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  • Load order in XNA?

    - by marc wellman
    I am wondering whether the is a mechanism to manually control the call-order of void Game.LoadContent() as it is the case with void Game.Draw(GameTime gt) by setting int DrawableGameComponent.DrawOrder ? except the order that results from adding components to the Game.Components container and maybe there exists something similar with Game.Update(GameTime gt) ? UPDATE To exemplify my issue consider you have several game components which do depends to each other regarding their instantiation. All are inherited from DrawableGameComponent. Now suppose that in one of these components you are loading a Model from the games content pipeline and add it to some static container in order to provide access to it for other game components. public override LoadContent() { // ... Model m = _contentManager.Load<Model>(@"content/myModel"); // GameComponents is a static class with an accessible list where game components reside. GameComponents.AddCompnent(m); // ... } Now it's easy to imagine that this components load method has to precede other game components that do want to access the model m in their own load method.

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  • Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

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  • Identify which CCSprite is touched in Cocos2d

    - by PeterK
    I am trying to learn Cocos2d and is experimenting with Ray Wenderlich tutorial whack-a-mole: www.raywenderlich.com/2560/how-to-create-a-mole-whacking-game-with-cocos2d-part-1 In this tutorial three CCSprite's are popping up and you should click on them... However, i am trying to identify which mole, rat in my case, is popping up and place a CCSprite above that. Initially this looked like an easy task but i am failing. I am trying to NSLog LEFT HIT. i would guess the problem is in the If-statement and the last "227" height parameter. The left rat boundingBox = {{99.5, 146.5}, {165, 227}} (from NSLog). The key code is in the ccTouchBegan function: -(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; for (CCSprite *rat in rats) { if (rat.userData == FALSE) continue; if (CGRectContainsPoint(rat.boundingBox, touchLocation)) { //left: rat boundingBox = {{99.5, 146.5}, {165, 227}} //mid: rat boundingBox = {{349.5, 146.5}, {165, 227}} //right: rat boundingBox = {{599.5, 146.5}, {165, 227}} //>>>>Here is where i try to get a hit<<<< if (CGRectContainsPoint(CGRectMake(99.5, 146.55, 165, 227), touchLocation)) { NSLog(@">>>>HIT LEFT<<<<<"); } I would really appreciate a few ideas how to get this to work.

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  • What are the cons of using DrawableGameComponent for every instance of a game object?

    - by Kensai
    I've read in many places that DrawableGameComponents should be saved for things like "levels" or some kind of managers instead of using them, for example, for characters or tiles (Like this guy says here). But I don't understand why this is so. I read this post and it made a lot of sense to me, but these are the minority. I usually wouldn't pay too much attention to things like these, but in this case I would like to know why the apparent majority believes this is not the way to go. Maybe I'm missing something.

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  • How to change speed without changing path travelled?

    - by Ben Williams
    I have a ball which is being thrown from one side of a 2D space to the other. The formula I am using for calculating the ball's position at any one point in time is: x = x0 + vx0*t y = y0 + vy0*t - 0.5*g*t*t where g is gravity, t is time, x0 is the initial x position, vx0 is the initial x velocity. What I would like to do is change the speed of this ball, without changing how far it travels. Let's say the ball starts in the lower left corner, moves upwards and rightwards in an arc, and finishes in the lower right corner, and this takes 5s. What I would like to be able to do is change this so it takes 10s or 20s, but the ball still follows the same curve and finishes in the same position. How can I achieve this? All I can think of is manipulating t but I don't think that's a good idea. I'm sure it's something simple, but my maths is pretty shaky.

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  • How to build a 4x game?

    - by Marco
    I'm trying to study how succefully implement a 4x game. Area of interest: 1) map data: how to store stellars systems (graphs?), how to generate them and so on.. 2) multiplayer: how to organize code in a non graphical server and a client to display it 3) command system: what are patters to catch user and ai decisions and handle them, adding at first "explore" and "colonize" then "combat", "research", "spy" and so on (commands can affect ships, planets, research, etc..) 4) ai system: ai can use commands to expand, upgrade planets and ship I know is a big questions, so help is appreciated :D 1) Map data Best choice is have a graph to model a galaxy. A node is a stellar system and every system have a list of planets. Ship cannot travel outside of predefined paths, like in Ascendancy: http://www.abandonia.com/files/games/221/Ascendancy_2.png Every connection between two stellar systems have a cost, in turns. Generate a galaxy is only a matter of: - dimension: number of stellar systems, - variety: randomize number of planets and types (desertic, earth, etc..), - positions of each stellar system on game space - connections: assure that exist a path between every node, so graph is "connected" (not sure if this a matematically correct term) 2) Multiplayer Game is organized in turns: player 1, player 2, ai1, ai2. Server take care of all data and clients just diplay it and collect data change. Because is a turn game, latency is not a problem :D 3) Command system I would like to design a hierarchy of commands to take care of this aspect: abstract Genericcommand (target) ExploreCommand (Ship) extends genericcommand colonizeCommand (Ship) buildcommand(planet, object) and so on. In my head all this commands are stored in a queue for every planets, ships or reasearch center or spy, and each turn a command is sent to a server to apply command and change data state 4) ai system I don't have any idea about this. Is a big topic and what I want is a simple ai. Something like "expand and fight against everyone". I think about a behaviour tree to control ai moves, so I can develop an ai that try to build ships to expand and then colonize planets, upgrade them throught science and combat enemies. Could be done with a finite state machine too ? any ideas, resources, article are welcome!

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  • How can I view an R32G32B32 texture?

    - by bobobobo
    I have a texture with R32G32B32 floats. I create this texture in-program on D3D11, using DXGI_FORMAT_R32G32B32_FLOAT. Now I need to see the texture data for debug purposes, but it will not save to anything but dds, showing the error in debug output, "Can't find matching WIC format, please save this file to a DDS". So, I write it to DDS but I can't open it now! The DirectX texture tool says "An error occurred trying to open that file". I know the texture is working because I can read it in the GPU and the colors seem correct. How can I view an R32G32B32 texture in an image viewer?

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  • How to get all keys values of the player prefs in unity [java script ]

    - by Akari
    in the first test game I've developed if the player passed all the levels and win , he must enter his name ... so his name and his score will be stored in a player prefs : and there is another scene that displays the names and scores of all the user passed the game : I've searched from the morning and try all the ways I know and finally I failed to perform this .... is it possible to display all the keys values previously stored in the player prefs ??? or can someone to provide me by a JavaScript to do this ???? thanks...

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  • CreateRenderTarget returns 0x80070057 in big surface resolution

    - by senggen
    I have created the SLI merged desktop of three 1920x1680 monitors, so the desktop resolution is 5760x1080. There is a 0x80070057 error, while calling CreateRenderTarget to create the RT_Surface: IDirect3DSurface9* _render_surface; HRESULT hr = _device->CreateRenderTarget( _desktop_width * 2, _desktop_height + 1, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &_render_surface, NULL); It works OK with desktop resolution 1024x768, and the total resolution is 3072x768. In http://msdn.microsoft.com/en-us/library/windows/desktop/bb174361(v=vs.85).aspx, it says If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_NOTAVAILABLE, D3DERR_INVALIDCALL, D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY. and no description about 0x80070057. HRESULT: 0x80070057 (2147942487) Name: E_INVALIDARG Description: An invalid parameter was passed to the returning function Somebody please help me.

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  • PCF shadow shader math causing artifacts

    - by user2971069
    For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving performance, with only a fraction of texture samples, I tried to implement PCF into my shader. This is the relevant code: float c0, c1, c2, c3; float f = blurFactor; float2 coord = ProjectedTexCoords; if (receiverDistance - tex2D(lightSampler, coord + float2(0, 0)).x > 0.0007) c0 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, 0)).x > 0.0007) c1 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(0, f)).x > 0.0007) c2 = 1; if (receiverDistance - tex2D(lightSampler, coord + float2(f, f)).x > 0.0007) c3 = 1; coord = (coord % f) / f; return 1 - (c0 * (1 - coord.x) * (1 - coord.y) + c1 * coord.x * (1 - coord.y) + c2 * (1 - coord.x) * coord.y + c3 * coord.x * coord.y); This is a very basic implementation. blurFactor is initialized with 1 / LightTextureSize. So the if statements fetch the occlusion values for the four adjacent texels. I now want to weight each value based on the actual position of the texture coordinate. If it's near the bottom-right pixel, that occlusion value should be preferred. The weighting itself is done with a simple bilinear interpolation function, however this function takes a 2d vector in the range [0..1] so I have to convert my texture coordinate to get the distance from my first pixel to the second one in range [0..1]. For that I used the mod operator to get it into [0..f] range and then divided by f. This code makes sense to me, and for specific blurFactors it works, producing really smooth one pixel wide shadows, but not for all blurFactors. Initially blurFactor is (1 / LightTextureSize) to sample the 4 adjacent texels. I now want to increase the blurFactor by factor x to get a smooth interpolation across maybe 4 or so pixels. But that is when weird artifacts show up. Here is an image: Using a 1x on blurFactor produces a good result, 0.5 is as expected not so smooth. 2x however doesn't work at all. I found that only a factor of 1/2^n produces an good result, every other factor produces artifacts. I'm pretty sure the error lies here: coord = (coord % f) / f; Maybe the modulo is not calculated correctly? I have no idea how to fix that. Is it even possible for pixel that are further than 1 pixel away?

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  • If I use my own normal values, should I turn off winding order culling?

    - by Phil
    I've discovered that I managed to program a series of boxes with indexed vertices in such a way that every other triangle (Half of each face) has a backwards winding order. As a result, XNA is culling half of them. However, my Vertex objects contain normal data that I have explicitly set, and I am going to implement my own backface culling shortly to reduce the size of the VertexBuffer. Should I turn off winding order culling and manage it myself, or should I make sure the winding order is consistent and let XNA handle it?

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  • Ouya build experiencing odd graphical artifacts, screen half black

    - by Neeko
    I'm witnessing very odd graphical artifacts when I run my Unity game on Ouya. After the Unity splash screen, the game loads with the screen half black. This seemingly has started occurring out of the blue. It also doesn't occur in the editor or the standalone build, only on Ouya. I can't think of a single reason why this would be happening. If I open the Ouya menu screen and close it, the game returns to normal; somewhat, as there may be some artifacts lingering but the screen isn't half black like in the screen shot above. I know there's not much to go off of, but any insight into why this may be happening is greatly appreciated.

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  • Best algorithm for recursive adjacent tiles?

    - by OhMrBigshot
    In my game I have a set of tiles placed in a 2D array marked by their Xs and Zs ([1,1],[1,2], etc). Now, I want a sort of "Paint Bucket" mechanism: Selecting a tile will destroy all adjacent tiles until a condition stops it, let's say, if it hits an object with hasFlag. Here's what I have so far, I'm sure it's pretty bad, it also freezes everything sometimes: void destroyAdjacentTiles(int x, int z) { int GridSize = Cubes.GetLength(0); int minX = x == 0 ? x : x-1; int maxX = x == GridSize - 1 ? x : x+1; int minZ = z == 0 ? z : z-1; int maxZ = z == GridSize - 1 ? z : z+1; Debug.Log(string.Format("Cube: {0}, {1}; X {2}-{3}; Z {4}-{5}", x, z, minX, maxX, minZ, maxZ)); for (int curX = minX; curX <= maxX; curX++) { for (int curZ = minZ; curZ <= maxZ; curZ++) { if (Cubes[curX, curZ] != Cubes[x, z]) { Debug.Log(string.Format(" Checking: {0}, {1}", curX, curZ)); if (Cubes[curX,curZ] && Cubes[curX,curZ].GetComponent<CubeBehavior>().hasFlag) { Destroy(Cubes[curX,curZ]); destroyAdjacentTiles(curX, curZ); } } } } }

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  • How to use UILongPressGestureRecognizer with sprite drag & wait?

    - by ganesh
    May be it's asked before also but I couldn't find any good answer. Please tell me how this can be implemented with UILongPressGestureRecognizer? A user drags a sprite from X location to Y location. Then it waits at Y location (touch is not ended yet) for 1 or 2 secs and release the touch i.e touch is ended. In this case, shouldn't following states be triggered in below order for UILongPressGestureRecognizer: UIGestureRecognizerStateBegan UIGestureRecognizerStateChanged UIGestureRecognizerStateEnded ? My problem is if UIPanGestureRecognizer is also implemented to handle drags, UILongPressGesture is never triggered even after Long waits. Any thoughts?

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  • How do I implement a score database in Android?

    - by Michael Seun Araromi
    I making a 2D game for Android using OpenGL-ES technology. It is a space shooting game where the player shoots enemy ships. I want to keep a track of score for the amount of enemy ships destroyed and a record of a local highscore. The score should be incremented whenever an enemy is destroyed. I also want a way of displaying both the current score and highscore on the game screen. I am not familiar with databases at all and I will appreciate a clear answer or a link to a good tutorial for my cause. Thanks.

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  • How do I export physique animations without breaking them?

    - by Paul Ferris
    I've been trying to export a simple footstep animation that I made in 3ds Max, but its either failed to export or broken (imported into unity sans a few frames, or appearing to have imported but not playing) every single time. I've tried .fbx and .3ds, but neither works. I'd rather not use the Skin modifier, because it would require starting from scratch and learning a new system. Any ideas? EDIT: I found a workaround, here it is if you're curious: Create your biped, and make sure it lines up with your mesh. Animate it Export the mesh without Physique (or with Physique turned off), then delete it (the mesh) Export the biped Recombine in Unity (or whatever your game engine of choice is)

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  • How do I use setFilmSize in panda3d to achieve the correct view?

    - by lhk
    I'm working with Panda3d and recently switched my game to isometric rendering. I moved the virtual camera accordingly and set an orthographic lens. Then I implemented the classes "Map" and "Canvas". A canvas is a dynamically generated mesh: a flat quad. I'm using it to render the ingame graphics. Since the game itself is still set in a 3d coordinate system I'm planning to rely on these canvases to draw sprites. I could have named this class "Tile" but as I'd like to use it for non-tile sketches (enemies, environment) as well I thought canvas would describe it's function better. Map does exactly what it's name suggests. Its constructor receives the number of rows and columns and then creates a standard isometric map. It uses the canvas class for tiles. I'm planning to write a map importer that reads a file to create maps on the fly. Here's the canvas implementation: class Canvas: def __init__(self, texture, vertical=False, width=1,height=1): # create the mesh format=GeomVertexFormat.getV3t2() format = GeomVertexFormat.registerFormat(format) vdata=GeomVertexData("node-vertices", format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') texcoord = GeomVertexWriter(vdata, 'texcoord') # add the vertices for a flat quad vertex.addData3f(1, 0, 0) texcoord.addData2f(1, 0) vertex.addData3f(1, 1, 0) texcoord.addData2f(1, 1) vertex.addData3f(0, 1, 0) texcoord.addData2f(0, 1) vertex.addData3f(0, 0, 0) texcoord.addData2f(0, 0) prim = GeomTriangles(Geom.UHStatic) prim.addVertices(0, 1, 2) prim.addVertices(2, 3, 0) self.geom = Geom(vdata) self.geom.addPrimitive(prim) self.node = GeomNode('node') self.node.addGeom(self.geom) # this is the handle for the canvas self.nodePath=NodePath(self.node) self.nodePath.setSx(width) self.nodePath.setSy(height) if vertical: self.nodePath.setP(90) # the most important part: "Drawing" the image self.texture=loader.loadTexture(""+texture+".png") self.nodePath.setTexture(self.texture) Now the code for the Map class class Map: def __init__(self,rows,columns,size): self.grid=[] for i in range(rows): self.grid.append([]) for j in range(columns): # create a canvas for the tile. For testing the texture is preset tile=Canvas(texture="../assets/textures/flat_concrete",width=size,height=size) x=(i-1)*size y=(j-1)*size # set the tile up for rendering tile.nodePath.reparentTo(render) tile.nodePath.setX(x) tile.nodePath.setY(y) # and store it for later access self.grid[i].append(tile) And finally the usage def loadMap(self): self.map=Map(10, 10, 1) this function is called within the constructor of the World class. The instantiation of world is the entry point to the execution. The code is pretty straightforward and runs good. Sadly the output is not as expected: Please note: The problem is not the white rectangle, it's my player object. The problem is that although the map should have equal width and height it's stretched weirdly. With orthographic rendering I expected the map to be a perfect square. What did I do wrong ? UPDATE: I've changed the viewport. This is how I set up the orthographic camera: lens = OrthographicLens() lens.setFilmSize(40, 20) base.cam.node().setLens(lens) You can change the "aspect" by modifying the parameters of setFilmSize. I don't know exactly how they are related to window size and screen resolution but after testing a little the values above seem to work for me. Now everything is rendered correctly as long as I don't resize the window. Every change of the window's size as well as switching to fullscreen destroys the correct rendering. I know that implementing a listener for resize events is not in the scope of this question. However I wonder why I need to make the Film's height two times bigger than its width. My window is quadratic ! Can you tell me how to find out correct setting for the FilmSize ? UPDATE 2: I can imagine that it's hard to envision the behaviour of the game. At first glance the obvious solution is to pass the window's width and height in pixels to setFilmSize. There are two problems with that approach. The parameters for setFilmSize are ingame units. You'll get a way to big view if you pass the pixel size For some strange reason the image is distorted if you pass equal values for width and height. Here's the output for setFilmSize(800,800) You'll have to stress your eyes but you'll see what I mean

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  • Managing flash animations for a game

    - by LoveMeSomeCode
    Ok, I've been writing C# for a while, but I'm new to ActionScript, so this is a question about best practices. We're developing a simple match game, where the user selects tiles and tries to match various numbers - sort of like memory - and when the match is made we want a series of animations to take place, and when they're done, remove the tile and add a new one. So basically it's: User clicks the MC Animation 1 on the MC starts Animation 1 ends Remove the MC from the stage Add a new MC Start the animation on the new MC The problem I run into is that I don't want to make the same timeline motion tween on each and every tile, when the animation is all the same. It's just the picture in the tile that's different. The other method I've come up with is to just apply the tweens in code on the main stage. Then I attach an event handler for MOTION_FINISH, and in that handler I trigger the next animation and listen for that to finish etc. This works too, but not only do I have to do all the tweening in code, I have a seperate event handler for each stage of the animation. So is there a more structured way of chaining these animations together?

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  • How to fetch only the sprites in the player's range of motion for collision testing? (2D, axis aligned sprites)

    - by Twodordan
    I am working on a 2D sprite game for educational purposes. (In case you want to know, it uses WebGl and Javascript) I've implemented movement using the Euler method (and delta time) to keep things simple. Now I'm trying to tackle collisions. The way I wrote things, my game only has rectangular sprites (axis aligned, never rotated) of various/variable sizes. So I need to figure out what I hit and which side of the target sprite I hit (and I'm probably going to use these intersection tests). The old fashioned method seems to be to use tile based grids, to target only a few tiles at a time, but that sounds silly and impractical for my game. (Splitting the whole level into blocks, having each sprite's bounding box fit multiple blocks I might abide. But if the sprites change size and move around, you have to keep changing which tiles they belong to, every frame, it doesn't sound right.) In Flash you can test collision under one point, but it's not efficient to iterate through all the elements on stage each frame. (hence why people use the tile method). Bottom line is, I'm trying to figure out how to test only the elements within the player's range of motion. (I know how to get the range of motion, I have a good idea of how to write a collisionCheck(playerSprite, targetSprite) function. But how do I know which sprites are currently in the player's vicinity to fetch only them?) Please discuss. Cheers!

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • isometric drawing order with larger than single tile images - drawing order algorithm?

    - by Roger Smith
    I have an isometric map over which I place various images. Most images will fit over a single tile, but some images are slightly larger. For example, I have a bed of size 2x3 tiles. This creates a problem when drawing my objects to the screen as I get some tiles erroneously overlapping other tiles. The two solutions that I know of are either splitting the image into 1x1 tile segments or implementing my own draw order algorithm, for example by assigning each image a number. The image with number 1 is drawn first, then 2, 3 etc. Does anyone have advice on what I should do? It seems to me like splitting an isometric image is very non obvious. How do you decide which parts of the image are 'in' a particular tile? I can't afford to split up all of my images manually either. The draw order algorithm seems like a nicer choice but I am not sure if it's going to be easy to implement. I can't solve, in my head, how to deal with situations whereby you change the index of one image, which causes a knock on effect to many other images. If anyone has an resources/tutorials on this I would be most grateful.

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  • Move model forward base on model orientation

    - by ChocoMan
    My model rotates on it's own Y-axis regardless of where it is in the world. Here are the controls for the left ThumbStick: UP (move model forward on Z-Axis) DOWN (move model backward on Z-Axis) LEFT & RIGHT (strafe to either side) The problem is adjusting the direction the model's orientation UP and DOWN if the player should also rotate the player while moving forward or backwards. An example what Im trying to achieve would be a car doing donuts. The car is always facing the current direction that it interprets as forward (or rear as backwards) in relation to it's local rotation. Here is how Im calling the movement: // Rotate model with Right Thumbstick along X-Axis modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { modelPosition.Z -= -pController.ThumbSticks.Left.Y * speed; } // Move Backward if (pController.IsButtonDown(Buttons.LeftThumbstickDown)) { modelPosition.Z += pController.ThumbSticks.Left.Y * speed; } // Strafe Left if (pController.IsButtonDown(Buttons.LeftThumbstickLeft)) { modelPosition.X += -pController.ThumbSticks.Left.X * speed; } // Strafe Right if (pController.IsButtonDown(Buttons.LeftThumbstickRight)) { modelPosition.X -= pController.ThumbSticks.Left.X * speed; } // DeadZone if (!pController.IsButtonDown(Buttons.LeftThumbstickUp) && !pController.IsButtonDown(Buttons.LeftThumbstickDown) && !pController.IsButtonDown(Buttons.LeftThumbstickLeft) && !pController.IsButtonDown(Buttons.LeftThumbstickRight)) { }

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  • 2D isometric: screen to tile coordinates

    - by Dr_Asik
    I'm writing an isometric 2D game and I'm having difficulty figuring precisely on which tile the cursor is. Here's a drawing: where xs and ys are screen coordinates (pixels), xt and yt are tile coordinates, W and H are tile width and tile height in pixels, respectively. My notation for coordinates is (y, x) which may be confusing, sorry about that. The best I could figure out so far is this: int xtemp = xs / (W / 2); int ytemp = ys / (H / 2); int xt = (xs - ys) / 2; int yt = ytemp + xt; This seems almost correct but is giving me a very imprecise result, making it hard to select certain tiles, or sometimes it selects a tile next to the one I'm trying to click on. I don't understand why and I'd like if someone could help me understand the logic behind this. Thanks!

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  • Artifacts when using SamplerState.LinearClamp in SpriteBatch

    - by Raymond Holmboe
    I'm using XNA 4.0 and VS2010 Express for Windows Phone and Windows Phone SDK 7.1. This is a platform game and I have a map made up of 16x16 textures that is drawn dynamically, tile by tile. When using SpriteBatch to draw my map with LinearClamp, I get artifacts that looks like blurry thin lines. They become visible when the camera moves from one pixel to another and when the camera is still, the artifacts disappear. Here's a small sample of what I mean: Here's how I draw with the spritebatch: SBWorld.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, camera.View); When using SamplerState.PointClamp the game just plays horribly (IMHO), so I cannot use that. Why do these lines appear and how do I get rid of those?

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  • About Alpha blending sprites in Direct3D9

    - by ambrozija
    I have a Direct3D9 application that is rendering ID3DXSprites. The problem I am experiencing is best described in this situation: I have a texture that is totally opaque. On top of it I draw a rectangle filled with solid color and alpha of 128. On top of the rectangle I have a text that is totally opaque. I draw all of this and get the resulting image through GetRenderTarget call. The problem is that on the resulting image, on the area where the transparent rectangle is, I have semi transparent pixels. It is not a problem that the rectangle is transparent, the problem is that the resulting image is. The question is how to setup the blending so in this situation I don't get the transparent pixels in the resulting image? I use the sprite with D3DXSPRITE_ALPHABLEND which sets the device state to D3DBLEND_SRCALPHA and D3DBLEND_INVSRCALPHA. I tried couple of combinations of SetRenderState, like D3DBLEND_SRCALPHA, D3DBLEND_DESTALPHA etc., but couldn't make it work. Thanks.

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