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  • Correcting Lighting in Stencil Reflections

    - by Reanimation
    I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work. I've been following this tutorial which describes using GLUT_STENCIL's and MASK's to create a reasonable interpretation of a reflection. Following that and a bit of tweaking to get things to work, I've come up with the code below. Unfortunately, the lighting isn't correct when the reflection is created. glPushMatrix(); plane(); //draw plane that reflection appears on glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); plane(); //draw plane that acts as clipping area for reflection glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glDisable(GL_DEPTH_TEST); glPushMatrix(); glScalef(1.0f, -1.0f, 1.0f); glTranslatef(0,2,0); glRotatef(180,0,1,0); sphere(radius, spherePos); //draw object that you want to have a reflection glPopMatrix(); glEnable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); sphere(radius, spherePos); //draw object that creates reflection glPopMatrix(); It looked really cool to start with, then I noticed that the light in the reflection isn't correct. I'm not sure that it's even a simple fix because effectively the reflection is also a sphere but I thought I'd ask here none-the-less. I've tried various rotations (seen above the first time the sphere is drawn) but it doesn't seem to work. I figure it needs to rotate around the Y and Z axis but that's not correct. Have I implemented the rotation wrong or is there a way to correct the lighting?

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

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

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  • 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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  • Rotation matrix for a 3D vector

    - by Shashwat
    I have a direction vector on which I have to apply some rotation to align it to positive z-axis. To use Matrix.CreateRotationX(angle) of XNA, I need the angle for which I'd have to compute cos or tan inverse. I think this is a complex task to do. Also, eventually those are also converted to sin(angle) and cos(angle) in the matrix. Is there any inbuilt way to create rotation matrix from a 3D vector? However, I can write the function but still asking if there is one already there.

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  • PhysX Capsule Character Controller floating above ground

    - by Jannie
    I am using PhysX Version 3.0.2 in the simulation package I'm working on, and I've encountered some bizarre behavior with the capsule character controller. When I set the controller's height and radius to the appropriate values (r = 0.25, h = 1.86)it behaves correctly (moving along the ground, colliding with other objects, and so on) except that the capsule itself is floating above the ground. The actor will then bump his head when trying to get through a door, since the capsule is the correct height but also floating above the ground. This image should illustrate what I'm going on about: One can clearly see that the rest of the scene has their collision bodies wrapped correctly, it's just the capsule that's going wrong! The stop-gap I've implemented is creating a smaller capsule and giving it an offset, but I need to implement ray-picking for the controller next so the capsule has to surround the character model properly. Here's my character creation code (with height = 1.86f and radius = 0.25f): NxController* D3DPhysXManager::CreateCharacterController( std::string l_stdsControllerName, float l_fHeight, float l_fRadius, D3DXVECTOR3 l_v3Position ) { NxCapsuleControllerDesc l_CapsuleControllerDescription; l_CapsuleControllerDescription.height = l_fHeight; l_CapsuleControllerDescription.radius = l_fRadius; l_CapsuleControllerDescription.position.set( l_v3Position.x, l_v3Position.y, l_v3Position.z ); l_CapsuleControllerDescription.callback = &this->m_ControllerHitReport; NxController* l_pController = this->m_pControllerManager->createController( this->m_pScene, l_CapsuleControllerDescription ); this->m_pControllerMap.insert( l_ControllerValuePair( l_stdsControllerName, l_pController ) ); return l_pController; } Any help at all would be appreciated, I just can't figure this one out! P.S. I've found a couple of (rather old) threads describing the same issue, but it seems they couldn't find a solution either. Here are the links: http://forum-archive.developer.nvidia.com/index.php?showtopic=6409 http://forum-archive.developer.nvidia.com/index.php?showtopic=3272 http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=23003

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  • 3D Collision help

    - by Taylor
    I'm having difficulties with my project. I'm quite new in XNA. Anyway, I'm trying to make 3D game and I'm already stuck on one basic thing. I have terrain made from a heightmap, and an avatar model. I want to set up some collisions for game so the player won't go through the ground. But I just don't know how to detect collisions for so complex an object. I could just make a simple box collision for my avatar, but what about the ground? I already implemented the JigLibX physics engine in my project and I know that I can make a collision map with heightmap, but I can't find any tutorials or help with this. So how can I set proper collision for complex objects? How can I detect heightmap collisions in JigLibX? Just some links to tutorials would be enough. Thanks in advance!

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  • proper way to creation multiple similiar buttons/panels

    - by JayAvon
    I have the below Code which i tried to do, but it only shows(the minus/plus button) on the last GirdLayout (Intelligence stat): JButton plusButton = new JButton("+"); JButton minusButton = new JButton("-"); statStrengthGridPanel = new JPanel(new GridLayout(1,3)); statStrengthGridPanel.add(minusButton); statStrengthGridPanel.add(new JLabel("10")); statStrengthGridPanel.add(plusButton); statConstitutionGridPanel = new JPanel(new GridLayout(1,3)); statConstitutionGridPanel.add(minusButton); statConstitutionGridPanel.add(new JLabel("10")); statConstitutionGridPanel.add(plusButton); statDexterityGridPanel = new JPanel(new GridLayout(1,3)); statDexterityGridPanel.add(minusButton); statDexterityGridPanel.add(new JLabel("10")); statDexterityGridPanel.add(plusButton); statIntelligenceGridPanel = new JPanel(new GridLayout(1,3)); statIntelligenceGridPanel.add(minusButton); statIntelligenceGridPanel.add(new JLabel("10")); statIntelligenceGridPanel.add(plusButton); I know I can do something like I did for the Panel names(have multiple ones), but I did not want to do that for the Panels in the first place. I am trying to use best practice and not have my code be repetitive. Any suggestions?? The goal is to have 4 stats, to assign points to, with decrement and increment buttons(I decided against sliders). Eventually I will have them have upper and lower limits, decrement the "unused" label, and all of that good stuff, but I just want to not be repetitive. Thanks for any help.

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  • Calculating Hit Accuracy score in a game

    - by N0xus
    I'm currently in the process of making a scoreboard for my game. One of things I would like to display is the players accuracy in the amount of hits they had in game. However, I have never done this before and I've no idea how to go about doing this. Is there a commonly used algorithm out there that can help me calculate this, or has someone found a way to calculate this fairly easily? Any help with this would be appreciated.

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  • Is it a good idea to simplify an character -driven game engine to the point it's unnecessary to learn scripting/programming ?

    - by jokoon
    I remember, and I still think, that one cannot even make a prototyped 3D game to test just simple behaviors without using gigantic tools like unity or knowing extensive C++ programming, design pattern, a decent or basic 3D engine, etc. Now I'm wondering, since I know programming, that I'm still more lucky that the ones who need to learn programming prior to know how to make something: even scripted engines such as unity are not for kids, and to my sense they tend to dictate their ways of doing things, which is not the case with engine like ogre or irrlicht. I remember toying a little with the blender game engine, it was possible to link states or something I don't remember very well. Now I'm thinking that character driven games occupies a big part of the game market. Do you think it is a good idea to make a character-controlled oriented game engine which allows only to build AI instead of anything else ?

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  • OpenGL - Rendering from part of an index and vertex array depending on an element count

    - by user1423893
    I'm currently drawing my shapes as lines by using a VAO and then assigning the dynamic vertices and indices each frame. // Bind VAO glBindVertexArray(m_vao); // Update the vertex buffer with the new data (Copy data into the vertex buffer object) glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(VertexPosition), m_vertices.data(), GL_DYNAMIC_DRAW); // Update the index buffer with the new data (Copy data into the index buffer object) glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices * sizeof(unsigned short), indices.data(), GL_DYNAMIC_DRAW); glDrawElements(GL_LINES, numIndices, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0)); // Unbind VAO glBindVertexArray(0); What I would like to do is draw the lines using only part of the data stored in the index and vertex buffer objects. The vertex buffer has its vertices set from an array of defined maximum size: std::array<VertexPosition, maxVertices> m_vertices; The index buffer has its elements set from an array of defined maximum size: std::array<unsigned short, maxIndices> indices = { 0 }; A running total is kept of the number of vertices and indices needed for each draw call numVertices numIndices Can I not specify that the buffer data contain the entire array and only read from part of it when drawing? For example using the vertex buffer object glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(VertexPosition), m_vertices.data(), GL_DYNAMIC_DRAW); m_vertices.data() = Entire array is stored numVertices * sizeof(VertexPosition) = Amount of data to read from the entire array Is this not the correct way to approach this? I do not wish to use std::vector if possible.

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  • Writing a basic shader for large input files

    - by Zoltan Varadi
    I started writing a shader for my iOS app and instead of starting from scratch i used this tutorial here: http://www.raywenderlich.com/3664/opengl-es-2-0-for-iphone-tutorial I wrote an import function, first to import wavefront .obj models. My problem is that with I can't handle larger inputs (with a simple cube it was working). I realized that the indices array is an array of GLubyte values, which is unsigned char, so as a result i cant have more than 256 indexes. I modified it to GLuint, but then only get a blank screen. What else needs to me modified? p.s.: the source can be downloaded from here: http://d1xzuxjlafny7l.cloudfront.net/downloads/HelloOpenGL.zip

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  • Bukkit saving inventory

    - by HcgRandon
    Alright i will make this quick... I am working on a command in my plugin to allow you to transfer worlds and i am trying to save inventory but i am getting a problem here is the code: public void savePlayerInv(Player p, World w){ File playerInvConfigFile = new File(plugin.getDataFolder() + File.separator + "players" + File.separator + p.getName(), "inventory.yml"); FileConfiguration pInv = YamlConfiguration.loadConfiguration(playerInvConfigFile); PlayerInventory inv = p.getInventory(); int i = 0; for (ItemStack stack : inv.getContents()) { //increment integer i++; String startInventory = w.getName() + ".inv." + Integer.toString(i); //save inv pInv.set(startInventory + ".amount", stack.getAmount()); pInv.set(startInventory + ".durability", Short.toString(stack.getDurability())); pInv.set(startInventory + ".type", stack.getTypeId()); //pInv.set(startInventory + ".enchantment", stack.getEnchantments()); //TODO add enchant saveing } i = 0; for (ItemStack armor : inv.getArmorContents()){ i++; String startArmor = w.getName() + ".armor." + Integer.toString(i); //save armor pInv.set(startArmor + ".amount", armor.getAmount()); pInv.set(startArmor + ".durability", armor.getDurability()); pInv.set(startArmor + ".type", armor.getTypeId()); //pInv.set(startArmor + ".enchantment", armor.getEnchantments()); } //save exp if (p.getExp() != 0) { pInv.set(w.getName() + ".exp", p.getExp()); } } Now here is the stack trace i recive it is commplaing about line 130 which is this line pInv.set(startInventory + ".amount", stack.getAmount()); okay now trace 2012-03-21 13:23:25 [SEVERE] null org.bukkit.command.CommandException: Unhandled exception executing command 'wtp' in plugin Needs v1.0 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:461) at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:818) at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:778) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:761) at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:112) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452) at net.minecraft.server.ThreadServerApplication.run(SourceFile:490) Caused by: java.lang.NullPointerException at com.devoverflow.improved.needs.commands.CommandWorldtp.savePlayerInv(CommandWorldtp.java:130) at com.devoverflow.improved.needs.commands.CommandWorldtp.onCommand(CommandWorldtp.java:60) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) ... 12 more

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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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  • Leg animation not working

    - by Monacraft
    I am making a simple animation in XNA C# of a leg moving. This is the logic code for the thigh. It is meant to swing from 25' to 335'. However instead, it hits a point and then keeps on spinning in the other direction. Please help, here's the code: private void Thigh_method() { if (Legdata.Left == true) signvalue = -0.05f; else signvalue = 0.05f; if (Legdata.ToMid == true) Thighturn_ang += signvalue; if (Legdata.ToMid == false) Thighturn_ang -= signvalue; if (Thighturn_ang <= 25 || Thighturn_ang <= 335 && Thighturn_ang <= 180) Legdata.Left = true; if (Thighturn_ang >= 25 || Thighturn_ang >= 335 && Thighturn_ang >= 180) Legdata.Left = false; if (Thighturn_ang == 0) Legdata.ToMid = false; if (Math.Abs(Thighturn_ang) >= 25f) Legdata.ToMid = true; } Thanks in advance, Yours: Mona

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  • Whats a good way to do Collision with 2D Rectangles? can someone give me a tip?

    - by Javier
    using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace BreakOut { class Field { public static Field generateField() { List<Block> blocks = new List<Block>(); for (int j = 0; j < BlockType.BLOCK_TYPES.Length; j++) for (int i = 0; i < (Game1.WIDTH / Block.WIDTH); i++) { Block b = new Block(BlockType.BLOCK_TYPES[j], new Vector2(i * Block.WIDTH, (Block.HEIGHT + 2) * j + 5)); blocks.Add(b); } return new Field(blocks); } List<Block> blocks; public Field(List<Block> blocks) { this.blocks = blocks; } public void Update(GameTime gameTime, Ball b) { List<Block> removals = new List<Block>(); foreach (Block o in blocks) { if (o.BoundingBox.Intersects(new Rectangle((int)b.pos.X, (int)b.pos.Y, Ball.WIDTH, Ball.HEIGHT))) //collision with blocks { removals.Add(o); } } foreach(Block o in removals) blocks.Remove(o); //removes the blocks, but i need help hitting one at a time } public void Draw(GameTime gameTime) { foreach (Block b in blocks) b.Draw(gameTime); } } } My problem is that My collision in this sucks. I'm trying to add collision with a ball and hitting against a block and then one of the blocks dissapear. The problem i'm having is: When the ball hits the block, it removes it all in one instance. Please people don't be mean and say mean answers to me, im just in highschool, still a nooby and trying to learn more c#/XNA..

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  • Which 3D file formats support multiple animations? [on hold]

    - by Justin
    I'm working on a 3D application that uses Assimp to import 3D models with animations. Personally, I use Blender to create the models and animations. I'm having trouble exporting multiple animations, however. For example, I'd like to have an idle animation, a walk animation, a run animation, etc. So far I've tried COLLADA and DirectX without much success. The COLLADA export will include the first animation, but not any of the others. The DirectX doesn't include any animation. Which 3D file formats support multiple animations? (Preferably one that Assimp can import. Also, the Assimp website says that it doesn't support .blend files with animation, otherwise I'd just do that.)

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  • Android performance/issues with Corona SDK?

    - by B5Fan74
    I know this is a fairly broad question. We are looking to develop a mobile game and want to use a multi-platform engine/SDK. We like what we see with Corona but in doing some reading, we are seeing a lot of references to poor performance on the 'droid platforms. I am unsure how much of this is still relevant? Many of the articles/posts/references/discussions vary in date from 18 months ago to earlier this year. Is there a reason we should not pursue Corona if Android support is important to us? The game is going to be 2D isometric view. Thanks!

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

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

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  • Kinect losing tracked players with Beta2 SDK

    - by Eric B
    So i'm creating a game using the Beta2 SDK for Kinect. The issue i am having is that in the middle of gameplay if another person enters the Kinects FOV it stops tracking the player and will not track anyone else for several minutes. Same deal if the player leaves the FOV and reenters it. Here is what im using to detect players. void nui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { int playersAlive = 0; // reset lists skeletons = new Dictionary<int, SkeletonData>(); //create a new list for skeletons menuSkeleton = new List<SkeletonData>(); initialPlayers = new Dictionary<float, SkeletonData>(); //create a new list for initialPlayers foreach (SkeletonData s in e.SkeletonFrame.Skeletons) //for each skeleton the kinect has detected { if (s.TrackingState == SkeletonTrackingState.Tracked) // players found { menuSkeleton.Add(s); if (initialized) // after initialization { skeletons.Add(s.TrackingID, s); } else // before initialization initialPlayers.Add(s.Joints[JointID.ShoulderCenter].Position.X, s); //if we are not initialized then add this player to the inital player list. playersAlive++; } } if (playersAlive == TOTAL_PLAYERS_ALLOWED) // If there is one player { if (!inMiniGame) // Before the game starts gameStart = DateTime.Now; // Reset initialization timer if (!initialized) // Before initialization // NOTE TO SELF I TOOK OUT && inMenu { InitializePlayers(); if (DateTime.Now.Subtract(gameStart).TotalMilliseconds > INITIALIZATION_WAIT_TIME) { initialized = true; // initialize timers from fixed starting time if (inMiniGame) //if the game has started { gamePause = gameStart; //TODO ERIC: Initialize any Timers Here } } } } } /// <summary> /// this function initializes the players adding them to a list /// and making one of the players the menu controller, for LIM we will need to change the code so that the /// game only recognizes and supports one player at a time /// variable names will need to be change as well. /// </summary> private void InitializePlayers() { List<float> initialPos = new List<float>(); // used to track starting positions players = new Dictionary<int, Player>(); foreach (float pos in initialPlayers.Keys) { initialPos.Add(pos); //add position of each inital player to list } float first = initialPos[0]; // left player first, right second Player player = new Player(initialPlayers[first].TrackingID, true); player.PlayerNumber = PLAYER_ONE; player.Skeleton = initialPlayers[first]; player.Specifics = new PlayerSpecifics(player.PlayerNumber); player.Specifics.PauseTimer = gameStart; players.Add(initialPlayers[first].TrackingID, player); menuController = initialPlayers[first].TrackingID; //menu controller is player 1 } This is a one player game. Also when the game starts Initialize is set to false, and gets set to true when i go from the games menu into the gameplay. So can anyone see any issues with this code block that would cause the kinect to lose players as they enter/exit the FOV? and not re-track them? Thank you for any help.

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  • Making a new instantiated prefab as a child for existing GameObject

    - by Akari
    I've been searched about how to make these fruit to move as the basket movement if it collided with it, and I've been found that if I want to perform this I've to let these fruit to be a child to the basket game object .. for example : banana.transform.parent = basket.transform; banana and basket each of them of type "GameObject" ... BUT unfortunately this way didn't work !! and I don't know why ?? So now I need to know if it is possible to destroy the banana if a collision with the basket happened and instantiate a new banana in the basket as a child at run time ?!! I need to try this stupid way because I've tried all the other ways and nothing worked :(

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  • Ouya / Android : button mapping biwise

    - by scorvi
    I am programming a game with the Gameplay3d Engine. But the Android site has no gamepad support and that is what I need to port my game to Ouya. So I implemented a simple gamepad support and it supports 2 gamepads. So my problem is that I put the button stats in a float array for every gamepad. But the Gameplay3d engine saves their stats in a unsigned int _buttons variable. It is set with bitwise operations and I have no clue how to translate my array to this.

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  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

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  • Cliché monsters to populate a steampunk fantasy setting dwarven dungeon?

    - by Alexander Gladysh
    I'm looking for a list of cliché monsters for a steampunk computer game (assume one kind or another of casual rogue-like RPG), to populate lower levels of ancient dwarven-built dungeons. Dwarves are a technology/science race in the setting I am aiming for. The world is a low-magic one. I'm stuck after listing various mechanical golems, gigantic spiders (every dungeon must have some of them!), and maybe a mechanical barlog as a megaboss. What would player expect? What are the key cultural references for such setting? I know a couple of games with suitable steampunk dwarves, but none are detailed enough in the underworld monsters area. Please point me in the right direction. (If you have a single funny monster suggestion, please mention it in comments, not in answer. ;-) )

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  • Design: How to model / where to store relational data between classes

    - by Walker
    I'm trying to figure out the best design here, and I can see multiple approaches, but none that seems "right." There are three relevant classes here: Base, TradingPost, and Resource. Each Base has a TradingPost which can offer various Resources depending on the Base's tech level. Where is the right place to store the minimum tech level a base must possess to offer any given resource? A database seems like overkill. Putting it in each subclass of Resource seems wrong--that's not an intrinsic property of the Resource. Do I have a mediating class, and if so, how does it work? It's important that I not be duplicating code; that I have one place where I set the required tech level for a given item. Essentially, where does this data belong? P.S. Feel free to change the title; I struggled to come up with one that fits.

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  • AABB vs OBB Collision Resolution jitter on corners

    - by patt4179
    I've implemented a collision library for a character who is an AABB and am resolving collisions between AABB vs AABB and AABB vs OBB. I wanted slopes for certain sections, so I've toyed around with using several OBBs to make one, and it's working great except for one glaring issue; The collision resolution on the corner of an OBB makes the player's AABB jitter up and down constantly. I've tried a few things I've thought of, but I just can't wrap my head around what's going on exactly. Here's a video of what's happening as well as my code: Here's the function to get the collision resolution (I'm likely not doing this the right way, so this may be where the issue lies): public Vector2 GetCollisionResolveAmount(RectangleCollisionObject resolvedObject, OrientedRectangleCollisionObject b) { Vector2 overlap = Vector2.Zero; LineSegment edge = GetOrientedRectangleEdge(b, 0); if (!SeparatingAxisForRectangle(edge, resolvedObject)) { LineSegment rEdgeA = new LineSegment(), rEdgeB = new LineSegment(); Range axisRange = new Range(), rEdgeARange = new Range(), rEdgeBRange = new Range(), rProjection = new Range(); Vector2 n = edge.PointA - edge.PointB; rEdgeA.PointA = RectangleCorner(resolvedObject, 0); rEdgeA.PointB = RectangleCorner(resolvedObject, 1); rEdgeB.PointA = RectangleCorner(resolvedObject, 2); rEdgeB.PointB = RectangleCorner(resolvedObject, 3); rEdgeARange = ProjectLineSegment(rEdgeA, n); rEdgeBRange = ProjectLineSegment(rEdgeB, n); rProjection = GetRangeHull(rEdgeARange, rEdgeBRange); axisRange = ProjectLineSegment(edge, n); float axisMid = (axisRange.Maximum + axisRange.Minimum) / 2; float projectionMid = (rProjection.Maximum + rProjection.Minimum) / 2; if (projectionMid > axisMid) { overlap.X = axisRange.Maximum - rProjection.Minimum; } else { overlap.X = rProjection.Maximum - axisRange.Minimum; overlap.X = -overlap.X; } } edge = GetOrientedRectangleEdge(b, 1); if (!SeparatingAxisForRectangle(edge, resolvedObject)) { LineSegment rEdgeA = new LineSegment(), rEdgeB = new LineSegment(); Range axisRange = new Range(), rEdgeARange = new Range(), rEdgeBRange = new Range(), rProjection = new Range(); Vector2 n = edge.PointA - edge.PointB; rEdgeA.PointA = RectangleCorner(resolvedObject, 0); rEdgeA.PointB = RectangleCorner(resolvedObject, 1); rEdgeB.PointA = RectangleCorner(resolvedObject, 2); rEdgeB.PointB = RectangleCorner(resolvedObject, 3); rEdgeARange = ProjectLineSegment(rEdgeA, n); rEdgeBRange = ProjectLineSegment(rEdgeB, n); rProjection = GetRangeHull(rEdgeARange, rEdgeBRange); axisRange = ProjectLineSegment(edge, n); float axisMid = (axisRange.Maximum + axisRange.Minimum) / 2; float projectionMid = (rProjection.Maximum + rProjection.Minimum) / 2; if (projectionMid > axisMid) { overlap.Y = axisRange.Maximum - rProjection.Minimum; overlap.Y = -overlap.Y; } else { overlap.Y = rProjection.Maximum - axisRange.Minimum; } } return overlap; } And here is what I'm doing to resolve it right now: if (collisionDetection.OrientedRectangleAndRectangleCollide(obb, player.PlayerCollision)) { var resolveAmount = collisionDetection.GetCollisionResolveAmount(player.PlayerCollision, obb); if (Math.Abs(resolveAmount.Y) < Math.Abs(resolveAmount.X)) { var roundedAmount = (float)Math.Floor(resolveAmount.Y); player.PlayerCollision._position.Y -= roundedAmount; } else if (Math.Abs(resolveAmount.Y) <= 30.0f) //Catch cases where the player should be able to step over the top of something { var roundedAmount = (float)Math.Floor(resolveAmount.Y); player.PlayerCollision._position.Y -= roundedAmount; } else { var roundedAmount = (float)Math.Floor(resolveAmount.X); player.PlayerCollision._position.X -= roundedAmount; } } Can anyone see what might be the issue here, or has anyone experienced this before that knows a possible solution? I've tried for a few days to figure this out on my own, but I'm just stumped.

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