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  • Explaining Asteroids Movement code

    - by Moaz ELdeen
    I'm writing an Asteroids Atari clone, and I want to figure out how the AI for the asteroids is done. I have came across that piece of code, but I can't get what it does 100% if ((float)rand()/(float)RAND_MAX < 0.5) { m_Pos.x = -app::getWindowWidth() / 2; if ((float)rand()/(float)RAND_MAX < 0.5) m_Pos.x = app::getWindowWidth() / 2; m_Pos.y = (int) ((float)rand()/(float)RAND_MAX * app::getWindowWidth()); } else { m_Pos.x = (int) ((float)rand()/(float)RAND_MAX * app::getWindowWidth()); m_Pos.y = -app::getWindowHeight() / 2; if (rand() < 0.5) m_Pos.y = app::getWindowHeight() / 2; } m_Vel.x = (float)rand()/(float)RAND_MAX * 2; if ((float)rand()/(float)RAND_MAX < 0.5) { m_Vel.x = -m_Vel.x; } m_Vel.y =(float)rand()/(float)RAND_MAX * 2; if ((float)rand()/(float)RAND_MAX < 0.5) m_Vel.y = -m_Vel.y;

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  • Profiling and containing memory per system

    - by chadb
    I have been interesting in profiling and keeping a managed memory pool for each subsystem, so I could get statistic on how much memory was being used in something such as sounds or graphics. However, what is the best design for doing this? I was thinking of using multiple allocators and just using one per subsystem, however, that would result in global variables for my allocators (or so it would seem to me). Another approach I have seen/been suggested is to just overload new and pass in an allocator for a parameter. I had a similar question over on stackoverflow here with a bounty, however, it seems as if perhaps I was too vague or just there is not enough people with knowledge in the subject.

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  • OpenGL Vertex Attributes - Normalisation

    - by Daniel
    Alas, I have searched, and have found no definitive answer. When would you normalize the vertex data in OpenGL using the following command: glVertexAttribPointer(index, size, type, normalize, stride, pointer); I.e when would normalize == GL_TRUE; what situations, and why would you choose to let the GPU do the calculations instead of preprocessing it? All examples I have ever seen, have this set to GL_FALSE; and I cannot personally see a use for it. But Khronos aren't stupid, so it must be there for something useful (and probably common).

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  • How to have operations with character/items on binary with concrete operations on C++?

    - by Piperoman
    I have the next problem. A item can have a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can have some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have tried to set binary flags to states, and use AND to combine different states, checking before if it is possible or not to do it, or change to another status. Does there exist a concrete approach to solve this problem efficiently without having an interminable switch that checks every state with every new state? It is relatively easy to check 2 different states, but if there exists a third state it is not trivial to do.

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  • How to set density for each shape in PhysX 3.1

    - by hywei
    I'm using PhysX 3.1 as my game's physics engine. One requirement is that I need set different density for each shape(there are server shapes for my single rigid actor). I know that the shape's density can be set by NxShapeDesc::density in PhysX 2.8, but I can't find such interface in PhysX 3.1. I know that the mass properties can be set in PhysX 3.1 just as the snowman example in the SDK, but I don't know whether there exists a direct interface to set density for each shape.

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  • Coordinate spaces and transformation matrices

    - by Belgin
    I'm trying to get an object from object space, into projected space using these intermediate matrices: The first matrix (I) is the one that transforms from object space into inertial space, but since my object is not rotated or translated in any way inside the object space, this matrix is the 4x4 identity matrix. The second matrix (W) is the one that transforms from inertial space into world space, which is just a scale transform matrix of factor a = 14.1 on all coordinates, since the inertial space origin coincides with the world space origin. /a 0 0 0\ W = |0 a 0 0| |0 0 a 0| \0 0 0 1/ The third matrix (C) is the one that transforms from world space, into camera space. This matrix is a translation matrix with a translation of (0, 0, 10), because I want the camera to be located behind the object, so the object must be positioned 10 units into the z axis. /1 0 0 0\ C = |0 1 0 0| |0 0 1 10| \0 0 0 1/ And finally, the fourth matrix is the projection matrix (P). Bearing in mind that the eye is at the origin of the world space and the projection plane is defined by z = 1, the projection matrix is: /1 0 0 0\ P = |0 1 0 0| |0 0 1 0| \0 0 1/d 0/ where d is the distance from the eye to the projection plane, so d = 1. I'm multiplying them like this: (((P x C) x W) x I) x V, where V is the vertex' coordinates in column vector form: /x\ V = |y| |z| \1/ After I get the result, I divide x and y coordinates by w to get the actual screen coordinates. Apparenly, I'm doing something wrong or missing something completely here, because it's not rendering properly. Here's a picture of what is supposed to be the bottom side of the Stanford Dragon: Also, I should add that this is a software renderer so no DirectX or OpenGL stuff here.

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

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

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  • Why does my player stop when stepping onto a new tile?

    - by user220631
    Me and my friend are creating a game from scratch. He is in charge of art design and I am in charge of coding. I have done well so far with the code, but I have a collision detection problem when the character moves right: Once the player moves right, whenever a new block is encountered, the player stops. I don't know if this is a problem with collision or the player but I can't work around it. Here is the collision code: this.IsColliding = function(obj) { if(this.X > obj.X + obj.Width) return false; else if(this.X + this.Width < obj.X) return false; else if(this.Y > obj.Y + obj.Height) return false; else if(this.Y + this.Height < obj.Y) return false; else return true; } I also wanted to see if there as a way to make the player collide with the bottom of the block and the right side of the block instead of running through it.

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  • Strategy to prevent players from seeing through walls in an online FPS?

    - by geneotech
    Why do we still moan on wallhackers in multiplayer first-person shooters ? Isn't it possible to perform occlusion culling for all players server-side ? For example, send player xyz information to client only when the player is visible in client's frustum and not occluded by any object ? Even if the collision-geometry is very simplified, most of the time cheater won't receive tactical information. Why not do this ?

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  • Import 3ds into JMonkeyEngine 3

    - by Yanick Rochon
    I have asked this question on SO, but I think it will be more suitable here. Basically, we are trying to import an animated character body (with skeleton) from 3D Studio Max to JMonkeyEngine 3, but while we succeeded at importing some animations, we cannot seem to export the skeleton to .skeleton.xml using OgreXML format. Since OgreXML seems to be the favored way to import models into JME, we dropped .obj files and such. Any help appreciated.

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  • How can I draw crisp per-pixel images with OpenGL ES on Android?

    - by Qasim
    I have made many Android applications and games in Java before, however I am very new to OpenGL ES. Using guides online, I have made simple things in OpenGL ES, including a simple triangle and a cube. I would like to make a 2D game with OpenGL ES, but what I've been doing isn't working quite so well, as the images I draw aren't to scale, and no matter what guide I use, the image is always choppy and not the right size (I'm debugging on my Nexus S). How can I draw crisp, HD images to the screen with GL ES? Here is an example of what happens when I try to do it: And the actual image: Here is how my texture is created: //get id int id = -1; gl.glGenTextures(1, texture, 0); id = texture[0]; //get bitmap Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.ball); //parameters gl.glBindTexture(GL10.GL_TEXTURE_2D, id); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //crop image mCropWorkspace[0] = 0; mCropWorkspace[1] = height; mCropWorkspace[2] = width; mCropWorkspace[3] = -height; ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);

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

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

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  • JBox2D applyLinearImpulse doesn't work

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

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  • How do I position a 2D camera in OpenGL?

    - by Elfayer
    I can't understand how the camera is working. It's a 2D game, so I'm displaying a game map from (0, 0, 0) to (mapSizeX, 0, mapSizeY). I'm initializing the camera as follow : Camera::Camera(void) : position_(0.0f, 0.0f, 0.0f), rotation_(0.0f, 0.0f, -1.0f) {} void Camera::initialize(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glTranslatef(position_.x, position_.y, position_.z); gluPerspective(70.0f, 800.0f/600.0f, 1.0f, 10000.0f); gluLookAt(0.0f, 6000.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); } So the camera is looking down. I currently see the up right border of the map in the center of my window and the map expand to the down left border of my window. I would like to center the map. The logical thing to do should be to move the camera to eyeX = mapSizeX / 2 and the same for z. My map has 10 x 10 cases with CASE = 400, so I should have : gluLookAt((10 / 2) * CASE /* = 2000 */, 6000.0f, (10 / 2) * CASE /* = 2000 */, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); But that doesn't move the camera, but seems to rotate it. Am I doing something wrong? EDIT : I tried that: gluLookAt(2000.0f, 6000.0f, 0.0f, 2000.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f); Which correctly moves the map in the middle of the window in width. But I can't move if correctly in height. It always returns the axis Z. When I go up, It goes down and the same for right and left. I don't see the map anymore when I do : gluLookAt(2000.0f, 6000.0f, 2000.0f, 2000.0f, 0.0f, 2000.0f, 0.0f, 1.0f, 0.0f);

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  • How to set orthgraphic matrix for a 2d camera with zooming?

    - by MahanGM
    I'm using ID3DXSprite to draw my sprites and haven't set any kind of camera projection matrix. How to setup an orthographic projection matrix for camera in DirectX which it would be able to support zoom functionality? D3DXMATRIX orthographicMatrix; D3DXMATRIX identityMatrix; D3DXMatrixOrthoLH(&orthographicMatrix, nScreenWidth, nScreenHeight, 0.0f, 1.0f); D3DXMatrixIdentity(&identityMatrix); device->SetTransform(D3DTS_PROJECTION, &orthographicMatrix); device->SetTransform(D3DTS_WORLD, &identityMatrix); device->SetTransform(D3DTS_VIEW, &identityMatrix); This code is for initial setup. Then, for zooming I multiply zoom factor in nScreenWidth and nScreenHeight.

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  • OpenGL Drawing textured model (OBJ) black texture

    - by andrepcg
    I'm using OpenGL, Glew, GLFW and Glut to create a simple game. I've been following some tutorials and I have now a good model importer with textures (from ogldev.atspace.co.uk) but I'm having an issue with the model textures. I have a skybox with a beautiful texture as you can see in the picture That weird texture behind the helicopter (model) is the heli model that I've applied on purpose to that wall to demonstrate that specific texture is working, but not on the helicopter. I'll include the files I'm working on so you can check it out. Mesh.cpp - http://pastebin.com/pxDuKyQa Texture.cpp - http://pastebin.com/AByWjwL6 Render function + skybox - http://pastebin.com/Vivc9qnT I'm just calling mesh->Render(); before the drawSkyBox function, in the render loop. Why is the heli black when I can perfectly apply its texture to another quad? I've debugged the code and the mesh-render() call is correctly fetching the texture number and passing it to the texture-bind() function.

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  • Passing an objects rotation down through its children

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

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  • OOP implementation of BUFFS and Stats. Suggestion

    - by Mattia Manzo Manzati
    I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a max cap... Effects can change the Stat value, increasing or decreasing it by a value, a percentage or completly rewrite the value of the stat. After a while I have decided to create a base class for buffs, which can be hidden (if they are casted from an equipped object) or shown if they came from an ability (Spell). Anyway I need suggestion how to implement it, use an array for all active buffs for a stat and have a function calculate the value of the stat affected by buffs each time I need the value of the stat or...? Other more OOP's ways to do it? I have read this What's a way to implement a flexible buff/debuff system? but this implements only a percentage system, which buffs can only say "+10%, +20%, etc...", but I would love to have an hybrid system, which can have percentage values or static values (like WoW does), and using modifiers it's hard to implement, because modifiers refers to the current value of stat :/ Thanks for suggestions :)

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  • how to solve ArrayList outOfBoundsExeption?

    - by iQue
    Im getting: 09-02 17:15:39.140: E/AndroidRuntime(533): java.lang.IndexOutOfBoundsException: Invalid index 1, size is 1 09-02 17:15:39.140: E/AndroidRuntime(533): at java.util.ArrayList.throwIndexOutOfBoundsException(ArrayList.java:251) when Im killing enemies using this method: private void checkCollision() { Rect h1 = happy.getBounds(); for (int i = 0; i < enemies.size(); i++) { for (int j = 0; j < bullets.size(); j++) { Rect b1 = bullets.get(j).getBounds(); Rect e1 = enemies.get(i).getBounds(); if (b1.intersect(e1)) { enemies.get(i).damageHP(5); bullets.remove(j); Log.d("TAG", "HERE: LOLTHEYTOUCHED"); } if (h1.intersect(e1)){ happy.damageHP(5); } if(enemies.get(i).getHP() <= 0){ enemies.remove(i); } if(happy.getHP() <= 0){ //end-screen !!!!!!! } } } } using this ArrayList: private ArrayList<Enemy> enemies = new ArrayList<Enemy>(); and adding to array like this: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if (enemyCounter < 24) { enemies.add(new Enemy(bmp, this, controls)); } enemyCounter++; } I dont really understand what the problem is, Ive been looking around for a while but cant really find anything that helps me. If you know or if you can link me someplace where they have a solution for a similar problem Ill be a very happy camper! Thanks for ur time.

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  • Sampling Heightmap Edges for Normal map

    - by pl12
    I use a Sobel filter to generate normal maps from procedural height maps. The heightmaps are 258x258 pixels. I scale my texture coordinates like so: texCoord = (texCoord * (256/258)) + (1/258) Yet even with this I am left with the following problem: As you can see the edges of the normal map still proves to be problematic. Putting the texture wrap mode to "clamp" also proved no help. EDIT: The Sobel Filter function by sampling the 8 surrounding pixels around a given pixel so that a derivative can be calculated in order to find the "normal" of the given pixel. The texture coordinates are instanced once per quad (for the quadtree that makes up the world) and are created as follows (it is quite possible that the problem results from the way I scale and offset the texCoords as seen above): Java: for(int i = 0; i<vertices.length; i++){ Vector2f coord = new Vector2f((vertices[i].x)/(worldSize), (vertices[i].z)/( worldSize)); texCoords[i] = coord; } the quad used for input here rests on the X0Z plane. 'worldSize' is the diameter of the planet. No negative texCoords are seen as the quad used for input for this method is not centered around the origin. Is there something I am missing here? Thanks.

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  • Updates for IOS AppStore Multiplayer Game

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

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

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

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  • Ease Rotate RigidBody2D toward arbitrary angle

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

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  • How do I make a jumping dolphin rotate realistically?

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } } I changed my code a little. But I still have some trouble with the rotation. Here's the entire code. The dolphin looks at the wrong direction if I press the left or right key. For example, it looks down if I press the left key. What is wrong with the rotation? At the beginning, the dolphin looks at the left side, but after I pressed a key it just looks down or up. I deleted the "rotation += 0.01f;" lines in the code. Is that correct? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); Vector2 prevPos; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } rotation = (float)Math.Atan2(Position.X - prevPos.X, Position.Y - prevPos.Y); prevPos = Position; // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { VelocityY += 40f; } else { VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { VelocityY += -10f; } else { VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Delay command execution over sockets

    - by David
    I've been trying to fix the game loop in a real time (tick delay) MUD. I realized using Thread.Sleep would seem clunky when the user spammed commands through their choice of client (Zmud, etc) e.g. east;south;southwest would wait three move ticks and then output everything from the past couple rooms. The game loop basically calls a Flush and Fill method for each socket during each tick (50ms) private void DoLoop() { Stopwatch stopWatch = new Stopwatch(); stopWatch.Start(); while (running) { // for each socket, flush and fill ConnectionMonitor.Update(); stopWatch.Stop(); WaitIfNeeded(stopWatch.ElapsedMilliseconds); stopWatch.Reset(); } } The Fill method fires the command events, but as mentioned before, they currently block using Thread.Sleep. I tried adding a "ready" flag to the state object that attempts to execute the command along with a queue of spammed commands, but it ends up executing one command and queuing up the rest i.e. each subsequent command executes something that got queued up that should've been executed before. I must be missing something about the timer. private readonly Queue<SpammedCommand> queuedCommands = new Queue<SpammedCommand>(); private bool ready = true; private void TryExecuteCommand(string input) { var commandContext = CommandContext.Create(input); var player = Server.Current.Database.Get<Player>(Session.Player.Key); var commandInfo = Server.Current.CommandLookup .FindCommand(commandContext.CommandName, player.IsAdmin); if (commandInfo != null) { if (!ready) { // queue command queuedCommands.Enqueue(new SpammedCommand() { Context = commandContext, Info = commandInfo }); return; } if (queuedCommands.Count > 0) { // queue the incoming command queuedCommands.Enqueue(new SpammedCommand() { Context = commandContext, Info = commandInfo, }); // dequeue and execute var command = queuedCommands.Dequeue(); command.Info.Command.Execute(Session, command.Context); setTimeout(command.Info.TickLength); return; } commandInfo.Command.Execute(Session, commandContext); setTimeout(commandInfo.TickLength); } else { Session.WriteLine("Command not recognized"); } } Finally, setTimeout was supposed to set the execution delay (TickLength) for that command, and makeReady just sets the ready flag on the state object to true. private void setTimeout(TickDelay tickDelay) { ready = false; var t = new System.Timers.Timer() { Interval = (long) tickDelay, AutoReset = false, }; t.Elapsed += makeReady; t.Start(); // fire this in tickDelay ms } // MAKE READYYYYY!!!! private void makeReady(object sender, System.Timers.ElapsedEventArgs e) { ready = true; } Am I missing something about the System.Timers.Timer created in setTimeout? How can I execute (and output) spammed commands per TickLength without using Thread.Sleep?

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