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  • Knowing state of game in real time

    - by evthim
    I'm trying to code a tic tac toe game in java and I need help figuring out how to efficiently and without freezing the program check if someone won the game. I'm only in the design stages now, I haven't started programming anything but I'm wondering how would I know at all times the state of the game and exactly when someone wins? Response to MarkR: (note: had to place comment here, it was too long for comment section) It's not a homework problem, I'm trying to get more practice programming GUI's which I've only done once as a freshman in my second introductory programming course. I understand I'll have a 2D array. I plan to have a 2D integer array where x would equal 1 and o would equal 0. However, won't it take too much time if I check after every move if someone won the game? Is there a way or a data structure or algorithm I can use so that the program will know the state (when I say state I mean not just knowing every position on the board, the int array will take care of that, I mean knowing that user 1 will win if he places x on this block) of the game at all times and thus can know automatically when someone won?

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  • Wheel Joint Implementation in AndEngine

    - by Siddharth
    I am currently developing car game in AndEngine. In which I was using revolute joint for car wheel and chassis attachment. But my friend suggest me that use wheel joint for that purpose for better behavior of the car. In AndEnginen I didn't found the wheel joint implementation. So what I have to do for wheel joint implementation. I think I have to manually update the box2d library for this purpose but I don't know how many things get updated. Please suggest me some guidance on achieving better car behavior in AndEngine.

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  • How do you maintain content size vs. content quality in a mobile application?

    - by PeterK
    I am developing my first Cocos2d iPhone/iPad game that includes quite a few sprites, I would need approximately 80 different. As this is for both normal and HD displays I have 2x of each sprite. I am using TexturePacker to optimize the thing. I would like to ask if there are any rules-of-thumb, tricks, ideas etc. to adjust to in regards to size of content, quality and how you maintain high-quality HD-based graphics due to its size vs. the device memory sizes? Also, is it a good idea to only have one copy of the sprites and scale it using code?

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  • Combining pathfinding with global AI objectives

    - by V_Programmer
    I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in tactics and resource management (create troops, determine who have strategical advantage, detect important objectives, etc) and a individual component, focused in assign the work to each unit, examine its possibilites and move the unit. Now I'm facing an important problem. The map where the action take place is a grid-based map. Each terrain has different movement cost. I read about pathfinding and I think A* is a very good option to determine a good route between two points. However, imagine I have an unit with movement = 5 (i.e, it can move 5 tiles of movement cost = 1). My tactical AI has found an objective at a distance d = 20 tiles (Manhattan distance) from my unit. My problem is the following: the unit won't be able to reach the objective in one turn. So the AI will have to store a list of position and execute them in various turns. I don't know how to solve this. PS. In my unit code, I have a list called "selectionMarks" which stores all the possible places where the unit can go in this turn. This places are calculed recursively using a "getSelectionMarks" function. Any help is appreciated :D

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  • Using NumPy arrays as 2D mathematical vectors?

    - by CorundumGames
    Right now I'm using lists as position, velocity, and acceleration vectors in my game. Is that a better option than using NumPy's arrays (not the standard library's) as vectors (with float data types)? I'm frequently adding vectors and changing their values directly, then placing the values in these vectors into a Pygame Rect. The vector is used for position (because Rects can't hold floats, so we can't go "between" pixels), and the Rect is used for rendering (because Pygame will only take in Rects for rendering positions).

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  • Game Editor - When screen is clicked, how do you identify which object that is clicked?

    - by Deukalion
    I'm trying to create a Game Editor, currently just placing different types of Shapes and such. I'm doing this in Windows Forms while drawing the 3D with XNA. So, if I have a couple of Shapes on the screen and I click the screen I want to be able to identify "which" of these objects you clicked. What is the best method for this? Since having two objects one behind the other, it should be able to recognize the one in front and not the one behind it and also if I rotate the camera and click on the one behind it - it should identify it and not the first one. Are there any smart ways to go about this?

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  • Tic-Tac-Toe game AI

    - by David Jones
    I'm looking into creating a simple tic tac toe/noughts and crosses game in Actionscript3 and am trying to understand the ideas behind the AI used in a game like this. I've seen some simplistic examples online but from what I've read a game tree or something like minimax is the best way to go about this. Can anyone help explain or reference any good examples of this? I've seen that there is a library called as3ds - data structures for game developers which has a number of classes that might help tie this together? Any info/examples or help is much appreciated.

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  • Better way to go up/down slope based on yaw?

    - by CyanPrime
    Alright, so I got a bit of movement code and I'm thinking I'm going to need to manually input when to go up/down a slope. All I got to work with is the slope's normal, and vector, and My current and previous position, and my yaw. Is there a better way to rotate whether I go up or down the slope based on my yaw? Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.toDegrees(Math.cos(Math.toRadians(yaw))); move.z = (float)-Math.toDegrees(Math.sin(Math.toRadians(yaw))); move.normalise(); if(move.z < 0 && slopeNormal.z > 0 || move.z > 0 && slopeNormal.z < 0){ if(move.x < 0 && slopeNormal.x > 0 || move.x > 0 && slopeNormal.x < 0){ move.y += slopeVec.y; } } if(move.z > 0 && slopeNormal.z > 0 || move.z < 0 && slopeNormal.z < 0){ if(move.x > 0 && slopeNormal.x > 0 || move.x < 0 && slopeNormal.x < 0){ move.y -= slopeVec.y; } } move.scale(movementSpeed * delta); Vector3f.add(pos, move, pos);

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  • Comparison between a value with static type Array and a possibly unrelated type Class

    - by Kaoru
    I got this error: Comparison between a value with static type Array and a possibly unrelated type Class. After i modify the class to many classes (before that, everything is on 1 class (all of the functions)), but after i move everything to many classes (all the functions is not on 1 class), that error appear. How to solve this? I am using AS3 and as3isolib Library. Here is the code after i modify the function: if (Constant.dude.y < Constant._numY) { if (Constant.dude.sprites != marioBackClass) { Constant.dude.sprites = [marioBackClass]; Constant.dudeDir = "Up"; } } Here is the code before i change the function to many classes: if (dude.y < ._numY) { if (dude.sprites.toString() != marioBackClass.toString()) { dude.sprites = [marioBackClass]; dudeDir = "Up"; } }

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  • Draw Bug 2D player Camera

    - by RedShft
    I have just implemented a 2D player camera for my game, everything works properly except the player on the screen jitters when it moves between tiles. What I mean by jitter, is that if the player is moving the camera updates the tileset to be drawn and if the player steps to the right, the camera snaps that way. The movement is not smooth. I'm guessing this is occurring because of how I implemented the function to calculate the current viewable area or how my draw function works. I'm not entirely sure how to fix this. This camera system was entirely of my own creation and a first attempt at that, so it's very possible this is not a great way of doing things. My camera class, pulls information from the current tileset and calculates the viewable area. Right now I am targettng a resolution of 800 by 600. So I try to fit the appropriate amount of tiles for that resolution. My camera class, after calculating the current viewable tileset relative to the players location, returns a slice of the original tileset to be drawn. This tileset slice is updated every frame according to the players position. This slice is then passed to the map class, which draws the tile on screen. //Map Draw Function //This draw function currently matches the GID of the tile to it's location on the //PNG file of the tileset and then draws this portion on the screen void Draw(SDL_Surface* background, int[] _tileSet) { enforce( tilesetImage != null, "Tileset is null!"); enforce( background != null, "BackGround is null!"); int i = 0; int j = 0; SDL_Rect DestR, SrcR; SrcR.x = 0; SrcR.y = 0; SrcR.h = 32; SrcR.w = 32; foreach(tile; _tileSet) { //This code is matching the current tiles ID to the tileset image SrcR.x = cast(short)(tileWidth * (tile >= 11 ? (tile - ((tile / 10) * 10) - 1) : tile - 1)); SrcR.y = cast(short)(tileHeight * (tile > 10 ? (tile / 10) : 0)); //Applying the tile to the surface SDL_BlitSurface( tilesetImage, &SrcR, background, &DestR ); //this keeps track of what column/row we are on i++; if ( i == mapWidth ) { i = 0; j++; } DestR.x = cast(short)(i * tileWidth); DestR.y = cast(short)(j * tileHeight); } } //Camera Class class Camera { private: //A rectangle representing the view area SDL_Rect viewArea; //In number of tiles int viewAreaWidth; int viewAreaHeight; //This is the x and y coordinate of the camera in MAP SPACE IN PIXELS vect2 cameraCoordinates; //The player location in map space IN PIXELS vect2 playerLocation; //This is the players location in screen space; vect2 playerScreenLoc; int playerTileCol; int playerTileRow; int cameraTileCol; int cameraTileRow; //The map is stored in a single array with the tile ids //this corresponds to the index of the starting and ending tile int cameraStartTile, cameraEndTile; //This is a slice of the current tile set int[] tileSetCopy; int mapWidth; int mapHeight; int tileWidth; int tileHeight; public: this() { this.viewAreaWidth = 25; this.viewAreaHeight = 19; this.cameraCoordinates = vect2(0, 0); this.playerLocation = vect2(0, 0); this.viewArea = SDL_Rect (0, 0, 0, 0); this.tileWidth = 32; this.tileHeight = 32; } void Init(vect2 playerPosition, ref int[] tileSet, int mapWidth, int mapHeight ) { playerLocation = playerPosition; this.mapWidth = mapWidth; this.mapHeight = mapHeight; CalculateCurrentCameraPosition( tileSet, playerPosition ); //writeln( "Tile Set Copy: ", tileSetCopy ); //writeln( "Orginal Tile Set: ", tileSet ); } void CalculateCurrentCameraPosition( ref int[] tileSet, vect2 playerPosition ) { playerLocation = playerPosition; playerTileCol = cast(int)((playerLocation.x / tileWidth) + 1); playerTileRow = cast(int)((playerLocation.y / tileHeight) + 1); //writeln( "Player Tile (Column, Row): ","(", playerTileCol, ", ", playerTileRow, ")"); cameraTileCol = playerTileCol - (viewAreaWidth / 2); cameraTileRow = playerTileRow - (viewAreaHeight / 2); CameraMapBoundsCheck(); //writeln( "Camera Tile Start (Column, Row): ","(", cameraTileCol, ", ", cameraTileRow, ")"); cameraStartTile = ( (cameraTileRow - 1) * mapWidth ) + cameraTileCol - 1; //writeln( "Camera Start Tile: ", cameraStartTile ); cameraEndTile = cameraStartTile + ( viewAreaWidth * viewAreaHeight ) * 2; //writeln( "Camera End Tile: ", cameraEndTile ); tileSetCopy = tileSet[cameraStartTile..cameraEndTile]; } vect2 CalculatePlayerScreenLocation() { cameraCoordinates.x = cast(float)(cameraTileCol * tileWidth); cameraCoordinates.y = cast(float)(cameraTileRow * tileHeight); playerScreenLoc = playerLocation - cameraCoordinates + vect2(32, 32);; //writeln( "Camera Coordinates: ", cameraCoordinates ); //writeln( "Player Location (Map Space): ", playerLocation ); //writeln( "Player Location (Screen Space): ", playerScreenLoc ); return playerScreenLoc; } void CameraMapBoundsCheck() { if( cameraTileCol < 1 ) cameraTileCol = 1; if( cameraTileRow < 1 ) cameraTileRow = 1; if( cameraTileCol + 24 > mapWidth ) cameraTileCol = mapWidth - 24; if( cameraTileRow + 19 > mapHeight ) cameraTileRow = mapHeight - 19; } ref int[] GetTileSet() { return tileSetCopy; } int GetViewWidth() { return viewAreaWidth; } }

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  • Finding diagonal objects of an object in 3d space

    - by samfisher
    Using Unity3d, I have a array which is having 8 GameObjects in grid and one object (which is already known) is in center like this where K is already known object. All objects are equidistant from their adjacent objects (even with the diagonal objects) which means (distance between 4 & K) == (distance between K & 3) = (distance between 2 & K) 1 2 3 4 K 5 6 7 8 I want to remove 1,3,6,8 from array (the diagonal objects). How can I check that at runtime? my problem is the order of objects {1-8} is not known so I need to check each object's position with K to see if it is a diagonal object or not. so what check should I put with the GameObjects (K and others) to verify if this object is in diagonal position Regards, Sam

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  • Offset Forward vector of object based on Rotation

    - by Taylor
    I'm using the Bullet 3D physics engine in a iOS application running openGL ES 1.1 Currently I'm accepting info from the gyroscope to allow the user to "look around" a 3d world that follows a bouncing ball (note: it only takes in the yaw to look around 360 degrees). Im also accepting information from the accelerometer based on the tilt to push the ball. As of right now, to move forward, the user tilts the devise forward (using the accelerometer); to move to the right, the user tilts the devise to the right and so on. The forward vector is currently along it's local Z-axis. The problem is that I want to change the ball bounce based on where the user has changed the view. If I change the view, the ball bounces in the fixed direction. I want to change the forward facing direction so that when a user changes the view (say to the look at the right of the world, the user rotates the device), tilting the devise forward will result in a forward force in that direction. Basically, I want the forward vector to take the rotation into consideration. Sorry if I didn't explain the issue well enough, its kind of confusing to write down.

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  • Extremely Hybrid Game requirements

    - by tugrul büyükisik
    What system specifications would a game need if it was: Total players per planet: ~20000 Total players per team:~1M Total players per map(small volume of space or small surface over a planet): ~2000 Total players: ~10M(world has more players than this amount i think) Two of the players are commanders of opposite quadrants(from HUD of a strategy game). Lots of players use space-crafts as a captain(like 3d fps and rts). Many many players control consoles in those space-crafts as under command of captains.(fps ) Some players are still in stone-age trying to reinvent wheel in some planet. Players design and construct any vehicles they have. With good physics engine Has puzzles inside. Everyone get experience by doing stuff(RPG). Commerce, income or totally different resource-based group(like starcraft) Player classes(primitive: cunning and strong, wrapped: healthy, wealthy) Arcade top-down style firing with ships when people get bored very low chance of miraculous things.(mediclorians, wormholes, bugs) Different game-modes: persistent(living world), resetted periodically(a new chance for noobs), instant(pre-built space + hack&slash) I suspect this would need 128GB ram and 2048 cores.

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  • How to solve problems with movement in simple tile based multiplayer game?

    - by Murlo
    I'm making a simple tile based 2D multiplayer game in JavaScript using socket.io where you can move one tile every 200 ms. The two solutions I've tried are as follows: The client sends "walk one tile north" every 200 ms. Problem: People can easily hack the client to send the action more often. The client sends "walking north" and "stopped walking". Problem: Sometimes the player moves extra steps when "stopped walking" doesn't arrive in time. Do you know a way around these problems or is there a better way to do it? EDIT: Regarding the first solution I've tried adding validation on the server to check if it has been 200 ms since last movement. The problem is that latency still encourages people just to spam the action as much as possible, giving them an unfair advantage.

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  • Connecting 2 Vertices in 3DS Max?

    - by Reanimation
    How do you connect two vertices in 3DS Max 2013? I have two vertices which I wish to connect with a line to create an edge. (actually several) I have tried all I can think and done several Google searches but it only comes up with older versions method which say use the "connect" button... But I can't find the connect button on my version (see below) This is what my menu looks like: These are the vertices I'm trying to connect: Basically, I've edited an STL file and deleted some edges and vertices. Now I want to fill the gaps and triangulate what's left. Thanks.

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  • How can I simulate a rigid body bounced from a wall in 3D world?

    - by HyperGroups
    How can I simulate a rigid sword bounced from a wall and hit the ground (like in physical world)? I want to use this for a simple animation. I can detect the figure and the size of the sword (maybe needed in doing bounce). Rotation can be controlled by quaternions/matrix/euler angles. It should turn the head and do rotations and fly to the ground. How can I simulate this physical process? Maybe what I need is an equation and some parameters? I need these data, and would combine them into my movie file, I use Mathematica to do the thing that generate the movie file(If I have the data, I can also export it into a 3DSMax script for example).

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  • Splitting a tetris game apart - where to put time-management?

    - by nightcracker
    I am creating a tetris game in C++ & SDL, and I'm trying to do it "good" by making it object-oriented and keeping scopes small. So far I have the following structure: A main with some lowlevel SDL set up and handling input A game class that keeps track of score and provides the interface for main (move block down, etc) A map class that keeps track of the current game field, which blocks are where. Used by the game class. A block class that consists of the current falling block, used by game. A renderer class abstracting low level SDL to a format where you render "tetris blocks". Used by map and block. Now I have a though time where to place the time-management of this game. For example, where should be decided when a block bumps the bottom of the screen how long it takes the current block locks in place and a new block spawns? I also have an other unrelated question, is there some place where you can find some standard data on tetris like standard score tables, rulesets, timings, etc?

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  • Why do we use the Pythagorean theorem in game physics?

    - by Starkers
    I've recently learned that we use Pythagorean theorem a lot in our physics calculations and I'm afraid I don't really get the point. Here's an example from a book to make sure an object doesn't travel faster than a MAXIMUM_VELOCITY constant in the horizontal plane: MAXIMUM_VELOCITY = <any number>; SQUARED_MAXIMUM_VELOCITY = MAXIMUM_VELOCITY * MAXIMUM_VELOCITY; function animate(){ var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; x_velocity = x_velocity / scalar; z_velocity = x_velocity / scalar; } } Let's try this with some numbers: An object is attempting to move 5 units in x and 5 units in z. It should only be able to move 5 units horizontally in total! MAXIMUM_VELOCITY = 5; SQUARED_MAXIMUM_VELOCITY = 5 * 5; SQUARED_MAXIMUM_VELOCITY = 25; function animate(){ var x_velocity = 5; var z_velocity = 5; var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); var squared_horizontal_velocity = 5 * 5 + 5 * 5; var squared_horizontal_velocity = 25 + 25; var squared_horizontal_velocity = 50; // if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ if( 50 <= 25 ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; scalar = 50 / 25; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Now this works well, but we can do the same thing without Pythagoras: MAXIMUM_VELOCITY = 5; function animate(){ var x_velocity = 5; var z_velocity = 5; var horizontal_velocity = x_velocity + z_velocity; var horizontal_velocity = 5 + 5; var horizontal_velocity = 10; // if( horizontal_velocity >= MAXIMUM_VELOCITY ){ if( 10 >= 5 ){ scalar = horizontal_velocity / MAXIMUM_VELOCITY; scalar = 10 / 5; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Benefits of doing it without Pythagoras: Less lines Within those lines, it's easier to read what's going on ...and it takes less time to compute, as there are less multiplications Seems to me like computers and humans get a better deal without Pythagorean theorem! However, I'm sure I'm wrong as I've seen Pythagoras' theorem in a number of reputable places, so I'd like someone to explain me the benefit of using Pythagorean theorem to a maths newbie. Does this have anything to do with unit vectors? To me a unit vector is when we normalize a vector and turn it into a fraction. We do this by dividing the vector by a larger constant. I'm not sure what constant it is. The total size of the graph? Anyway, because it's a fraction, I take it, a unit vector is basically a graph that can fit inside a 3D grid with the x-axis running from -1 to 1, z-axis running from -1 to 1, and the y-axis running from -1 to 1. That's literally everything I know about unit vectors... not much :P And I fail to see their usefulness. Also, we're not really creating a unit vector in the above examples. Should I be determining the scalar like this: // a mathematical work-around of my own invention. There may be a cleverer way to do this! I've also made up my own terms such as 'divisive_scalar' so don't bother googling var divisive_scalar = (squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY); var divisive_scalar = ( 50 / 25 ); var divisive_scalar = 2; var multiplicative_scalar = (divisive_scalar / (2*divisive_scalar)); var multiplicative_scalar = (2 / (2*2)); var multiplicative_scalar = (2 / 4); var multiplicative_scalar = 0.5; x_velocity = x_velocity * multiplicative_scalar x_velocity = 5 * 0.5 x_velocity = 2.5 Again, I can't see why this is better, but it's more "unit-vector-y" because the multiplicative_scalar is a unit_vector? As you can see, I use words such as "unit-vector-y" so I'm really not a maths whiz! Also aware that unit vectors might have nothing to do with Pythagorean theorem so ignore all of this if I'm barking up the wrong tree. I'm a very visual person (3D modeller and concept artist by trade!) and I find diagrams and graphs really, really helpful so as many as humanely possible please!

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  • Contricted A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to constrict a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • Get collision details from Rectangle.Intersects()

    - by Daniel Ribeiro
    I have a Breakout game in which, at some point, I detect the collision between the ball and the paddle with something like this: // Ball class rectangle.Intersects(paddle.Rectangle); Is there any way I can get the exact coordinates of the collision, or any details about it, with the current XNA API? I thought of doing some basic calculations, such as comparing the exact coordinates of each object on the moment of the collision. It would look something like this: // Ball class if((rectangle.X - paddle.Rectangle.X) < (paddle.Rectangle.Width / 2)) // Collision happened on the left side else // Collision happened on the right side But I'm not sure this is the correct way to do it. Do you guys have any tips on maybe an engine I might have to use to achieve that? Or even good coding practices using this method?

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  • How to implement the light trails for a tron game?

    - by Link
    Well I was creating a TRON style game, but had an issue with creating the actual light trails for the game. What I'm doing currently is I have an array the same size as my window in pixel size, implemented like this: int* collision[800][600]; Then when the bike goes on a certain pixel, it is marked with a 1 for traveled on. However what is the most efficient way to create a working light trail display? I tried to do something like this: int i, j; for(i=0; i<800; i++) for(j=0; j<600; j++) if(*collision[i][j] == 1) Image::applySurface(i, j, trailSurface, gameScreen); But it isn't working properly? It just fills the whole screen with a sprite instead. Whats a better/faster/working way to do this?

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  • Why is this 8 puzzle unsolvable?

    - by Ashwin
    I am developing a 8 puzzle game. I went through the rules in this (see Detecting Unsolvable Puzzles) link, which tell you how to detect if an initial state is unsolvable. It says that if the number of inversions is odd, then the goal state cannot be reached and if even the goal state can be reached. Inversion is defined as Given a board, an inversion is any pair of blocks i and j where i < j but i appears after j when considering the board in row-major order (row 0, followed by row 1, and so forth). There is a 8-puzzle solver(applet) here. Choose 8-puzzle from the options. 1,0,3,2,4,5,6,7,8 and 7,0,2,8,5,3,6,4,1 As you can see both of them contain an even number of inversions. Still the program says that the puzzle is unsolvable. So is the Princeton link wrong?

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  • How do I scroll in the physical world?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, this is my world. final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that if the sprite reaches up and hits the wall, as I scroll here?

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  • It's possible to fulfill the social necessity of a human being through a social game in 3D like IMVU?

    - by Totty
    (I'm not advertising nor promoting this game, as it's just an example of my experience and I would like to have your opinion about the matter if possible) I've been started researching "things" about games and I've decided to begin to play IMVU as a friend of mine said it's cool. At first it seemed just another 3d social game, not so cool.. But I've "tried to like" and after 1 day I can say I'm addicted to it! Yes; I will explain better: About the game: You can go in chat-rooms, move to positions. Some positions are like sitting in a sofa, floor, dancing alone or with a partner, kissing and more in this way. In the free version of the game there is no nudity. You can even listen to music, view youtube... The 3d graphics are quite low end, so it's not as real as the paid PC games of today. About my experience: At first I was going with my friend in chat-rooms, they seemed very nice. There were people talking about general stuff, quite like in a real life. Well, I begin to know some girls (yes, virtual girls commanded by a real girl, I hope!). Things happened: Some girls are just crazy, not like in real life, they make out in before even talking; Other girls you can speak a little bit, then they add you to their friend-list. Sometimes they invite to their virtual places. Some girls have really IMVU boyfriends only (but not in reality) and most of them don't even make up in the game, so it's really a level of commitment involved here! But from what my friend told they last for him, at least, about 3 days... Some others have real and IMVU boyfriends that are the same. Until now I haven't find a girl with different boyfriend in the IMVU and reality. Nor multiple boyfriends. There are rooms where the same people find each selves every day and speak about general stuff, relationships and so on... They are nice with you, they "feel" you and show careness. This is what amazes me, they treat you like a real human being and as being their friend in the real world. (of course it's not always like this) There are jealous girls too and competitiveness between females lol, I know you loled! This is kind of social. So today I closed my door in my room and I've played it all day long and guess what, I didn't feel a need to stay with a real person at all. Normally, If I would stay a full day alone I would get quite crazy... So the question is: It's just me that seemed to be able to fulfill my social needs or there is something more? thanks for your precious time for reading my full question,

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  • How can be data oriented programming applied for GUI system?

    - by Miro
    I've just learned basics of Data oriented programming design, but I'm not very familiar with that yet. I've also read Pitfalls of Object Oriented Programming GCAP 09. It seems that data oriented programming is much better idea for games, than OOP. I'm just creating my own GUI system and it's completely OOP. I'm thinking if is data oriented programming design applicable for structured things like GUI. The main problem I see is that every type widget has different data, so I can hardly group them into arrays. Also every type of widget renders differently so I still need to call virtual functions.

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