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

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

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  • Get collision details from Rectangle.Intersects()

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

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  • Box2D platformer movement. Are joints a good idea?

    - by Romeo
    So i smashed my brains trying to make my character move. As i wanted later in the game to add explosions and bullets it wasn't a good idea to mess with the velocity and the forces/impulses didn't work as i expected so something stuck in my mind: Is it a good idea to put at his bottom a wheel(circle) which is invisible to the player that will do the movement by rotation? I will attach this to my main body with a revolute joint but i don't really know how to make the main body and wheel body to don't collide one with each other since funny things can happen. What is your oppinion?

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  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

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  • Random Position between ranges.

    - by blakey87
    Does anyone have a good algorithm for generating a random y position for spawning a block, which takes into account a minimum and maximum height, allowing player to to jump on the block. Blocks will continually be spawned, so the player must always be able to jump onto the next block, bearing in mind the minimum position which would be the ground, and the maximum which would the players jump height bearing in mind the ceiling

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  • Deferred contexts and inheriting state from the immediate context

    - by dreijer
    I took my first stab at using deferred contexts in DirectX 11 today. Basically, I created my deferred context using CreateDeferredContext() and then drew a simple triangle strip with it. Early on in my test application, I call OMSetRenderTargets() on the immediate context in order to render to the swap chain's back buffer. Now, after having read the documentation on MSDN about deferred contexts, I assumed that calling ExecuteCommandList() on the immediate context would execute all of the deferred commands as "an extension" to the commands that had already been executed on the immediate context, i.e. the triangle strip I rendered in the deferred context would be rendered to the swap chain's back buffer. That didn't seem to be the case, however. Instead, I had to manually pull out the immediate context's render target (using OMGetRenderTargets()) and then set it on the deferred context with OMSetRenderTargets(). Am I doing something wrong or is that the way deferred contexts work?

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  • Where have the Direct3D 11 tutorials on MSDN have gone?

    - by Cam Jackson
    I've had this tutorial bookmarked for ages. I've just decided to give DX11 a real go, so I've gone through that tutorial, but I can't find where the next one in the series is! There are no links from that page to either the next in the series, or back up to the table of contents that lists all of the tutorials. These are just companion tutorials to the samples that come with the SDK, but I find them very helpful. Searching MSDN from google and the MSDN Bing search box has turned up nothing, it's like they've removed all links to these tutorials, but the pages are still there if you have the URLs. Unfortunately, MSDN URLs are akin to youtube URLs, so I can't just guess the URL of the next tutorial. Anyone have any idea what happened to these tutorials, or how I can find the others?

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

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

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  • What's the recommended way of doing a HUD for an android game?

    - by joxnas
    Basically the question is in the title. I'm creating a RTS game and I will need buttons like attack move / attack ground, etc. I am not using any engine. When people do games in OpenGL for android (my case), do they ever use android components to control the game or do they create their components in the game? What are the general recommended approach, if there's any? How about more complex components like scrolling lists of items , etc? I would also appreciate you to pair your answer with a brief comment about how was your experience using the approach(es) you describe. Thanks :)

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  • Better solution for boolean mixing?

    - by Ruben Nunez
    Sorry if this question has been asked in the past, but searching Google and here didn't yield relevant results, so here goes. I'm working on a fragment shader that implements both conditional/boolean diffuse and bump mapping (that is to say, you don't need a diffuse texture or a normals texture, and if they're not present, they're simply changed to default values). My current solution is to use a uniform float to say "mix amount". For example, computing the diffuse texel works as: // Compute diffuse amount scaled by vCol // If no texture is present (mDif = 0.0), then DiffuseTexel = vCol // kT[0] is the diffuse texture // vTex is the texture co-ordinates // mDif is the uniform float containing the mix amount (either 0.0 or 1.0) vec4 DiffuseTexel = vCol*mix(vec4(1.0), texture2D(kT[0], vTex), mDif); While that works great and all, I was wondering if there's a better way of doing this, as I will never have any use for in-between values for funky effects. I know that perhaps the best solution is to simply write separate shaders for mDif=0.0 and mDif=1.0, but I'd like a more elegant solution than splicing shaders before compiling or writing multiple shader files and keeping each one updated. Any ideas are greatly appreciated. =)

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  • OpenGL Get Rotated X and Y of quad

    - by matejkramny
    I am developing a game in 2D using LWJGL library. So far I have a rotating box. I have done basic Rectangle collision, but it doesn't work for rotated rectangles. Does OpenGL have a function that returns the vertices of rotated rectangle? Or is there another way of doing this using trigonometry? I had researched how to do this and everything I found was using some matrix that I don't understand so I am asking if there is another way of doing this. For clarification, I am trying to find out the true (rotated) X,Y of each point of the rectangle. Let's say, the first point of a rectangle (top,left) has x=10 y=10.. Width and height is 100 pixels. When I rotate the rectangle using glRotatef() the x and y stay the same. The rotation is happening inside OpenGL. I need to extract the x,y of the rectangle so I can detect collisions properly.

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  • Bubble shooter search alghoritm

    - by Fofole
    So I have a Matrix of NxM. At a given position (for ex. [2][5]) I have a value which represents a color. If there is nothing at that point the value is -1. What I need to do is after I add a new point, to check all his neighbours with the same color value and if there are more than 2, set them all to -1. If what I said doesn't make sense what I'm trying to do is an alghoritm which I use to destroy all the same color bubbles from my screen, where the bubbles are memorized in a matrix where -1 means no bubble and {0,1,2,...} represent that there is a bubble with a specific color. This is what I tried and failed: public class Testing { static private int[][] gameMatrix= {{3, 3, 4, 1, 1, 2, 2, 2, 0, 0}, {1, 4, 1, 4, 2, 2, 1, 3, 0, 0}, {2, 2, 4, 4, 3, 1, 2, 4, 0, 0}, {0, 1, 2, 3, 4, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, }; static int Rows=6; static int Cols=10; static int count; static boolean[][] visited=new boolean[15][15]; static int NOCOLOR = -1; static int color = 1; public static void dfs(int r, int c, int color, boolean set) { for(int dr = -1; dr <= 1; dr++) for(int dc = -1; dc <= 1; dc++) if(!(dr == 0 && dc == 0) && ok(r+dr, c+dc)) { int nr = r+dr; int nc = c+dc; // if it is the same color and we haven't visited this location before if(gameMatrix[nr][nc] == color && !visited[nr][nc]) { visited[nr][nc] = true; count++; dfs(nr, nc, color, set); if(set) { gameMatrix[nr][nc] = NOCOLOR; } } } } static boolean ok(int r, int c) { return r >= 0 && r < Rows && c >= 0 && c < Cols; } static void showMatrix(){ for(int i = 0; i < gameMatrix.length; i++) { System.out.print("["); for(int j = 0; j < gameMatrix[0].length; j++) { System.out.print(" " + gameMatrix[i][j]); } System.out.println(" ]"); } System.out.println(); } static void putValue(int value,int row,int col){ gameMatrix[row][col]=value; } public static void main(String[] args){ System.out.println("Initial Matrix:"); putValue(1, 4, 1); putValue(1, 5, 1); showMatrix(); for(int n = 0; n < 15; n++) for(int m = 0; m < 15; m++) visited[n][m] = false; //reset count count = 0; //dfs(bubbles.get(i).getRow(), bubbles.get(i).getCol(), color, false); // get the contiguous count dfs(5,1,color,false); //if there are more than 2 set the color to NOCOLOR for(int n = 0; n < 15; n++) for(int m = 0; m < 15; m++) visited[n][m] = false; if(count > 2) { //dfs(bubbles.get(i).getRow(), bubbles.get(i).getCol(), color, true); dfs(5,1,color,true); } System.out.println("Matrix after dfs:"); showMatrix(); } }

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  • Working out of a vertex array for destrucible objects

    - by bobobobo
    I have diamond-shaped polygonal bullets. There are lots of them on the screen. I did not want to create a vertex array for each, so I packed them into a single vertex array and they're all drawn at once. | bullet1.xyz | bullet1.rgb | bullet2.xyz | bullet2.rgb This is great for performance.. there is struct Bullet { vector<Vector3f*> verts ; // pointers into the vertex buffer } ; This works fine, the bullets can move and do collision detection, all while having their data in one place. Except when a bullet "dies" Then you have to clear a slot, and pack all the bullets towards the beginning of the array. Is this a good approach to handling lots of low poly objects? How else would you do it?

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  • AS3 How to check on non transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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  • Box2D blocky map. Body, Fixtures a huge map and performance

    - by Solom
    Right now I'm still in the planning phase of a my very first game. I'm creating a "Minecraft"-like game in 2D that features blocks that can be destroyed as well as players moving around the map. For creating the map I chose a 2D-Array of Integers that represent the Block ID. For testing purposes I created a huge map (16348 * 256) and in my prototype that didn't use Box2D everything worked like a charm. I only rendered those blocks that where within the bounds of my camera and got 60 fps straight. The problem started when I decided to use an existing physics-solution rather than implementing my own one. What I had was basically simple hitboxes around the blocks and then I had to manually check if the player collided with any of those in his neighborhood. For more advanced physics as well as the collision detection I want to switch over to Box2D. The problem I have right now is ... how to go about the bodies? I mean, the blocks are of a static bodytype. They don't move on their own, they just are there to be collided with. But as far as I can see it, every block needs his own body with a rectangular fixture attached to it, so as to be destroyable. But for a huge map such as mine, this turns out to be a real performance bottle-neck. (In fact even a rather small map [compared to the other] of 1024*256 is unplayable.) I mean I create thousands of thousands of blocks. Even if I just render those that are in my immediate neighborhood there are hundreds of them and (at least with the debugRenderer) I drop to 1 fps really quickly (on my own "monster machine"). I thought about strategies like creating just one body, attaching multiple fixtures and only if a fixture got hit, separate it from the body, create a new one and destroy it, but this didn't turn out quite as successful as hoped. (In fact the core just dumps. Ah hello C! I really missed you :X) Here is the code: public class Box2DGameScreen implements Screen { private World world; private Box2DDebugRenderer debugRenderer; private OrthographicCamera camera; private final float TIMESTEP = 1 / 60f; // 1/60 of a second -> 1 frame per second private final int VELOCITYITERATIONS = 8; private final int POSITIONITERATIONS = 3; private Map map; private BodyDef blockBodyDef; private FixtureDef blockFixtureDef; private BodyDef groundDef; private Body ground; private PolygonShape rectangleShape; @Override public void show() { world = new World(new Vector2(0, -9.81f), true); debugRenderer = new Box2DDebugRenderer(); camera = new OrthographicCamera(); // Pixel:Meter = 16:1 // Body definition BodyDef ballDef = new BodyDef(); ballDef.type = BodyDef.BodyType.DynamicBody; ballDef.position.set(0, 1); // Fixture definition FixtureDef ballFixtureDef = new FixtureDef(); ballFixtureDef.shape = new CircleShape(); ballFixtureDef.shape.setRadius(.5f); // 0,5 meter ballFixtureDef.restitution = 0.75f; // between 0 (not jumping up at all) and 1 (jumping up the same amount as it fell down) ballFixtureDef.density = 2.5f; // kg / m² ballFixtureDef.friction = 0.25f; // between 0 (sliding like ice) and 1 (not sliding) // world.createBody(ballDef).createFixture(ballFixtureDef); groundDef = new BodyDef(); groundDef.type = BodyDef.BodyType.StaticBody; groundDef.position.set(0, 0); ground = world.createBody(groundDef); this.map = new Map(20, 20); rectangleShape = new PolygonShape(); // rectangleShape.setAsBox(1, 1); blockFixtureDef = new FixtureDef(); // blockFixtureDef.shape = rectangleShape; blockFixtureDef.restitution = 0.1f; blockFixtureDef.density = 10f; blockFixtureDef.friction = 0.9f; } @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); debugRenderer.render(world, camera.combined); drawMap(); world.step(TIMESTEP, VELOCITYITERATIONS, POSITIONITERATIONS); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { /* if(camera.position.y - (camera.viewportHeight/2) > a) continue; if(camera.position.y - (camera.viewportHeight/2) < a) break; */ for(int b = 0; b < map.getWidth(); b++) { /* if(camera.position.x - (camera.viewportWidth/2) > b) continue; if(camera.position.x - (camera.viewportWidth/2) < b) break; */ /* blockBodyDef = new BodyDef(); blockBodyDef.type = BodyDef.BodyType.StaticBody; blockBodyDef.position.set(b, a); world.createBody(blockBodyDef).createFixture(blockFixtureDef); */ PolygonShape rectangleShape = new PolygonShape(); rectangleShape.setAsBox(1, 1, new Vector2(b, a), 0); blockFixtureDef.shape = rectangleShape; ground.createFixture(blockFixtureDef); rectangleShape.dispose(); } } } @Override public void resize(int width, int height) { camera.viewportWidth = width / 16; camera.viewportHeight = height / 16; camera.update(); } @Override public void hide() { dispose(); } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { world.dispose(); debugRenderer.dispose(); } } As you can see I'm facing multiple problems here. I'm not quite sure how to check for the bounds but also if the map is bigger than 24*24 like 1024*256 Java just crashes -.-. And with 24*24 I get like 9 fps. So I'm doing something really terrible here, it seems and I assume that there most be a (much more performant) way, even with Box2D's awesome physics. Any other ideas? Thanks in advance!

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  • How can I get into the educational market?

    - by mmyers
    I believe that my current game project is very well-suited for educational gaming; so well-suited, in fact, that I know of several different schools (one community college and at least one or two high schools) that have used versions of it at some time or another. And that's without any such marketing on my part. I'd like to expand on this part of the potential user base. But I have absolutely no experience in dealing with school administrations. How can I break into this market enough to be noticed? And on a side note, could marketing the game as educational kill the gamers market?

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  • Offset Forward vector of object based on Rotation

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

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  • Most suited technology for browser games?

    - by Tingle
    I was thinking about making a 2D MMO which I would in the long run support on various plattforms like desktop, mac, browser, android and ios. The server will be c++/linux based and the first client would go in the browser. So I have done some research and found that webgl and flash 11 support hardware accelerated rendering, I saw some other things like normal HTML5 painting. So my question is, which technology should I use for such a project? My main goal would be that the users have a hassle free experience using what there hardware can give them with hardware acceleration. And the client should work on the most basic out-of-the-box pc's that any casual pc or mac user has. And another criteria would be that it should be developer friendly. I've messed with webgl abit for example and that would require writing a engine from scratch - which is acceptable but not preferred. Also, in case of non-actionscript, which kind language is most prefered in terms of speed and flexability. I'm not to fond of javascript due to the garbage collector but have learned to work around it. Thank you for you time.

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  • Box 2D Collision Question

    - by Farooq Arshed
    I am very new to Box 2D Physics world. I wanted to know how to collide 2 bodies when one is Dynamic and other is Kinematic. The whole Scenario is explained below: I have 3 balls in total. I want to balls to remain in their places and the third ball to be able to move. When the third ball hits the other two balls then they should move according to the speed and direction from which they were hit. My gravity of the world is 0 because I only want z-axis gravity. I would also like some one to point me towards some good tutorials regarding Box 2D basics which is language independent. I hope I have explained my scenario well. Thanks for the help in advance.

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  • I love video games and know I want to work in the sector but hate programming

    - by normyp
    I just hate how I'll put in 8-10 hours in and get little to nothing back. The return results for your efforts seem to be pathetically small the majority of the time and I don't find that rewarding enough for me to put in the time and effort to learn programming and make myself better. I've heard game design is fun and I think I'd love that but apparently you can only get into that really if you can program, is that true? I feel a bit lost because I'm doing a degree in Games Technology and am worried that I'm sending myself into a job I'll hate.

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  • Finding diagonal objects of an object in 3d space

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

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  • I am thinking about developing a game, but i am single developer? [on hold]

    - by Jake Doe
    Since very little i wanted to create a game, my place where my rules apply, where i am not limited. Now that i am capable of doing. I am asking myself should i start ? I have already the idea i have choosen the engine, only coding and artwork is required. The engine i have choose cost is quite high(50k), i can try throught a kickstarter campaign or indiegogo. But shouid I ? Please give me your opinion. Thank you :)

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  • How can i get almost pixel perfect collision detection in a multiplayer game?

    - by Freddy
    I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm making need to have a almost pixel perfect collision detection, but 1 or 2 pixels off is not that big of a deal. How can I possibly get this working? I guess I could just set local player to also be at X ms delay. However this will probably just be worse and feel sloppy when the user input. I know this problem is probably something network programmers deal with everyday and I would be glad if someone could give me a possible solution for this.

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  • Any learning/studying material for C/C++ that use game programming as learning context out there?

    - by mac
    As most of game programming is done - I read on this very site - in C/C++ I was wondering if there is any learning/studying material for C/C++ that would target specifically game programming. I am not looking for material about "developing games" or "software architecture for games", but rather for material that uses "game programming" as the CONTEXT for introducing and illustrating C/C++ features, idioms, programming techniques, etc... With a simile: think to the GOF book on design patterns. There, they used "developing a text-editor" as a context for introducing design patterns, but the book is most definitively not a book about "developing text-editors". Thanks in advance for your time and advice! PS: My background: I am a programmer with a solid experience in OO scripting languages and only some experience in C and Assembler (on AVR microcontrollers), so I am thinking to mid-to-advanced level material, rather than tutorials for beginners, although it might be interesting to take a look to the latter ones if nothing else is available.

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  • Rain drops on screen

    - by user1075940
    I am trying to make simple rain drop effect on screen.Something like this http://fc00.deviantart.net/fs20/f/2007/302/5/6/Rain_drops_by_rockraikar.png My idea is to: Create small drop shaped normal textures,randomly put few on screen,apply texture perturbation and mix with current frame pixels. Here are my questions: -Does this idea even have sense?How professionals do this effect?Everything from text to code will be appreciated -How to pass pixels to shader of already rendered frame?

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