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  • Path Modifier in Tower Of Defense Game

    - by Siddharth
    I implemented PathModifier for path of each enemy in my tower of defense game. So I applied fixed time to path modifier in that enemy complete their path. Like following code describe. new PathModifier(speed, path); Here speed define the time to complete the path. But in tower of defense game my problem is, there is a tower which slow down the movement of the enemy. In that particular situation I was stuck. please someone provide me some guidance what to do in this situation. EDIT : Path path = new Path(wayPointList.size()); for (int j = 0; j < wayPointList.size(); j++) { Point point = grid.getCellPoint(wayPointList.get(j).getRow(), wayPointList.get(j).getCol()); path.to(point.x, point.y); }

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  • Creating new games on Android and/or iPhone

    - by James Clifton
    I have a succesfull facebook poker game that is running very nicely, now some people have asked if I can port this to other platforms - mainly mobile devices (and I have been asked to make a tablet version, do I really need a seperate version?) I am currently a PHP programmer (and game designer) and I simply dont' have the time to learn Android and other languages - so I have decided to pay third parties to program them (if viable). The information I need to know is what programming language is needed for the following four devices - Android mobile phone, iPhone, iPad and tablets? Can they all run off a central sql database? If they can't then i'm not interested :( Do any of these run FLASH? Have I covered all my main bases here? For example if a person programs for a ANDROID mobile phone is that to much differant to an ANDROID tablet? They will have slightly differant graphics (because the tablet has a greater screen area might as well use it) but do they need to be started from scratch? Same goes for iPhone/iPad, do they really need to be programmed differantly if the only differance is the graphics?

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  • Is it possible to generate Events and Hooks in Lua for any game without built-in support?

    - by pr0tocol
    Does a game have to have built-in functions to accept and run lua scripts, or can I design Events and Hooks using Lua on any game I please, akin to the days where C code could be used to hook into the WinAPI using dlls? The reason I ask is, I am trying to create a background application that will perform events and hooks on a particular game that does not currently support lua in-game. Brief examples: Events: - An action executed by the PLAYER is detected. For instance, hitting the Q key will normally make my character use an ability, but with my Lua script running in the background, will cause a sound to play on my computer (or something). Hooks: - An action within the GAME is detected. For instance, the game spawns an enemy every minute. When an enemy spawns, the script will detect this and perform an action, for instance playing a sound locally on the computer. I would like to do both, but I know for games like Garry's Mod, the game already has built-in support for running lua scripts. Is there a way to do either events OR hooks using lua similarly to how C/C++ can connect to a game using WinAPI dlls?

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  • How do I pass vertex and color positions to OpenGL shaders?

    - by smoth190
    I've been trying to get this to work for the past two days, telling myself I wouldn't ask for help. I think you can see where that got me... I thought I'd try my hand at a little OpenGL, because DirectX is complex and depressing. I picked OpenGL 3.x, because even with my OpenGL 4 graphics card, all my friends don't have that, and I like to let them use my programs. There aren't really any great tutorials for OpenGL 3, most are just "type this and this will happen--the end". I'm trying to just draw a simple triangle, and so far, all I have is a blank screen with my clear color (when I set the draw type to GL_POINTS I just get a black dot). I have no idea what the problem is, so I'll just slap down the code: Here is the function that creates the triangle: void CEntityRenderable::CreateBuffers() { m_vertices = new Vertex3D[3]; m_vertexCount = 3; m_vertices[0].x = -1.0f; m_vertices[0].y = -1.0f; m_vertices[0].z = -5.0f; m_vertices[0].r = 1.0f; m_vertices[0].g = 0.0f; m_vertices[0].b = 0.0f; m_vertices[0].a = 1.0f; m_vertices[1].x = 1.0f; m_vertices[1].y = -1.0f; m_vertices[1].z = -5.0f; m_vertices[1].r = 1.0f; m_vertices[1].g = 0.0f; m_vertices[1].b = 0.0f; m_vertices[1].a = 1.0f; m_vertices[2].x = 0.0f; m_vertices[2].y = 1.0f; m_vertices[2].z = -5.0f; m_vertices[2].r = 1.0f; m_vertices[2].g = 0.0f; m_vertices[2].b = 0.0f; m_vertices[2].a = 1.0f; //Create the VAO glGenVertexArrays(1, &m_vaoID); //Bind the VAO glBindVertexArray(m_vaoID); //Create a vertex buffer glGenBuffers(1, &m_vboID); //Bind the buffer glBindBuffer(GL_ARRAY_BUFFER, m_vboID); //Set the buffers data glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_STATIC_DRAW); //Set its usage glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_TRUE, sizeof(Vertex3D), (void*)(3*sizeof(float))); //Enable glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); //Check for errors if(glGetError() != GL_NO_ERROR) { Error("Failed to create VBO: %s", gluErrorString(glGetError())); } //Unbind... glBindVertexArray(0); } The Vertex3D struct is as such... struct Vertex3D { Vertex3D() : x(0), y(0), z(0), r(0), g(0), b(0), a(1) {} float x, y, z; float r, g, b, a; }; And finally the render function: void CEntityRenderable::RenderEntity() { //Render... glBindVertexArray(m_vaoID); //Use our attribs glDrawArrays(GL_POINTS, 0, m_vertexCount); glBindVertexArray(0); //unbind OnRender(); } (And yes, I am binding and unbinding the shader. That is just in a different place) I think my problem is that I haven't fully wrapped my mind around this whole VertexAttribArray thing (the only thing I like better in DirectX was input layouts D:). This is my vertex shader: #version 330 //Matrices uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; //In values layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; //Out values out vec3 frag_color; //Main shader void main(void) { //Position in world gl_Position = vec4(position, 1.0); //gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0); //No color changes frag_color = color; } As you can see, I've disable the matrices, because that just makes debugging this thing so much harder. I tried to debug using glslDevil, but my program just crashes right before the shaders are created... so I gave up with that. This is my first shot at OpenGL since the good old days of LWJGL, but that was when I didn't even know what a shader was. Thanks for your help :)

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  • How do I separate model positions from view positions in MVC?

    - by tieTYT
    Using MVC in games (as opposed to web apps) always confuses me when it comes to the view. How am I supposed to keep the model agnostic of how the view is presenting things? I always end up giving the Model a position that holds x and y but invariably, these values end up being in units of pixels and that feels wrong. I can see the advantage* of avoiding that but how am I supposed to? This idea was suggested: Don't think of it in units of pixels, think of them in arbitrary distance units that just happen map to pixels at a 1:1 ratio. Oh, the resolution is half of what it was? We are now taking the x/y coordinates at 50% value for screen display, and your spells casting range is still 300 units long, which now is 150 pixels. But those numbers conveniently work out. What do I do if the numbers divide in such a way that I get decimal places? Floating points are unsafe. I think allowing decimal places would eventually cause really weird bugs in my game. *It'd let me write the model once and write different views depending on the device.

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  • Algorithm to simplify building/structural meshes

    - by morpheus
    I am looking for an algorithm to simplify the meshes of buildings or similar structures. EDIT: I had made a comment that Hoppe's algorithm tends to make meshes more and more spherical with simplification. But, I am not sure about it, so am deleting the comment. Buildings in contrast should tend to become more and more rectangular with increasing simplification. The D3DX extensions for D3D in version 9.0 (d3dx9.lib) used to have classes to do progressive mesh simplification. See: http://doc.51windows.net/Directx9_SDK/?url=/directx9_sdk/graphics/reference/d3dx/functions/mesh/d3dxgeneratepmesh.htm http://msdn.microsoft.com/en-us/library/windows/desktop/bb281243(v=vs.85).aspx

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  • Blender 2.64, what are the actual hot-keys for certain actions

    - by Shivan Dragon
    I know this sounds mega lame but I've looked for hotkeys for certain actions, first in the appliation's User Settings (where I didn't find them) then in the official documentation (where I did find some of them but they're not the right ones): http://wiki.blender.org/index.php/Doc:2.4/Manual/3D_interaction/Transform_Control/Manipulators (Ctrl - Alt - S is recommended for Scale, but instead it opens the Save As... window - I think these changed in the latest versions, but they forgot to update the docs) So then, what are the hot keys for: selecting translate manipulator selecting rotate manipulator selecting scale manipulator In Edit mode: select vertex (editing) select edges (editing) select faces (editing) thanks.

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  • How to export a C++ class library to C# using a dll?

    - by SICGames2013
    In my previous revision game engine I deported major functions for the game editor for C#. Now, I'm beginning to revise the game engine with a static library. There's a already dynamic library created in C++ to use DLLEXPORT for C#. Just now I want to test out the newer functions and created a DLL file from C++. Because the DLL contains classes I was wondering how would I be able to use DLL Export. Would I do this: [DLLEXPORT("GameEngine.dll", EntryPoint="SomeClass", Conventional=_stdcall)] static extern void functionFromClass(); I have a feeling it's probably DLLImport and not DLLExport. I was wondering how would I go about this? Another way I was thinking was because I already have the DLL in C++ prepared already to go the C# Class Library. I could just keep the new engine as a lib, and link the lib with the old DLL C++ file. Wouldn't the EntryPoint be able to point to the class the function is in?

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  • Given a start and end point, how can I constrain the end point so the resulting line segment is horizontal, vertical, or 45 degrees?

    - by GloryFish
    I have a grid of letters. The player clicks on a letter and drags out a selection. Using Bresenham's Algorithm I can create a line of highlighted letters representing the player's selection. However, what I really want is to have the line segment be constrained to 45 degree angles (as is common for crossword-style games). So, given a start point and an end point, how can I find the line that passes through the start point and is closest to the end point? Bonus: To make things super sweet I'd like to get a list of points in the grid that the line passes through, and for super MEGA bonus points, I'd like to get them in order of selection (i.e. from start point to end point).

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  • How can I make Maya export a mesh as double-sided?

    - by bobobobo
    I'm exporting from Maya 2009 to OBJ. The mesh I'm exporting has in it's Render Stats "Double Sided" checked, but when the polygon is exported, only a single side is actually exported. What really needs to happen is for each polygon that is double sided, two polygons need to be exported, facing in opposite directions.. I can do this manually, but is there a way to make the OBJ exporter do it for me?

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  • Button click event in the Ogre3d for ios

    - by user1184398
    Is it possible to access the button click event by using the cursor? These are the steps I followed for the button click event using the SDK trays m_pTrayMgr = new OgreBites::SdkTrayManager("TrayMgr", m_pRenderWnd, m_pMouse, this); I create the buttons m_LeftBtn = tray->createButton(OgreBites:: TL_LEFT, "sdk_button_down", "Left"); m_RightBtn = tray->createButton(OgreBites::TL_RIGHT, "sdk_button_up", "Right"); And I am calling this function void OgreFramework::buttonHit(OgreBites::Button* button) { if(button->getName().compare("sdk_button_down") == 0 ) { printf("XXX"); } } But the button hit function is not getting called... Could somebody provide some sample code? I'm not using any cursor for the click.

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  • Looking for articles/books on: How do games make money? What models do they use?

    - by cable729
    I'm trying to research the ways in which games make money. I want to know more about the models they use (free/premium, trial/subscription, free-to-play with micro-transactions, etc.). In addition, I want information on which models work for which games, what models are best for which age groups, etc. I've tried my best to find information, and Google hasn't turned anything up at all. I think I'll stop by my University's library and see if there's anything there. This may seem like a broad question, but I'm looking for links and titles of books, not typed-out answers.

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  • Bouncing ball isssue

    - by user
    I am currently working on the 2D Bouncing ball physics that bounces the ball up and down. The physics behaviour works fine but at the end the velocity keep +3 then 0 non-stop even the ball has stopped bouncing. How should I modify the code to fix this issue? ballPos = D3DXVECTOR2( 50, 100 ); velocity = 0; accelaration = 3.0f; isBallUp = false; void GameClass::Update() { velocity += accelaration; ballPos.y += velocity; if ( ballPos.y >= 590 ) isBallUp = true; else isBallUp = false; if ( isBallUp ) { ballPos.y = 590; velocity *= -1; } // Graphics Rendering m_Graphics.BeginFrame(); ComposeFrame(); m_Graphics.EndFrame(); }

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  • Points around a circumference C#

    - by Lautaro
    Im trying to get a list of vectors that go around a circle, but i keep getting the circle to go around several times. I want one circel and the dots to be placed along its circumference. I want the first dot to start at 0 and the last dot to end just before 360. Also i need to be able to calculate the spacing by the ammount of points. List<Vector2> pointsInPath = new List<Vector2>(); private int ammountOfPoints = 5; private int blobbSize = 200; private Vector2 topLeft = new Vector2(100, 100); private Vector2 blobbCenter; private int endAngle = 50; private int angleIncrementation; public Blobb() { blobbCenter = new Vector2(blobbSize / 2, blobbSize / 2) + topLeft; angleIncrementation = endAngle / ammountOfPoints; for (int i = 0; i < ammountOfPoints; i++) { pointsInPath.Add(getPointByAngle(i * angleIncrementation, 100, blobbCenter)); // pointsInPath.Add(getPointByAngle(i * angleIncrementation, blobbSize / 2, blobbCenter)); } } private Vector2 getPointByAngle(float angle, float distance, Vector2 centre) { return new Vector2((float)(distance * Math.Cos(angle) ), (float)(distance * Math.Sin(angle))) + centre ; }

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  • Selection of a mesh with arbitrary region

    - by Tigran
    Considering example: I have a mesh(es) on the OpenGL screen and would like to select a part of it (say for delete purpose). There is a clear way to do the selction via Ray Tracing, or via Selection provided by OpenGL itself. But, for my users, considering that meshes can get wired surfaces, I need to implement a selection via a Arbitrary closed region, so all triangles that appears present inside that region has to be selected. To be more clear, here is screen shot: I want all triangles inside black polygon to be selected, identified, whatever in some way. How can I achieve that ?

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  • Farseer Physics: Ways to create a Body?

    - by EdgarT
    I want to create something similar to this using farsser and Kinect: https://vimeo.com/33500649 This is my implementation until now: http://www.youtube.com/watch?v=GlIvJRhco4U I have the outline vertices and the triangulation of the user. And following the Texture to Polygonmsample i used this line to create the shape, where farseerObject is a list of vertices of the triangles: _compound = BodyFactory.CreateCompoundPolygon(World, farseerObject, 1f, BodyType.Dynamic); But I have to update the body each frame (like 30 fps) and this is very slow. I get just 2 or 3 fps. There's another (faster) way to create the Body from a list of triangles or the contour vertices?

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  • How to apply effects that occur (or change) over time to characters in a game?

    - by Joshua Harris
    So assume that I have a system that applies Effects to Characters like so: public class Character { private Collection<Effect> _effects; public void AddEffect (Effect e) { e.ApplyTo(this); _effects.Add(e); } public void RemoveEffect (Effect e) { e.RemoveFrom(this); _effects.Remove(e); } } public interface Effect { public void ApplyTo (Character character); public void RemoveFrom (Character character); } Example Effect: Armor Buff for 5 seconds. void someFunction() { // Do Stuff ... Timer armorTimer = new Timer(5 seconds); ArmorBuff armorbuff = new ArmorBuff(); character.AddEffect(armorBuff); armorTimer.Start(); // Do more stuff ... } // Some where else in code public void ArmorTimer_Complete() { character.RemoveEffect(armorBuff); } public class ArmorBuff implements Effect { public void applyTo(Character character) { character.changeArmor(20); } public void removeFrom(Character character) { character.changeArmor(-20); } } Ok, so this example would buff the Characters armor for 5 seconds. Easy to get working. But what about effects that change over the duration of the effect being applied. Two examples come to mind: Damage Over Time: 200 damage every second for 3 seconds. I could mimic this by applying an Effect that lasts for 1 second and has a counter set to 3, then when it is removed it could deal 200 damage, clone itself, decrement the counter of the clone, and apply the clone to the character. If it repeats this until the counter is 0, then you got a damage over time ability. I'm not a huge fan of this approach, but it does describe the behavior exactly. Degenerating Speed Boost: Gain a speed boost that degrades over 3 seconds until you return to your normal speed. This is a bit harder. I can basically do the same thing as above except having timers set to some portion of a second, such that they occur fast enough to give the appearance of degenerating smoothly over time (even though they are really just stepping down incrementally). I feel like you could get away with only 12 steps over a second (maybe less, I would have to test it and see), but this doesn't seem very elegant to me. The only other way to implement this effect would be to change the system so that the Character checks the _effects collection for effects that alter any of the properties any time that they are being used. I could handle this in functions like getCurrentSpeed() and getCurrentArmor(), but you can imagine how much of a hassle it would be to have that kind of overhead every time you want to do a calculation with movement speed (which would be every time you move your character). Is there a better way to deal with these kinds of effects or events?

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  • How to avoid circular dependencies between Player and World?

    - by futlib
    I'm working on a 2D game where you can move up, down, left and right. I have essentially two game logic objects: Player: Has a position relative to the world World: Draws the map and the player So far, World depends on Player (i.e. has a reference to it), needing its position to figure out where to draw the player character, and which portion of the map to draw. Now I want to add collision detection to make it impossible for the player to move through walls. The simplest way I can think of is to have the Player ask the World if the intended movement is possible. But that would introduce a circular dependency between Player and World (i.e. each holds a reference to the other), which seems worth avoiding. The only way I came up with is to have the World move the Player, but I find that somewhat unintuitive. What is my best option? Or is avoiding a circular dependency not worth it?

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  • Fast determination of whether objects are onscreen in 2D

    - by Ben Ezard
    So currently, I have this in each object's renderer's update method: float a = transform.position.x * Main.scale; float b = transform.position.y * Main.scale; float c = Camera.main.transform.position.x * Main.scale; float d = Camera.main.transform.position.y * Main.scale; onscreen = a + width - c > 0 && a - c < GameView.width && b + height - d > 0 && b - d < GameView.height; transform.position is a 2D vector containing the game engine's definition of where the object is - this is then multiplied by Main.scale to translate that coordinate into actual screen space Similarly, Camera.main.transform.position is the in-engine representation of where the main camera is, and this is also multiplied by Main.scale The problem is, as my game is tile-based, thousands of these updates get called every frame, just to determine whether or not each object should be drawn - how can I improve this please?

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  • Alternatives to the GPL

    - by Bane
    I made a game, and I am currently making a game engine. I want them both to be completely free and open source. What license should I choose? I was reading a bit on GPL, but that seems to be more suited for system code and libraries, AFAIK, as it doesn't permit the use of code for proprietorial software - which, in turn, implies that the code can be used in the first place. I can see that, obviously, game engines can be considered libraries, and therefor be used, but what about game code? Is there an alternative to GPL?

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  • How to implement "bullet time" in a multiplayer game?

    - by Tom
    I have never seen such a feature before, but it should provide an interesting gameplay opportunity. So yes, in a multiplayer/real-time environment (imagine FPS), how could I implement a slow motion/bullet time effect? Something like an illusion for the player that's currently slo-mo'ed. So everybody sees him "real-time", but he sees everything slowed down. Update A sidenote: keep in mind that a FPS game has to be balanced in order for it to be fun. So yes, this bullet time feature has to be solid, giving a small advantage to the "player", while not taking away from other players. Plus, there is a possibility that two players could activate their bullet time at the same time. Furthermore: I'm going to implement this in the future no matter what it takes. And, the idea is to build a whole new game engine for all this. If that gives new options, I'm more then interested in hearing the ideas. Meanwhile, here with my team we're thinking about this too, when our theory will be crafted, I'm going to share it here. Is this even possible? So, the question on "is this even possible" has been answered, now it's time to find the best solution. I'm keeping the "answer" until something exceptionally good comes up, like a prototype theory with something close to working pseudo code.

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  • HLSL Shader not working right?

    - by dvds414
    Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? if so then how? I'm using C++. Here is my shader. float sampleRadius; float distanceScale; float4x4 xProjection; float4x4 xView; float4x4 xWorld; float3 cornerFustrum; struct VS_OUTPUT { float4 pos : POSITION; float2 TexCoord : TEXCOORD0; float3 viewDirection : TEXCOORD1; }; VS_OUTPUT VertexShaderFunction( float4 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float4 WorldPosition = mul(Position, xWorld); float4 ViewPosition = mul(WorldPosition, xView); Out.pos = mul(ViewPosition, xProjection); Position.xy = sign(Position.xy); Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f; float3 corner = float3(-cornerFustrum.x * Position.x, cornerFustrum.y * Position.y, cornerFustrum.z); Out.viewDirection = corner; return Out; } texture depthTexture; texture randomTexture; sampler2D depthSampler = sampler_state { Texture = <depthTexture>; ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; sampler2D RandNormal = sampler_state { Texture = <randomTexture>; ADDRESSU = WRAP; ADDRESSV = WRAP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0 { float4 samples[16] = { float4(0.355512, -0.709318, -0.102371, 0.0 ), float4(0.534186, 0.71511, -0.115167, 0.0 ), float4(-0.87866, 0.157139, -0.115167, 0.0 ), float4(0.140679, -0.475516, -0.0639818, 0.0 ), float4(-0.0796121, 0.158842, -0.677075, 0.0 ), float4(-0.0759516, -0.101676, -0.483625, 0.0 ), float4(0.12493, -0.0223423, -0.483625, 0.0 ), float4(-0.0720074, 0.243395, -0.967251, 0.0 ), float4(-0.207641, 0.414286, 0.187755, 0.0 ), float4(-0.277332, -0.371262, 0.187755, 0.0 ), float4(0.63864, -0.114214, 0.262857, 0.0 ), float4(-0.184051, 0.622119, 0.262857, 0.0 ), float4(0.110007, -0.219486, 0.435574, 0.0 ), float4(0.235085, 0.314707, 0.696918, 0.0 ), float4(-0.290012, 0.0518654, 0.522688, 0.0 ), float4(0.0975089, -0.329594, 0.609803, 0.0 ) }; IN.TexCoord.x += 1.0/1600.0; IN.TexCoord.y += 1.0/1200.0; normalize (IN.viewDirection); float depth = tex2D(depthSampler, IN.TexCoord).a; float3 se = depth * IN.viewDirection; float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb; float3 normal = tex2D(depthSampler, IN.TexCoord).rgb; float finalColor = 0.0f; for (int i = 0; i < 16; i++) { float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius; //if (dot(ray, normal) < 0) // ray += normal * sampleRadius; float4 sample = float4(se + ray, 1.0f); float4 ss = mul(sample, xProjection); float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f); sampleTexCoord.x += 1.0/1600.0; sampleTexCoord.y += 1.0/1200.0; float sampleDepth = tex2D(depthSampler, sampleTexCoord).a; if (sampleDepth == 1.0) { finalColor ++; } else { float occlusion = distanceScale* max(sampleDepth - depth, 0.0f); finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1); } } return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f); } technique SSAO { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }

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  • Generating tileable terrain using Perlin Noise [duplicate]

    - by terrorcell
    This question already has an answer here: How do you generate tileable Perlin noise? 9 answers I'm having trouble figuring out the solution to this particular algorithm. I'm using the Perlin Noise implementation from: https://code.google.com/p/mikeralib/source/browse/trunk/Mikera/src/main/java/mikera/math/PerlinNoise.java Here's what I have so far: for (Chunk chunk : chunks) { PerlinNoise noise = new PerlinNoise(); for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * x / (float)CHUNK_SIZE_WIDTH, i * y / (float)CHUNK_SIZE_HEIGHT, CHUNK_SIZE_WIDTH, CHUNK_SIZE_HEIGHT); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } } Which produces something like this: Each chunk is made up of CHUNK_SIZE number of tiles, and each tile has a TILE_SIZE_WIDTH/HEIGHT. I think it has something to do with the inner-most for loop and the x/y co-ords given to the noise function, but I could be wrong. Solved: PerlinNoise noise = new PerlinNoise(); for (Chunk chunk : chunks) { for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; float xx = x * TILE_SIZE_WIDTH + chunk.x; float yy = y * TILE_SIZE_HEIGHT + chunk.h; int w = CHUNK_SIZE_WIDTH * TILE_SIZE_WIDTH; int h = CHUNK_SIZE_HEIGHT * TILE_SIZE_HEIGHT; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * xx / (float)w, i * yy / (float)h, w, h); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } }

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  • Calculating the rotational force of a 2D sprite

    - by Jon
    I am wondering if someone has an elegant way of calculating the following scenario. I have an object of (n) number of squares, random shapes, but we will pretend they are all rectangles. We are dealing with no gravity, so consider the object in space, from a top down perspective. I am applying a force to the object at a specific square (as illustrated below). How do I calculate the rotational angle, based on the force being applied, at the location being applied. If applied in the center square, it would go straight. How should it behave the further I move from the center? How do I calculate the rotational velocity?

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  • Correct way to use Farseer Physics in XNA

    - by user1640602
    I am using Farseer Physics for my 2D sidescroller game and I'm not sure how to proceed with it. I currently have a Sprite class (handles nothing but graphics), a GameObject class (contains specific object info like hit points), a World object which contains the list of Bodies, and a Level object which contains all of these objects. Originally I was trying to keep track of the Sprites, GameObjects, and Bodies separately because I felt that would provide loose coupling but it quickly became a headache. So my new idea was to add a Sprite member to the GameObject class but I'm still not sure how to maintain the Bodies because they have to communicate with GameObject. Specifically, my issue is this: The position of the Body is used to draw the Sprite inside of the Level. In order to do that I would have to maintain a link between GameObjects and Bodies. Is this correct or is there a better way to architect my game? If any of this is unclear please ask and I'll try to clarify. Thank you in advance for any help.

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