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  • Algorithm for creating spheres?

    - by Dan the Man
    Does anyone have an algorithm for creating a sphere proceduraly with la amount of latitude lines, lo amount of longitude lines, and a radius of r? I need it to work with Unity, so the vertex positions need to be defined and then, the triangles defined via indexes (more info). EDIT I managed to get the code working in unity. But I think I might have done something wrong. When I turn up the detailLevel, All it does is add more vertices and polygons without moving them around. Did I forget something?

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  • How to show other characters in online 2D rpg

    - by Loligans
    I have Player 1 and Player 2 I am using Json to send and retrieve player data between the client and the server, but when another player logs in, and is in the same map, how would I send that data to both players to update the graphics engine to show there are 2 Players on the map? About my game it is a 2D RPG tile based game it is 24x15 Tiles it is Real time Action it should interact anywhere between 10-150 ping players interact with each other when in the same map and can see each other moving around the game world is persistent, and is saved when the server shuts down Right now the server just sends the player Only their information which is inside a Json Object Here is an example of what I am talking about If you notice there are 2 separate characters in 2 separate clients, but they are running on the same server. I am trying to get them to show up on both clients, but I don't know how I should accomplish this. Should I send it as an added value in the Json object? Also what is the name of this process so I can look it up and find more info on it?

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  • Logic in Entity Components Systems

    - by aaron
    I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this. class PlayerControllerComponent: Component { public: virtual void update() = 0; }; class FpsPlayerControllerComponent: PlayerControllerComponent { public: void update() { //handle input } }; and have a system that updates PlayerControllerComponents, but I found out that the artemis framework does not look at sub-classes the way I thought it would. So all in all my question here is should I make the framework aware of subclasses or should I add a new Component like object that is used for logic.

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  • Multiple textures on a mesh created in blender and imported in xna

    - by alecnash
    I created a cube in blender which has multiple images applied to its faces. I am trying to import the model into xna and get the same results as shown when rendering the model in blender. I go through every mesh (for the cube its only one) and through every part but only the first image used in blender is displayed in every face. The code I am using to fetch the texture looks like that: foreach (ModelMesh m in model.Meshes) { foreach (Effect e in m.Effects) { foreach (var part in m.MeshParts) { e.CurrentTechnique = e.Techniques["Lambert"]; e.Parameters["view"].SetValue(camera.viewMatrix); e.Parameters["projection"].SetValue(camera.projectionMatrix); e.Parameters["colorMap"].SetValue(modelTextures[part.GetHashCode()]); } } m.Draw(); } Am I missing something?

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Skip the first RenderTarget when writing to MRT with Opaque blending

    - by cubrman
    I am writing to three rendertargets and whant to know how to tell a GPU not to write to the first RT. When you write a shader you can simply output less data than you have RTs (like output a single float4 when writing to three RTs) and only the first RTs will be affected, but you cannot specify to output this data anywhere else but to COLOR0, then 1, etc. Is there a way to write to several RTs but skip the first target? If I output zeroes, the data in the target will become zeroes, but I need it to remain untuched in the first target and only change in the specified ones. The reason I need this is to prevent data loss when calling SetRendertarget() with DiscardContents RTs. I write to all the RTs at one point and I need to write to only the specified ones afterwards. It must be the first texture as I have a depth buffer linked to it (XNA 4.0). Thanks.

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  • Nifty GUI Layout

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works good until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. Its always in the upper left corner so far I can only see the lower right part of the text. I'm sure it has to be something simple but since I'm new to this I'm not noticing anything. Thanks for the help in advance.

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  • 3D rotation matrices deform object while rotating

    - by Kevin
    I'm writing a small 3D renderer (using an orthographic projection right now). I've run into some trouble with my 3D rotation matrices. They seem to squeeze my 3D object (a box primitive) at certain angles. Here's a live demo (only tested in Google Chrome): http://dl.dropbox.com/u/109400107/3D/index.html The box is viewed from the top along the Y axis and is rotating around the X and Z axis. These are my 3 rotation matrices (Only rX and rZ are being used): var rX = new Matrix([ [1, 0, 0], [0, Math.cos(radiants), -Math.sin(radiants)], [0, Math.sin(radiants), Math.cos(radiants)] ]); var rY = new Matrix([ [Math.cos(radiants), 0, Math.sin(radiants)], [0, 1, 0], [-Math.sin(radiants), 0, Math.cos(radiants)] ]); var rZ = new Matrix([ [Math.cos(radiants), -Math.sin(radiants), 0], [Math.sin(radiants), Math.cos(radiants), 0], [0, 0, 1] ]); Before projecting the verticies I multiply them by rZ and rX like so: vert1.multiply(rZ); vert1.multiply(rX); vert2.multiply(rZ); vert2.multiply(rX); vert3.multiply(rZ); vert3.multiply(rX); The projection itself looks like this: bX = (pos.x + (vert1.x*scale)); bY = (pos.y + (vert1.z*scale)); Where "pos.x" and "pos.y" is an offset for centering the box on the screen. I just can't seem to find a solution to this and I'm still relativly new to working with Matricies. You can view the source-code of the demo page if you want to see the whole thing.

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  • D3D9 Alpha Blending on the surfaces

    - by Indeera
    I have a surface (OffScreenPlain or RenderTarget with D3DFMT_A8R8G8B8) which I copy pixels (ARGB) to, from a third party function. Before pixel copying, Bits are accessed by LockRect. This surface is then StretchRect to the Backbuffer which is (D3DFMT_A8R8G8B8). Surface and Backbuffer are different dimensions. Filtering is set to D3DTEXF_NONE. Just after creating the d3d device I've set following RenderState settings D3DRS_ALPHABLENDENABLE -> TRUE D3DRS_BLENDOP -> D3DBLENDOP_ADD D3DRS_SRCBLEND -> D3DBLEND_SRCALPHA D3DRS_DESTBLEND -> D3DBLEND_INVSRCALPHA But I see no alpha blending happening. I've verified that alpha is specified in pixels. I've done a simple test by creating a vertex buffer and drawing a triangle (DrawPrimitive) which displays with alpha blending. In this test surface was StretchRect first and then DrawPrimitive, and the surface content displays without alpha blending and the triangle displays with alpha blending. What am I missing here? Thanks

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  • Best way to do large XNA animations?

    - by Harold
    What's the best way to have large animations in XNA 4.0? I have created a spritesheet with the sprite being 250x400 (more of an image than a sprite but hey ho) and there are approximately 45 frames in the animation. This causes problems for XNA as it says that the maximum filesize for Reach is 2048. I'd rather not change to hidef as I heard that means that your game is less compatible with some computers and systems so does anyone have any idea what the best thing I could do is? The only thing I could come up with is to have a list of textures to flick through but that's not ideal.

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  • slick2d missiles

    - by kirchhoff
    Hey I'm making a game in java with slick2d and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advises: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCentreX(), plane.getCentreY(), plane.image.getRotation()); } bullet++; } I created the method "resetLocation" in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

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  • Simple collision detection in Unity 2D

    - by N1ghtshade3
    I realise other posts exist with this topic yet none have gone into enough detail for me. I am attempting to create a 2D game in Unity using C# as my scripting language. Basically I have two objects, player and bomb. Both were created simply by dragging the respective PNG to the stage. I have set up touch controls to move player left and right; gravity of any kind is not needed as I only require it to move x units when I tap either the left or right side of the screen. This movement is stored in a script called playerController.cs and works just fine. I also have a variable health = 3 for player, which is stored in healthScript.cs. I am now at a point where I am stuck. I would like it so that when player collides with bomb, health decreases by one and the bomb object is destroyed. So what I tried doing is using a new script called playerPhysics.cs, I added the following: void OnCollisionEnter2D(Collision2D coll){ if(coll.gameObject.name=="bomb") GameObject.Destroy("bomb"); healthScript.health -= 1; } While I'm fairly sure I don't know the proper way to reference a variable in another script and that's why the health didn't decrease when I collided, bomb never disappeared from the stage so I'm thinking there's also a problem with my collision. Initially, I had simply attached playerPhysics.cs to player. After searching around though, it appeared as though player also needed a rigidBody attached to it, so I did that. Still no luck. I tried using a circleCollider (player is a circle), using a rigidBody2D, and using all manner of colliders on one and/or both of the objects. If you could please explain what colliders (if any) should be attached to which objects and whether I need to change my script(s), that would be much more helpful than pointing me to one of the generic documentation examples I've already read. Also, if it would be simple to fix the health thing not working that would be an added bonus but not exactly the focus of this question. Bear in mind that this game is 2D; I'm not sure if that changes anything. Thanks!

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  • Simulating Smartphones on PC with Unity

    - by Cengiz Frostclaw
    I want to make a game that depends on the phone orientation (changing shoot direction with tilt), however I need to test this on PC. So is there any tool I can use to simulate the orientation of the phone with mouse or keyboard of my PC? Something like joysticks on the screen. Thanks for any help! Edit : Thanks to @jhocking for his suggestion of Unity Remote. I, however still can accept a solution with using only PC, since I'm afraid of shortening my phone's battery life, for some reason.

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  • Collision Error

    - by Manji
    I am having trouble with collision detection part of the game. I am using touch events to fire the gun as you will see in the video. Note, the android icon is a temporary graphic for the bullets When ever the user touches (represented by clicks in the video)the bullet appears and kills random sprites. As you can see it never touches the sprites it kills or kill the sprites it does touch. My Question is How do I fix it, so that the sprite dies when the bullet hits it? Collision Code snippet: //Handles Collision private void CheckCollisions(){ synchronized(mSurfaceHolder){ for (int i = sprites.size() - 1; i >= 0; i--){ Sprite sprite = sprites.get(i); if(sprite.isCollision(bullet)){ sprites.remove(sprite); mScore++; if(sprites.size() == 0){ mLevel = mLevel +1; currentLevel++; initLevel(); } break; } } } } Sprite Class Code Snippet: //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public boolean isCollision(Beam other) { // TODO Auto-generated method stub if(this.left>other.right || other.left<other.right)return false; if(this.bottom>other.top || other.bottom<other.top)return false; return true; } EDIT 1: Sprite Class: public class Sprite { // direction = 0 up, 1 left, 2 down, 3 right, // animation = 3 back, 1 left, 0 front, 2 right int[] DIRECTION_TO_ANIMATION_MAP = { 3, 1, 0, 2 }; private static final int BMP_ROWS = 4; private static final int BMP_COLUMNS = 3; private static final int MAX_SPEED = 5; private HitmanView gameView; private Bitmap bmp; private int x; private int y; private int xSpeed; private int ySpeed; private int currentFrame = 0; private int width; private int height; //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public Sprite(HitmanView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMP_COLUMNS; this.height = bmp.getHeight() / BMP_ROWS; this.gameView = gameView; this.bmp = bmp; Random rnd = new Random(); x = rnd.nextInt(gameView.getWidth() - width); y = rnd.nextInt(gameView.getHeight() - height); xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; } private void update() { if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) { xSpeed = -xSpeed; } x = x + xSpeed; if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) { ySpeed = -ySpeed; } y = y + ySpeed; currentFrame = ++currentFrame % BMP_COLUMNS; } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = getAnimationRow() * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } private int getAnimationRow() { double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2); int direction = (int) Math.round(dirDouble) % BMP_ROWS; return DIRECTION_TO_ANIMATION_MAP[direction]; } public boolean isCollision(float x2, float y2){ return x2 > x && x2 < x + width && y2 > y && y2 < y + height; } public boolean isCollision(Beam other) { // TODO Auto-generated method stub if(this.left>other.right || other.left<other.right)return false; if(this.bottom>other.top || other.bottom<other.top)return false; return true; } } Bullet Class: public class Bullet { int mX; int mY; private Bitmap mBitmap; //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public Bullet (Bitmap mBitmap){ this.mBitmap = mBitmap; } public void draw(Canvas canvas, int mX, int mY) { this.mX = mX; this.mY = mY; canvas.drawBitmap(mBitmap, mX, mY, null); } }

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  • HTML5 Canvas Game Timer

    - by zghyh
    How to create good timer for HTML5 Canvas games? I am using RequestAnimationFrame( http://paulirish.com/2011/requestanimationframe-for-smart-animating/ ) But object's move too fast. Something like my code is: http://pastebin.com/bSHCTMmq But if I press UP_ARROW player don't move one pixel, but move 5, 8, or 10 or more or less pixels. How to do if I press UP_ARROW player move 1 pixel? Thanks for help.

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  • Explicit resource loading in Ogre (Mogre)

    - by sebf
    I am just starting to learn Mogre and what I would like to do is to be able to load resources 'explicitly' (i.e. I just provide an absolute path instead of using a resource group tied to a directory). This is very different to manually loading resources, which I believe in Ogre has a very specific meaning, to build up the object using Ogres methods. I want to use Ogres resource management system/resource loading code, but to have finer control over which files are loaded and in what groups they are. I remember reading how to do this but cannot find the page again; I think its possible to do something like: Declare a resource group Declare the resource(s) (this is when the actual resource file name is provided) Initialise the resource group to actually load the resource(s) Is this the correct procedure? If so, is there any example code showing how to do this?

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  • Where can I find a list of local japanese game publishers

    - by Erik
    What would be a good starting point for locating small or medium size game publishers in Japan. We have a US/EU released game that we believe will fit the Japanese market well, and are looking for companies that we could contact for possible co-publishing. EDIT: So far, I've found http://www.gamebusiness.jp/directory/category.php?id=10002 and from one answer, http://www.gamedevmap.com/index.php?query=Japan&Submit=Search Starting a bounty, I need as many publishers as I can get.

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  • XNA Windows Resolution / Mouse Position Bug

    - by Ian Hern
    In XNA, when in windowed mode and resolution (set via PreferredBackBufferWidth/Height) is close to the resolution of the display, the view is distorted (zoomed in a bit)and the mouse coordinates are wrong. Here is what it looks like when I draw a bunch of lines to the screen. (Normal, Error on my ASUS Notebook G73Jh, Error on my EEE PC 1001P) In the top left of the screen the mouse position is correct, but the further you get away the more out of sync it becomes. Here are some images of the mouse in different positions and the game drawing a circle underneath where it thinks the mouse is. (Top Left, Bottom Right) If you shrink the resolution by a couple pixels then it goes back to working like normal, my first though at a fix was to limit the max resolution to a little smaller than the display resolution. I figured out the maximum resolution that works in a couple different modes, but there doesn't seem to be a pattern that would allow me to determine it based off the display resolution. Computer | Screen Resolution | Max Error-Free | Difference ASUS Notebook G73Jh | 1920x1080 | 1924x1059 | +4x-21 ASUS Notebook G73Jh | 1024x600 | 1018x568 | -6x-32 EEE PC 1001P | 1024x600 | 1020x574 | -4x-26 Because the differences don't form a pattern I can't hack in a solution, the one even has +4 which baffles me. Here is a project that demonstrates the problem, just set the resolution to the resolution of your display. Any ideas on how I might fix this issue? As an insteresting aside, I tried to use FRAPS to capture a video of the issue but fraps actually records without distortion or mouse offset.

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  • MonoGame not all letters being drawn with DrawString

    - by Lex Webb
    I'm currently making a dynamic user interface for my game and are setting up having text on my buttons. I'm having an odd issue where, when i use a specific piece of code to determine the text position, it will not render all of the text passed to DrawString. Even weirder, is if i insert another DrawString after this, drawing more text at a different place, different parts of the text will be drawn. The code for drawing my button with the text attached is: public override void Draw(SpriteBatch sb, GameTime gt) { sb.Draw(currentImage, GetRelativeRectangle(), Color.White); sb.DrawString(font, text, new Vector2(this.GetRelativeDrawOffset().X + this.Width / 2 - font.MeasureString(text).X / 2, this.GetRelativeDrawOffset().Y + this.Height / 2 - font.MeasureString(text).Y / 2), textColor); } The methods in the creation of the Vector2 simply get the draw position of the button. I'm then doing some calculation to center the text. This produces this when the text is set to 'Test': And when i enter this piece of code below the first DrawString: sb.DrawString(font, "test", new Vector2(500, 50), Color.Pink); I should mention that that grey square is being drawn in the same spritebatch, before the button and the text. Any ideas as to what could be causing this? I have a feeling it may be due to draw order, but i have no idea how to control that.

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  • How to create a thread in XNA for pathfinding?

    - by Dan
    I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this seems to cause jittering in the game every-time the thread is called. I have tried calling just the method and this works fine. Is there any way I can sort this out so that I can have the pathfinder on its own thread? Do I need to remove the thread start from the update and start it in the constructor? Is there any way this can work? Here is the code at the moment: bool running = false; bool threadstarted; System.Threading.Thread thread; public void update() { if (running == false && threadstarted == false) { thread = new System.Threading.Thread(PathThread); //thread.Priority = System.Threading.ThreadPriority.Lowest; thread.IsBackground = true; thread.Start(startandendobj); //PathThread(startandendobj); threadstarted = true; } } public void PathThread(object Startandend) { object[] Startandendarray = (object[])Startandend; Point startpoint = (Point)Startandendarray[0]; Point endpoint = (Point)Startandendarray[1]; bool runnable = true; // Path find from 255, 255 to 0,0 on the map foreach(Tile tile in Map) { if(tile.Color == Color.Red) { if (tile.Position.Contains(endpoint)) { runnable = false; } } } if(runnable == true) { running = true; Pathfinder p = new Pathfinder(Map); pathway = p.FindPath(startpoint, endpoint); running = false; threadstarted = false; } }

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  • How to detect which edges of a rectange touch when they collide in iOS

    - by Mike King
    I'm creating a basic "game" in iOS 4.1. The premise is simple, there is a green rectangle ("disk") that moves/bounces around the screen, and red rectangle ("bump") that is stationary. The user can move the red "bump" by touching another coordinate on the screen, but that's irrelevant to this question. Each rectangle is a UIImageView (I will replace them with some kind of image/icon once I get the mechanics down). I've gotten as far as detecting when the rectangles collide, and I'm able to reverse the direction of the green "disk" on the Y axis if they do. This works well when the green "disk" approaches the red "bump" from top or bottom, it bounces off in the other direction. But when it approaches from the side, the bounce is incorrect; I need to reverse the X direction instead. Here's the timer I setup: - (void)viewDidLoad { xSpeed = 3; ySpeed = -3; gameTimer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(mainGameLoop:) userInfo:nil repeats:YES]; [super viewDidLoad]; } Here's the main game loop: - (void) mainGameLoop:(NSTimer *)theTimer { disk.center = CGPointMake(disk.center.x + xSpeed, disk.center.y + ySpeed); // make sure the disk does not travel off the edges of the screen // magic number values based on size of disk's frame // startAnimating causes the image to "pulse" if (disk.center.x < 55 || disk.center.x > 265) { xSpeed = xSpeed * -1; [disk startAnimating]; } if (disk.center.y < 55 || disk.center.y > 360) { ySpeed = ySpeed * -1; [disk startAnimating]; } // check to see if the disk collides with the bump if (CGRectIntersectsRect(disk.frame, bump.frame)) { NSLog(@"Collision detected..."); if (! [disk isAnimating]) { ySpeed = ySpeed * -1; [disk startAnimating]; } } } So my question is: how can I detect whether I need to flip the X speed or the Y speed? ie: how can I calculate which edge of the bump was collided with?

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  • Best way to implement mouse-based movement in MMOG

    - by fiftyeight
    I want to design an MMO where players click the destination they want to walk to with their mouse and the character moves there, similar to Runescape in this manner. I think it should be easier than keyboard movement since the client can simply send the server the destination each time the player clicks on a destination. The main thing I'm trying to decide is what to do when there are obstacles in the way. It's no problem to implement a simple path-finding solution on the client, the question is if the server will do path-finding as well, since it'll probably take too much Computation power from the server. What I though is that when there is an obstacle the client will send only the first coordinate it plans to go to and then when he gets there he'll send the next coordinate automatically. For example if there is a rock in the way the character will decide on a route that is made of two destinations so it goes around the rock and when it arrives at the first destination it sends the next coordinate. That way if the player changes destination is the middle he won't send unnecessary information. Is this a good way to implement it and is there a standard way MMOGs usually do it? EDIT: I should also mention that the server will make sure all movements are legal and there aren't any walls in the way etc. In the way I wrote it should be quite easy since all movements will be sent in straight lines so the server will just check there aren't any obstacles along that line.

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  • OpenGL position from depth is wrong

    - by CoffeeandCode
    My engine is currently implemented using a deferred rendering technique, and today I decided to change it up a bit. First I was storing 5 textures as so: DEPTH24_STENCIL8 - Depth and stencil RGBA32F - Position RGBA10_A2 - Normals RGBA8 x 2 - Specular & Diffuse I decided to minimize it and reconstruct positions from the depth buffer. Trying to figure out what is wrong with my method currently has not been fun :/ Currently I get this: which changes whenever I move the camera... weird Vertex shader really simple #version 150 layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; out vec2 uv_f; void main(){ uv_f = uv; gl_Position = vec4(position, 1.0); } Fragment shader Where the fun (and not so fun) stuff happens #version 150 uniform sampler2D depth_tex; uniform sampler2D normal_tex; uniform sampler2D diffuse_tex; uniform sampler2D specular_tex; uniform mat4 inv_proj_mat; uniform vec2 nearz_farz; in vec2 uv_f; ... other uniforms and such ... layout(location = 3) out vec4 PostProcess; vec3 reconstruct_pos(){ float z = texture(depth_tex, uv_f).x; vec4 sPos = vec4(uv_f * 2.0 - 1.0, z, 1.0); sPos = inv_proj_mat * sPos; return (sPos.xyz / sPos.w); } void main(){ vec3 pos = reconstruct_pos(); vec3 normal = texture(normal_tex, uv_f).rgb; vec3 diffuse = texture(diffuse_tex, uv_f).rgb; vec4 specular = texture(specular_tex, uv_f); ... do lighting ... PostProcess = vec4(pos, 1.0); // Just for testing } Rendering code probably nothing wrong here, seeing as though it always worked before this->gbuffer->bind(); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Enable(gl::DEPTH_TEST); gl::Enable(gl::CULL_FACE); ... bind geometry shader and draw models and shiz ... gl::Disable(gl::DEPTH_TEST); gl::Disable(gl::CULL_FACE); gl::Enable(gl::BLEND); ... bind textures and lighting shaders shown above then draw each light ... gl::BindFramebuffer(gl::FRAMEBUFFER, 0); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); gl::Disable(gl::BLEND); ... bind screen shaders and draw quad with PostProcess texture ... Rinse_and_repeat(); // not actually a function ;) Why are my positions being output like they are?

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  • Efficiently separating Read/Compute/Write steps for concurrent processing of entities in Entity/Component systems

    - by TravisG
    Setup I have an entity-component architecture where Entities can have a set of attributes (which are pure data with no behavior) and there exist systems that run the entity logic which act on that data. Essentially, in somewhat pseudo-code: Entity { id; map<id_type, Attribute> attributes; } System { update(); vector<Entity> entities; } A system that just moves along all entities at a constant rate might be MovementSystem extends System { update() { for each entity in entities position = entity.attributes["position"]; position += vec3(1,1,1); } } Essentially, I'm trying to parallelise update() as efficiently as possible. This can be done by running entire systems in parallel, or by giving each update() of one system a couple of components so different threads can execute the update of the same system, but for a different subset of entities registered with that system. Problem In reality, these systems sometimes require that entities interact(/read/write data from/to) each other, sometimes within the same system (e.g. an AI system that reads state from other entities surrounding the current processed entity), but sometimes between different systems that depend on each other (i.e. a movement system that requires data from a system that processes user input). Now, when trying to parallelize the update phases of entity/component systems, the phases in which data (components/attributes) from Entities are read and used to compute something, and the phase where the modified data is written back to entities need to be separated in order to avoid data races. Otherwise the only way (not taking into account just "critical section"ing everything) to avoid them is to serialize parts of the update process that depend on other parts. This seems ugly. To me it would seem more elegant to be able to (ideally) have all processing running in parallel, where a system may read data from all entities as it wishes, but doesn't write modifications to that data back until some later point. The fact that this is even possible is based on the assumption that modification write-backs are usually very small in complexity, and don't require much performance, whereas computations are very expensive (relatively). So the overhead added by a delayed-write phase might be evened out by more efficient updating of entities (by having threads work more % of the time instead of waiting). A concrete example of this might be a system that updates physics. The system needs to both read and write a lot of data to and from entities. Optimally, there would be a system in place where all available threads update a subset of all entities registered with the physics system. In the case of the physics system this isn't trivially possible because of race conditions. So without a workaround, we would have to find other systems to run in parallel (which don't modify the same data as the physics system), other wise the remaining threads are waiting and wasting time. However, that has disadvantages Practically, the L3 cache is pretty much always better utilized when updating a large system with multiple threads, as opposed to multiple systems at once, which all act on different sets of data. Finding and assembling other systems to run in parallel can be extremely time consuming to design well enough to optimize performance. Sometimes, it might even not be possible at all because a system just depends on data that is touched by all other systems. Solution? In my thinking, a possible solution would be a system where reading/updating and writing of data is separated, so that in one expensive phase, systems only read data and compute what they need to compute, and then in a separate, performance-wise cheap, write phase, attributes of entities that needed to be modified are finally written back to the entities. The Question How might such a system be implemented to achieve optimal performance, as well as making programmer life easier? What are the implementation details of such a system and what might have to be changed in the existing EC-architecture to accommodate this solution?

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  • OnTriggerEnter not called

    - by Lautaro
    I am working on a fight game with 3D models but played like a 2D game. So the player characters have swords. The Player GameObject has several body parts that are colider triggers. The sword is a rigidbody colider. Ive had som problems with colisions not being detected. Ive added some Debug.Log and slowed downed the animations so what i can see is this: When players are close to each other the sword connects from a different angle. The OnTriggerStay is called several times BEFORE OnTriggerEnter is called if players are too close. Sometimes if too close the OnTriggerStay is called several times but the OnTriggerEnter is NEVER called. Any ideas on why this is?

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