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  • How do I scroll in the physical world?

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

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  • Character with several colliders and rigidbodies

    - by Lautaro
    I am doing a PvP fighting game. This is the GameObject hierarchy of the player character. Player contains: Legs Sword Torso Head I want to be able to Register impacts of the sword on a specific body part Use AddForce on the whole player entity when a body part is struck Change the animation of the player that owns the sword that hit Questions Is it correct that the only rigidbody should be on the root Player GameObject ? Is it correct that The body parts should have colliders and be triggers ? Is it correct that The swords should have colliders but not be trigger ?

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  • How to balance this Pokémon simulator metagame by feedback?

    - by Dokkat
    This is a Pokémon simulator where you build a team of 6 pokémon and battle with someone. Unfortunately, some Pokémon are stronger than others and only a few of the hundredth species are practical. I'm trying to create a metagame where all of them are competitive. For this, I am tagging a Pokémon with a parameter (level) that changes it's strength and scales up/down depending on the it's performance. That is, if the system detects Mewtwo is overperforming, it should decrease it's level tag until Mewtwo is balanced. The question is: how can I identify if a Pokémon is causing an unbalance? The data I have is the historic of the battles (player 1, player 2, pokémon list, winner). The most basic solution I can think of is victory/loss counting.

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  • Path Finding for an Arena based map in 3D using NavMesh

    - by Happybirthday
    I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game. The moveable areas are marked using a Navigation Mesh made by the Arena designer. My question is what would be the best way for navigation in such an environment ? Specially considering the case when there is a Bridge at the center of the arena and you could walk under it or even above it ? If suppose the enemy is standing at the top of the Bridge and my AI is at one of the edges of the map ? How can it know whether the enemy is above or below the bridge and how can it navigate till it ?

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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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  • 3D physics engine for accurate collision handling on desktop/laptop computers (non-console)

    - by Georges Oates Larsen
    What are your suggestions for a physics engine that satisfies the following criteria? Capable of calculating collisions between multiple concave mesh-based colliders Handles many collisions going on at once (for instance one mesh being wedged between two others, which themselves may be wedged between two meshes) Does not allow for collider passthrough, even at high speeds. For instance, if I am applying force to a programmatically hinged object that makes it spin, I do not want it to pass through another rigidbody that it collides with while spinning. I have this problem using PhysX As implied before, reacts well to hinged objects, preferably has its own implementation of a hinge, but I am willing to program my own. The important part is that it has some sort of interface that guarantees accurate collision tracking even when dealing with these things Platform independent -- runs on mac as well as PC, also not tied down to specific graphics cards I think that's the best way to explain what I am looking for. Basically, I need SUPER reliable collisions. Something that can't be accomplished with a simple ray casting approach that sends a ray from the last position of the object to the current position (as this object may be potentially large and colliding with small objects via rotation) Bonus points for also including an OPEN SOURCE engine.

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  • LibGDX drawing map using tiles without space

    - by Enayat Muradi
    I am making a board game. To draw the map on the board I use different tiles. On some screen the map looks good but on some other screens there is a space between the tiles. How can I do so there won't be any space between the tiles? I am designing my game with the size 480x800. To fit other screens I stretch it. My tiles looks like this: I draw the map using a for loop to draw the tile in different (x,y) position on screen. Here is what I mean with space between tiles: Screen with 240x400 Screen with 360x600, here there is no spacing between tiles. I use camera and the screen to draw I don't use stage. I have also tried to use Viewport but I get the same results. cam = new OrthographicCamera();cam.setToOrtho(true, gameWidth, gameHeight); batcher = new SpriteBatch(); batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); How can I do to solve the problem?

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  • Why does Unity in 2d mode employ scaling and the default othographic size the way it does?

    - by Neophyte
    I previously used SFML, XNA, Monogame, etc to create 2d games, where if I display a 100px sprite on the screen, it will take up 100px. If I use 128px tiles to create a background, the first tile will be at (0,0) while the second will be at (129,0). Unity on the other hand, has its own odd unit system, scaling on all transforms, pixel-to-units, othographic size, etc etc. So my question is two-fold, namely: Why does Unity have this system by default for 2d? Is it for mobile dev? Is there a big benefit I'm not seeing? How can I setup my environment, so that if I have a 128x128 sprite in Photoshop, it displays as a 128x128 sprite in Unity when I run my game? Note that I am targeting desktop exclusively.

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  • Contricted A* problem

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

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  • what is the easiest way to make a hitbox that rotates with it's texture

    - by Matthew Optional Meehan
    In xna when you have a sprite that doesnt rotate it's very easy to get the four corner of a sprite to make a hitbox, but when you do a rotation the points get moved and I assume there is some kind of math that I can use to aquire them. I am using the four points to draw a rectangle that visually represents the hitboxes. I have seen some per-pixel collission examples but I can forsee they would be hard to draw a box/'convex hull' around. I have also seen physics like farseer but I'm not sure if there is a quick tutorial to do what I want. What do you guys think is the best approach becuase I am looking to complete this work by the end of the week.

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  • Expiring timed actions a good idea?

    - by Bart van Heukelom
    We have an online game where players sometimes have to wait a while (say 30 minutes) before a process they intiated completes. This encourages them to come back later. An example of this is growing crops in Farmville or basically any action in the Sims Play4Free. Now, however, there is the idea to let these processes expire, so if the player doesn't 'reap' them in time (e.g. within 4 hours) they are aborted. I'm a bit sceptical about this. How will this make players come back more often? Is not the reward of reaping the process enough for that? Can we expect players to fit their daily schedule around our game, maybe even set the alarm clock at night? Won't this just cause players to give up on starting these processes in the first place? I realise this may be too subjective for this site, so I'll end with a concrete question: Do (m)any other online free-to-play games employ this technique?

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  • How to make my sprite jump properly?

    - by Matthew Morgan
    I'm currently working on a 2D platformer in XNA. I have, however been having some trouble with creating a fully functional jumping algorithm. This is what I have so far: if (keystate.IsKeyDown(Keys.W)) if (onGround = true) //"onground" is true when the collision between the main sprite and the ground is detected { spritePosition.Y = velocity.Y = -5; } So, the problem I am now having is that as soon as the jump starts the variable "onGround" = false and the sprite is brought back the ground by the simple gravity I have implemented. The other problem I have is creating a limit to the height after which the sprite should automatically return to the ground. Any advice or suggestions would be greatly appreciated.

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  • Very slow direct3D texture sampling

    - by __dominic
    Hi, So I'm writing a small game using Direct3D 9 and I'm using multitexturing for the terrain. All I'm doing is sampling 3 textures and a blend map and getting the overall color from the three textures based on the color channels from the blend map. Anyway, I am getting a massive frame rate drop when I sample more than 1 texture, I'm going from 120+ fps to just under 50. This is the HLSL code responsible for the slow down: float3 ground = tex2D(GroundTex, multiTex).rgb; float3 stone = tex2D(StoneTex, multiTex).rgb; float3 grass = tex2D(GrassTex, multiTex).rgb; float3 blend = tex2D(BlendMapTex, blendMap).rgb; Am I doing it wrong ? If anyone has any info or tips about texture sampling or anything, that would be nice. Thanks.

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  • XNA 2D Spritesheet drawing rendering problem

    - by user24092
    I'm making a tile-based game, using one spritesheet containing all tile graphics. Each tile has a size of 32x32 pixels. The main problem is: when I draw the tile to the screen, if the tile position x and y are not rounded or if scale is activated in spriteBatch.Draw() method (scale != 1.0f), I get some lines of adjacent tiles on the spritesheet into the current tile drawed. I already tried setting SamplerState to PointClamp, removing AntiAlias, but still doesn't work. Here I'll show images of some tests that I made, with a test sprite sheet that I've created (I made a 9x9 spritesheet, with each sprite of size 32x32 containing a unique solid color). Tests: http://img6.imageshack.us/img6/5946/testsqj.png SpriteSheet used: http://imageshack.us/a/img821/1341/tilesm.png Already tried to remove anti-alias, set PointClamp as sampler state, but still getting this issue, XNA keeps drawing part of the adjacent pixels of the texture on the screen. What I want is to get the correct area of the tilesheet texture (as seen in the first test, that gets just the yellow pixels). My question is: Is there any way that I can fix this, WITHOUT adding tile spacing or any other modification involving the tilesheet? Maybe disabling a texture filtering that is done by XNA, or something like that.

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  • Buffer System For Items

    - by Ohmages
    I am going to reference this image of what I want to accomplish in JavaScript. This is the Diablo buffer system. This question may be a bit advanced (or possibly not even allowed). But I was wondering how you might go about implementing this type of system in a JavaScript game. Currently to implement such a system in JavaScript escapes me, and I am turning to SO to get some suggestions, ideas, and hopefully some insight in how I could accomplish this without being to costly on the CPU. Some thoughts of mine for implementing such a system would be to: Create DIVS within a DIV that hold each position of the inventory Go through each item you own in a container and see which DIV it belongs to Make said item images the DIVs image This type of system might possibly work if ALL items were 1x1, but for this example its not going to work out. I am at a complete lost of ideas how to even accomplish this. Although, maybe rendering directly to the canvas and checking mouse cords could work, there would more than likely be A HUGE annoyance when checking if other items are overlapping each other (meaning you cant place the item down, and possibly switching item with the cursor item ). That said, what am I left with? Do I need to makeshift my own hack system with messy code, or is there some source out there (that I don't know about) that has replicated this type of system in their own game. I would be very grateful to get some replies on how you might go about doing this, and will accept answers that can logically explain how you might implement such a system (code is not required). P.S. Id like to use pure JavaScript, and nothing else (even though it might be "reinventing the wheel", I also like to learn).

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  • Client side prediction/simulation Question

    - by Legendre
    I found a related question but it doesn't have what I needed. Client A sends input to move at T0. Server receives input at T1. All clients receive the change at T2. Question: With client-side prediction, client A would start moving at T0, client-side. All other clients receive the change at T2, so to them, client A only started moving at T2. If I understand correctly, client B will always see client A's past position and not his current position? How do I sync both client B and client A?

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

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

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  • Using multiplication and division with delta time

    - by tesselode
    Using delta time with addition and subtraction is easy. player.x += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.x = player.x * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time?

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  • Possible to draw a select portion of a render target? (in XNA)

    - by TheBroodian
    I'm going to try to do this in reverse fashion and skip straight to the punch line, and then give the back story afterward: Is it possible to, after drawing a scene to a RenderTarget2D, only draw a select portion of the RenderTarget2D, if I don't want the entire thing? I'm using xTile to manage world data in my game (it's a great piece of work, colinvella [xTile's author] has made an amazing product), and for the most part it works great. xTile supports parallax effects in its layers to add some wonderful depth to 2d scenes, which was great, until I implemented a dynamic split-screen system into my game. Wanted to make a co-op game that wouldn't require players to be in close proximity to each other, so I made it so that if the players separate too far apart, the singular full-screen viewport 'snaps-apart', and is replaced by two split-screen viewports, which then smoothly transition to their respective player targets. The effect is pretty smooth aside from the part where the parallax backgrounds become skewed once the viewports split, because xTile's ratio for handling parallax effects is dependent upon viewport size. This is unfortunate, because the effect would otherwise be really snazzy, but the backgrounds become pretty heavily affected when the game goes from single-viewport to multi-viewport. So, Colinvella suggests using rendertargets to record the scene at full viewport size, and then only drawing a portion of it. But as far as I can tell, that isn't even possible? That being said, I've never even used render targets before, so I'm still learning, hence the question here.

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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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  • Simple 2 player server

    - by Sourabh Lal
    I have recently started learning javascript and html and have developed simple 2 player games such as tick-tack-toe, battleship, and dots&boxes. However these 2 player games can only be played on one computer (i.e. the 2 players must sit together) However, I want to modify this so that one can play with a friend on a different computer. Any suggestions on how this is possible? Also since I am a beginner please do not assume that I know all the jargon.

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  • Making particle bounce off a line with friction

    - by Dlaor
    So I'm making a game and I need a particle to bounce off a line. I've got this so far: public static Vector2f Reflect(this Vector2f vec, Vector2f axis) //vec is velocity { Vector2f result = vec - 2f * axis * axis.Dot(vec); return result; } Which works fine, but then I decided I wanted to be able to change the bounciness and friction of the bounce. I got bounciness down... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness) //Bounciness goes from 0 to 1, 0 being not bouncy and 1 being perfectly bouncy { var reflect = (1 + bounciness); //2f Vector2f result = vec - reflect * axis * axis.Dot(vec); return result; } But when I tried to add friction, everything went to hell and back... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness, float friction) //Does not work at all! { var reflect = (1 + bounciness); //2f Vector2f subtract = reflect * axis * axis.Dot(vec); Vector2f subtract2 = axis * axis.Dot(vec); Vector2f result = vec - subtract; result -= axis.PerpendicularLeft() * subtract2.Length() * friction; return result; } Any physics guys willing to help me out with this? (if you're not sure what I mean with the friction of a bounce see this: http://www.metanetsoftware.com/technique/diagrams/A-1_particle_collision.swf)

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  • Animation Color [on hold]

    - by user2425429
    I'm having problems in my java program for animation. I'm trying to draw a hexagon with a shape similar to that of a trapezoid. Then, I'm making it move to the right for a certain amount of time (DEMO_TIME). Animation and ScreenManager are "API" classes, and AnimationTest1 is a demo. In my test program, it runs with a black screen and white stroke color. I'd like to know why this happened and how to fix it. I'm a beginner, so I apologize for this question being stupid to all you game programmers. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Sensor based vs. AABB based collision

    - by Hillel
    I'm trying to write a simple collision system, which will probably be primarily used for 2D platformers, and I've been planning out an AABB system for a few weeks now, which will work seamlessly with my grid data structure optimization. I picked AABB because I want a simple system, but I also want it to be perfect. Now, I've been hearing a lot lately about a different method to handle collision, using sensors, which are placed in the important parts of the entity. I understand it's a good way to handle slopes, better than AABB collision. The thing is, I can't find a basic explanation of how it works, let alone a comparison of it and the AABB method. If someone could explain it to me, or point me to a good tutorial, I'd very much appreciate it, and also a comparison of the advantages and disadvantages of the two techniques would be nice.

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  • Adding root bone in 3DS Max?

    - by carlturtle
    my animation artist has made me a nice first person pair of arms, animated it, textured it, and given it to me. Then he went on vacation. I am programming my animations, and I am trying to test the model he has given me. Building my project gives me a warning: Multiple skeletons were found in the file. The first skeleton, named "frame l upperarm" has been moved to be a child of the scene root. The other, "frame r upperarm", will be ignored. Fragment identifier "frame r upperarm". Then an error: "Vertex is bound to bone "frame l forearm", but this bone is not present in the skeleton." I realize this means that there are two skeletons, as said in this problem: Importing 3d model with multiple skeletons I have 3DS Max, but I have no idea how to use it, and Google/CGTalk/Plycount turn up nothing relevant on how to add a root bone or combine skeletons. If anyone knows how, it would help me out greatly. Thanks.

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