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  • Button click event in the Ogre3d for ios

    - by user1184398
    Is it possible to access the button click event by using the cursor? These are the steps I followed for the button click event using the SDK trays m_pTrayMgr = new OgreBites::SdkTrayManager("TrayMgr", m_pRenderWnd, m_pMouse, this); I create the buttons m_LeftBtn = tray->createButton(OgreBites:: TL_LEFT, "sdk_button_down", "Left"); m_RightBtn = tray->createButton(OgreBites::TL_RIGHT, "sdk_button_up", "Right"); And I am calling this function void OgreFramework::buttonHit(OgreBites::Button* button) { if(button->getName().compare("sdk_button_down") == 0 ) { printf("XXX"); } } But the button hit function is not getting called... Could somebody provide some sample code? I'm not using any cursor for the click.

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  • Help understand GLSL directional light on iOS (left handed coord system)

    - by Robse
    I now have changed from GLKBaseEffect to a own shader implementation. I have a shader management, which compiles and applies a shader to the right time and does some shader setup like lights. Please have a look at my vertex shader code. Now, light direction should be provided in eye space, but I think there is something I don't get right. After I setup my view with camera I save a lightMatrix to transform the light from global space to eye space. My modelview and projection setup: - (void)setupViewWithWidth:(int)width height:(int)height camera:(N3DCamera *)aCamera { aCamera.aspect = (float)width / (float)height; float aspect = aCamera.aspect; float far = aCamera.far; float near = aCamera.near; float vFOV = aCamera.fieldOfView; float top = near * tanf(M_PI * vFOV / 360.0f); float bottom = -top; float right = aspect * top; float left = -right; // projection GLKMatrixStackLoadMatrix4(projectionStack, GLKMatrix4MakeFrustum(left, right, bottom, top, near, far)); // identity modelview GLKMatrixStackLoadMatrix4(modelviewStack, GLKMatrix4Identity); // switch to left handed coord system (forward = z+) GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeScale(1, 1, -1)); // transform camera GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeWithMatrix3(GLKMatrix3Transpose(aCamera.orientation))); GLKMatrixStackTranslate(modelviewStack, -aCamera.position.x, -aCamera.position.y, -aCamera.position.z); } - (GLKMatrix4)modelviewMatrix { return GLKMatrixStackGetMatrix4(modelviewStack); } - (GLKMatrix4)projectionMatrix { return GLKMatrixStackGetMatrix4(projectionStack); } - (GLKMatrix4)modelviewProjectionMatrix { return GLKMatrix4Multiply([self projectionMatrix], [self modelviewMatrix]); } - (GLKMatrix3)normalMatrix { return GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3([self modelviewProjectionMatrix]), NULL); } After that, I save the lightMatrix like this: [self.renderer setupViewWithWidth:view.drawableWidth height:view.drawableHeight camera:self.camera]; self.lightMatrix = [self.renderer modelviewProjectionMatrix]; And just before I render a 3d entity of the scene graph, I setup the light config for its shader with the lightMatrix like this: - (N3DLight)transformedLight:(N3DLight)light transformation:(GLKMatrix4)matrix { N3DLight transformedLight = N3DLightMakeDisabled(); if (N3DLightIsDirectional(light)) { GLKVector3 direction = GLKVector3MakeWithArray(GLKMatrix4MultiplyVector4(matrix, light.position).v); direction = GLKVector3Negate(direction); // HACK -> TODO: get lightMatrix right! transformedLight = N3DLightMakeDirectional(direction, light.diffuse, light.specular); } else { ... } return transformedLight; } You see the line, where I negate the direction!? I can't explain why I need to do that, but if I do, the lights are correct as far as I can tell. Please help me, to get rid of the hack. I'am scared that this has something to do, with my switch to left handed coord system. My vertex shader looks like this: attribute highp vec4 inPosition; attribute lowp vec4 inNormal; ... uniform highp mat4 MVP; uniform highp mat4 MV; uniform lowp mat3 N; uniform lowp vec4 constantColor; uniform lowp vec4 ambient; uniform lowp vec4 light0Position; uniform lowp vec4 light0Diffuse; uniform lowp vec4 light0Specular; varying lowp vec4 vColor; varying lowp vec3 vTexCoord0; vec4 calcDirectional(vec3 dir, vec4 diffuse, vec4 specular, vec3 normal) { float NdotL = max(dot(normal, dir), 0.0); return NdotL * diffuse; } ... vec4 calcLight(vec4 pos, vec4 diffuse, vec4 specular, vec3 normal) { if (pos.w == 0.0) { // Directional Light return calcDirectional(normalize(pos.xyz), diffuse, specular, normal); } else { ... } } void main(void) { // position highp vec4 position = MVP * inPosition; gl_Position = position; // normal lowp vec3 normal = inNormal.xyz / inNormal.w; normal = N * normal; normal = normalize(normal); // colors vColor = constantColor * ambient; // add lights vColor += calcLight(light0Position, light0Diffuse, light0Specular, normal); ... }

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  • Creating a 2D Line Branch (Part 2)

    - by Danran
    Yesterday i asked this question on how to create a 2D line branch; Creating a 2D Line Branch And thanks to the answered provided, i now have this nice looking main branch; *coloured to show the different segments in the final item. Now is the time now to branch things off as discussed in the article; http://drilian.com/2009/02/25/lightning-bolts/ Again however i am confused as to the meaning of the following pseudo code; splitEnd = Rotate(direction, randomSmallAngle)*lengthScale + midPoint; I'm unsure how to actually rotate this correctly. In all honesty i'm abit unsure what to-do completely at this part, "splitEnd" will be a Vector3, so whatever happens in the rotate function must then return some form of directional rotation which is then * by a scale to create length and then added to the midPoint. I'm not sure. If someone could explain what i'm meant to be doing in this part that would be really grateful.

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  • Is it possible to generate Events and Hooks in Lua for any game without built-in support?

    - by pr0tocol
    Does a game have to have built-in functions to accept and run lua scripts, or can I design Events and Hooks using Lua on any game I please, akin to the days where C code could be used to hook into the WinAPI using dlls? The reason I ask is, I am trying to create a background application that will perform events and hooks on a particular game that does not currently support lua in-game. Brief examples: Events: - An action executed by the PLAYER is detected. For instance, hitting the Q key will normally make my character use an ability, but with my Lua script running in the background, will cause a sound to play on my computer (or something). Hooks: - An action within the GAME is detected. For instance, the game spawns an enemy every minute. When an enemy spawns, the script will detect this and perform an action, for instance playing a sound locally on the computer. I would like to do both, but I know for games like Garry's Mod, the game already has built-in support for running lua scripts. Is there a way to do either events OR hooks using lua similarly to how C/C++ can connect to a game using WinAPI dlls?

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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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  • How do I implement a selectable world map?

    - by Clay
    I want to have a selectable map of the world, preferably zoomable, in a cocos2d project. When I tap on a country, I want that country to be selected so that I can perform some other operations with it. It seems that the best approach would be to use a vector world map, but I'm unsure how to implement this with cocos2d. Other options include using map tiles, but it seems that still would require the implementation of country polygons for tap/click detection. Depending on user input, I want to add icons to various countries on the map. What is a good way to approach the implementation of this type of map?

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  • List<T>.AddRange is causing a brief Update/Draw delay

    - by Justin Skiles
    I have a list of entities which implement an ICollidable interface. This interface is used to resolve collisions between entities. My entities are thus: Players Enemies Projectiles Items Tiles On each game update (about 60 t/s), I am clearing the list and adding the current entities based on the game state. I am accomplishing this via: collidableEntities.Clear(); collidableEntities.AddRange(players); collidableEntities.AddRange(enemies); collidableEntities.AddRange(projectiles); collidableEntities.AddRange(items); collidableEntities.AddRange(camera.VisibleTiles); Everything works fine until I add the visible tiles to the list. The first ~1-2 seconds of running the game loop causes a visible hiccup that delays drawing (so I can see a jitter in the rendering). I can literally remove/add the line that adds the tiles and see the jitter occur and not occur, so I have narrowed it down to that line. My question is, why? The list of VisibleTiles is about 450-500 tiles, so it's really not that much data. Each tile contains a Texture2D (image) and a Vector2 (position) to determine what is rendered and where. I'm going to keep looking, but from the top of my head, I can't understand why only the first 1-2 seconds hiccups but is then smooth from there on out. Any advice is appreciated.

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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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  • Big level objects collision system for 2d game

    - by Aristarhys
    I read many variants today and get some knowledge in general, so here is a steps of mine thoughts in pictures (horrible paint.net ones). We need to develop grid system, so we check only thing near, perform simple check to cut out deep check, and at - last deep check like per-pixel collision check. Step 1 - Let p1, p2 are some sprites lets first just check with circle collision - because large distance between p1, p2 this fails and of course so we don't need test more deeply. But if we have not 2, but 20 objects, why we need to even circle test something so far outside of our view. Step 2 - Add basic column system, now we don't bother with p2 if it's in a column far from p1 column, so we even don't do circle test. But p3 is in the same col, so let do circle test, which of course will fail. Step 3 - Lets improve column system to the grid system with grid cell size just like p1, p2, p3 collision boxes, so we cut out things much top or below p1. And this is all great until comes BIG OBJs which is some kind of platforms. They are much bigger then grid cell. Circle test for will be successful, but deep check for whole big obj will fail And that the part I can't get. How do I store the grid position of big object? Like 4 grid coords for big object vertexes? And if one of them close to p1 do circle check for centre of big object then a deep one if succeed? Am I do it wrong? My possible solution:

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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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  • How to solve problems with movement in simple tile based multiplayer game?

    - by Murlo
    I'm making a simple tile based 2D multiplayer game in JavaScript using socket.io where you can move one tile every 200 ms. The two solutions I've tried are as follows: The client sends "walk one tile north" every 200 ms. Problem: People can easily hack the client to send the action more often. The client sends "walking north" and "stopped walking". Problem: Sometimes the player moves extra steps when "stopped walking" doesn't arrive in time. Do you know a way around these problems or is there a better way to do it? EDIT: Regarding the first solution I've tried adding validation on the server to check if it has been 200 ms since last movement. The problem is that latency still encourages people just to spam the action as much as possible, giving them an unfair advantage.

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  • C++: Checking if an object faces a point (within a certain range)

    - by bojoradarial
    I have been working on a shooter game in C++, and am trying to add a feature whereby missiles shot must be within 90 degrees (PI/2 radians) of the direction the ship is facing. The missiles will be shot towards the mouse. My idea is that the ship's angle of rotation is compared with the angle between the ship and the mouse (std::atan2(mouseY - shipY, mouseX - shipX)), and if the difference is less than PI/4 (45 degrees) then the missile can be fired. However, I can't seem to get this to work. The ship's angle of rotation is increased and decreased with the A and D keys, so it is possible that it isn't between 0 and 2*PI, hence the use of fmod() below. Code: float userRotation = std::fmod(user->Angle(), 6.28318f); if (std::abs(userRotation - missileAngle) > 0.78f) return; Any help would be appreciated. Thanks!

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  • Drag camera/view in a 3D world

    - by Dono
    I'm trying to make a Draggable view in a 3D world. Currently, I've made it using mouse position on the screen, but, when I move the distance traveled by my mouse is not equal to the distance traveled in the 3D world. So, I've tried to do that : Compute a ray from mouse position to 3D world. Calculate intersection with the ground. Check intersection difference old position <- new position. Translate camera with the difference. I've got a problem with this method: The ray is computed with the current camera's position I move the camera I compute the new ray with new camera position. The difference between old ray and new ray is now invalid. So, graphically my camera don't stop to move to previous/new position everytime. How can I do a draggable camera with another solution ? Thanks!

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  • How do I separate model positions from view positions in MVC?

    - by tieTYT
    Using MVC in games (as opposed to web apps) always confuses me when it comes to the view. How am I supposed to keep the model agnostic of how the view is presenting things? I always end up giving the Model a position that holds x and y but invariably, these values end up being in units of pixels and that feels wrong. I can see the advantage* of avoiding that but how am I supposed to? This idea was suggested: Don't think of it in units of pixels, think of them in arbitrary distance units that just happen map to pixels at a 1:1 ratio. Oh, the resolution is half of what it was? We are now taking the x/y coordinates at 50% value for screen display, and your spells casting range is still 300 units long, which now is 150 pixels. But those numbers conveniently work out. What do I do if the numbers divide in such a way that I get decimal places? Floating points are unsafe. I think allowing decimal places would eventually cause really weird bugs in my game. *It'd let me write the model once and write different views depending on the device.

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  • Problem with alleg42.dll / program crashes / Allegro & Codeblocks

    - by user24152
    I'm having a serious problem with allegro. The program should display random pixels on the screen and when I build and run it I get the following error message: Below is the full code of my program: #include <stdio.h> #include <stdlib.h> #include <time.h> #include "allegro.h" #define Text_Color_Red makecol(255,0,0) int main() { int ret; int color_depth = 32; int x; int y; int red; int green; int blue; int color; //init allegro allegro_init(); //install keyboard install_keyboard(); //set color depth to 32 bits set_color_depth(color_depth); //init random seed srand(time(NULL)); //init video mode to 640 x 480 ret = set_gfx_mode(GFX_AUTODETECT_WINDOWED,640,480,0,0); if(ret !=0) { allegro_message(allegro_error); return 1; } //Display string textprintf(screen,font,0,0,10,0,Text_Color_Red,"Screen Resolution is: %dx%d -- Press ESC to quit !",SCREEN_W,SCREEN_H); //display pixels until ESC key is pressed //wait for keypress while(!key[KEY_ESC]) { //set a random location x = 10 + rand() % (SCREEN_W-20); y = 10 + rand() % (SCREEN_H-20); //set a random color red = rand() % 255; green = rand() % 255; blue = rand() % 255; color = makecol(red,green,blue); //draw the pixel putpixel(screen, x, y, color); } //quit allegro allegro_exit(); } END_OF_MAIN() Error message: AllegroPixels1.exe has encountered a problem and needs to close. We are sorry for the inconvenience. Error signature: AppName: allegropixels1.exe AppVer: 0.0.0.0 ModName: alleg42.dll ModVer: 4.2.3.0 Offset: 0006c05c I am using Windows XP inside a virtual machine under Parallels 7.0

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  • When to use an Array vs When to use a Vector, when dealing with GameObjects?

    - by user32465
    I understand that from other answers, Arrays and Vectors are the best choices. Many on SE claim that Linked Lists and Maps are bad for video game programming. I understand that for the most part, I can use Arrays. However, I don't really understand exactly when to use Vectors over Arrays. Why even use Vectors? Wouldn't it be best if I simply always used an Array, that way I know how much memory my game needs? Specifically my game would only ever load a single "Map" area of tiles, such as Map[100][100], so I could very easily have an array of GameObjectContainer GameObjects[100][100], which would reserve an entire map's worth of possible gameobjects, correct? So why use a Vector instead? Memory is quite large on modern hardware.

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

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

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  • C++ Directx 11 D3DXVECTOR3 doesn't allow me to devide it

    - by Miguel P
    If i have a simple vector3 like this: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos)); It works perfect! But let's say i wanted to multiply it by: Speed*(float) timeHandler.GetDelta() So: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos) * Speed*(float) timeHandler.GetDelta()); Now this fails completely, i've used this snippet before, but for some wierd reason it simply won't work( The vector somehow leads x,y,z to 0 or almost, no idea why). Do you have any idea why?

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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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  • Perminantly Sync a wiimote with a computer

    - by Adam Geisweit
    i have tried to look up many ways to sync up my wiimotes to my computer so that i can program games with it, but every time it only syncs them up temporarily, or if it says it can permanently sync it, it doesn't actually do it. it gets tiresome when i have to keep on reconnecting it every time i want to save battery life. how would i be able to sync up my wiimote to my computer so that if i turn off my wiimote, i can just hit any button and it will automatically sync it up?

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  • Why do I have an error when adding states in slick?

    - by SystemNetworks
    When I was going to create another state I had an error. This is my code: public static final int play2 = 3; and public Game(String gamename){ this.addState(new mission(play2)); } and public void initStatesList(GameContainer gc) throws SlickException{ this.getState(play2).init(gc, this); } I have an error in the addState. above the above code. I don't know where is the problem. But if you want the whole code it is here: package javagame; import org.newdawn.slick.*; import org.newdawn.slick.state.*; public class Game extends StateBasedGame{ public static final String gamename = "NET FRONT"; public static final int menu = 0; public static final int play = 1; public static final int train = 2; public static final int play2 = 3; public Game(String gamename){ super(gamename); this.addState(new Menu(menu)); this.addState(new Play(play)); this.addState(new train(train)); this.addState(new mission(play2)); } public void initStatesList(GameContainer gc) throws SlickException{ this.getState(menu).init(gc, this); this.getState(play).init(gc, this); this.getState(train).init(gc, this); this.enterState(menu); this.getState(play2).init(gc, this); } public static void main(String[] args) { try{ AppGameContainer app =new AppGameContainer(new Game(gamename)); app.setDisplayMode(1500, 1000, false); app.start(); }catch(SlickException e){ e.printStackTrace(); } } } //SYSTEM NETWORKS(C) 2012 NET FRONT

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  • Finding the endpoint of a named bone in Irrlicht

    - by Boreal
    I'm making a tank game that will have multiple tanks. I want to be able to define the weapon placements using bones that I can add right inside the modelling program (Blender to be exact). All tanks will have a bone called Body and a bone called Turret, and then names like Cannon0 and PickupGun for where the shots will be fired from that are attached to the Turret bone. Is there some way to find the absolute end position of a bone that I choose by name?

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  • Game maps with "counties" that are split along lines that aren't necessarily straight

    - by pm_2
    I want to create a game environment that supports a 2D map. This is a really basic map, but must be split along lines that are not necessarily straight. So imagine a country with county boundaries. I then want to be able to detect drag / drop events within these counties. What I'm really looking for here is a pointer to where to start on this (how it has been done before - any existing libraries out there), as I'm sure that what I'm trying to do is not new - although I can't find a beginners guide for this anywhere.

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  • How do I find the angle required to point to another object?

    - by Ginamin
    I am making an air combat game, where you can fly a ship in a 3D space. There is an opponent that flies around as well. When the opponent is not on screen, I want to display an arrow pointing in the direction the user should turn, as such: So, I took the camera location and the oppenent location and did this: double newDirection = atan2(activeCamera.location.y-ship_wrap.location.y, activeCamera.location.x-ship_wrap.location.x); After which, I get the position on the circumferance of a circle which surrounds my crosshairs, like such: trackingArrow.position = point((60*sin(angle)+240),60*cos(angle)+160); It all works fine, except it's the wrong angle! I assume my calculation for the new direction is incorrect. Can anyone help?

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