start,goal) closedset := the empty set // The set of nodes already evaluated. openset := {start} // The set of tentative nodes to be evaluated, initially containing the start node came_from := the empty map // The map of navigated nodes. g_score[start] := 0 // Cost from start along best known path. // Estimated total cost from start to goal through y. f_score[start] := g_score[start] + heuristic_cost_estimate(start, goal) while openset is not empty current := the node in openset having the lowest f_score[] value if current = goal return reconstruct_path(came_from, goal) remove current from openset add current to closedset for each neighbor in neighbor_nodes(current) if neighbor in closedset continue tentative_g_score := g_score[current] + dist_between(current,neighbor) if neighbor not in openset or tentative_g_score <= g_score[neighbor] came_from[neighbor] := current g_score[neighbor] := tentative_g_score f_score[neighbor] := g_score[neighbor] + heuristic_cost_estimate(neighbor, goal) if neighbor not in openset add neighbor to openset return failure here is the pseudocode for wiki a* implementation......

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  • Issues implementing arcball viewer

    - by Pris
    My scene has a simple cube, and a camera built with the lookAt function (I'm using OpenGL). The scene renders fine, and I'm sure I have my model/view/projection matrices set up correctly. Now I'm trying to implement arcball rotation for my camera, but I'm having some trouble. I've got it down to calculating the angle/axis rotation for a virtual sphere in normalized screen coordinates. That means when I move my mouse left to right, I get an angle around the Y axis... and moving my mouse up/down will get me an angle about X. I'm not sure where to go from here -- what do I need to do with my axis so I can apply the angle to simulate camera rotation about its viewpoint? If I try directly applying the axis/angle rotation the camera/view transform I get what you'd expect. The view is rotated about the world axes which the mouse moving over the virtual sphere on the screen corresponds to. So if I move the mouse up/down the view rotates about the world's X axis (what I get reminds me of a first-person view)... but this isn't what I want. I think I need the axis I get to be transformed so it passes through the camera viewpoint and is oriented correct in reference to the camera... but I don't know if that's right or how to do that.

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  • What time to display in text messages in multiplayer game?

    - by Krom Stern
    Say I'm having a multiplayer RTS game. There's a main server for each individual game and several clients connected to it. All packets are sent to server first and then server retransmits them back to clients. Say Server is located in one time-zone and all of the clients are in different time-zones. ClientA send a text message in chat at 12:03, what times should be stamped for other clients? Should his message be uniformely timestamped by Server (12:02) or each client should timestamp the message whenever it is recieved (12:04, 16:04, 03:03, etc..). Bear in mind, that all the messages are to be in the same order on all clients, server takes care of that. So thats the question - use local time for each client or use global server time to timestamp chat messages?

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