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  • Game editor integration with the engine?

    - by Daniel
    What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way? Now the first thing I thought would be to create the game engine(*) extremely modular. For example I took the example of game states. You could have multiple game states that all have their own update() and draw() methods among others. Each game state class would inherit from a base GameState class. This allows for a more modular approach and a useful one at that. Now would the most efficient approach be to implement the editor along with the modular engine, or create two different designs for both the game, and editor? I thought to take the game state example and extend it to window states, and well could be used for a lot more systems. Is there a better implementation of this design(game state) for use in other systems used in the engine? *: Now I know the term game engine is sorta irrelevant, and misused in many situations. What I am referring to as the "game engine" is the combination of the systems that the game must interact with for short. Also this is more of a theory / design question than an implementation. Even though both mix, i'd rather like to have a more general idea on how the editor is built in an efficient way and still using the same engine code as what the game uses. Thanks, Daniel P.S If you need more clarification or extra bits just leave a comment.

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  • Rotation based on x coordinate and x velocity?

    - by Lewis
    -(void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { float deceleration = 0.3f, sensitivity = 8.0f, maxVelocity = 150; // adjust velocity based on current accelerometer acceleration playerVelocity.x = playerVelocity.x * deceleration + acceleration.x * sensitivity; // we must limit the maximum velocity of the player sprite, in both directions (positive & negative values) playerVelocity.x = fmaxf(fminf(playerVelocity.x, maxVelocity), -maxVelocity); } Hi, I want to rotate my sprite based on the velocity and accelerometer input. My sprite can move along the X axis like so: <--------- sprite ----------- But it always faces forwards, if it is moving left I want it to point slightly to the left, the degree of how far it is pointing to be judged from the velocity. This should also work for the right. I tried using atan but as the y velocity and position is always the same the function returns 0, which doesn't rotate it at all. Any ideas? Regards, Lewis.

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  • how can I specify interleaved vertex attributes and vertex indices

    - by freefallr
    I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into a shader program, for use with glDrawArrays. My vertex data already exists in a VertexBufferObject that uses the following data structure to create a vertex buffer: class CustomVertex { public: float m_Position[3]; // x, y, z // offset 0, size = 3*sizeof(float) float m_TexCoords[2]; // u, v // offset 3*sizeof(float), size = 2*sizeof(float) float m_Normal[3]; // nx, ny, nz; float colour[4]; // r, g, b, a float padding[20]; // padded for performance }; I've already written a working VertexBufferObject class that creates a vertex buffer object from an array of CustomVertex objects. This array is said to be interleaved. It renders successfully with the following code: void VertexBufferObject::Draw() { if( ! m_bInitialized ) return; glBindBuffer( GL_ARRAY_BUFFER, m_nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_nVboIdIndex ); glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glEnableClientState( GL_NORMAL_ARRAY ); glEnableClientState( GL_COLOR_ARRAY ); glVertexPointer( 3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 0) ); glTexCoordPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 12)); glNormalPointer(GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 20)); glColorPointer(3, GL_FLOAT, sizeof(CustomVertex), ((char*)NULL + 32)); glDrawElements( GL_TRIANGLES, m_nNumIndices, GL_UNSIGNED_INT, ((char*)NULL + 0) ); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 ); } Back to the Vertex Array Object though. My code for creating the Vertex Array object is as follows. This is performed before the ShaderProgram runtime linking stage, and no glErrors are reported after its steps. // Specify the shader arg locations (e.g. their order in the shader code) for( int n = 0; n < vShaderArgs.size(); n ++) glBindAttribLocation( m_nProgramId, n, vShaderArgs[n].sFieldName.c_str() ); // Create and bind to a vertex array object, which stores the relationship between // the buffer and the input attributes glGenVertexArrays( 1, &m_nVaoHandle ); glBindVertexArray( m_nVaoHandle ); // Enable the vertex attribute array (we're using interleaved array, since its faster) glBindBuffer( GL_ARRAY_BUFFER, vShaderArgs[0].nVboId ); glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, vShaderArgs[0].nVboIndexId ); // vertex data for( int n = 0; n < vShaderArgs.size(); n ++ ) { glEnableVertexAttribArray(n); glVertexAttribPointer( n, vShaderArgs[n].nFieldSize, GL_FLOAT, GL_FALSE, vShaderArgs[n].nStride, (GLubyte *) NULL + vShaderArgs[n].nFieldOffset ); AppLog::Ref().OutputGlErrors(); } This doesn't render correctly at all. I get a pattern of white specks onscreen, in the shape of the terrain rectangle, but there are no regular lines etc. Here's the code I use for rendering: void ShaderProgram::Draw() { using namespace AntiMatter; if( ! m_nShaderProgramId || ! m_nVaoHandle ) { AppLog::Ref().LogMsg("ShaderProgram::Draw() Couldn't draw object, as initialization of ShaderProgram is incomplete"); return; } glUseProgram( m_nShaderProgramId ); glBindVertexArray( m_nVaoHandle ); glDrawArrays( GL_TRIANGLES, 0, m_nNumTris ); glBindVertexArray(0); glUseProgram(0); } Can anyone see errors or omissions in either the VAO creation code or rendering code? thanks!

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  • A*, Tile costs and heuristic; How to approach

    - by Kevin Toet
    I'm doing exercises in tile games and AI to improve my programming. I've written a highly unoptimised pathfinder that does the trick and a simple tile class. The first problem i ran into was that the heuristic was rounded to int's which resulted in very straight paths. Resorting a Euclidian Heuristic seemed to fixed it as opposed to use the Manhattan approach. The 2nd problem I ran into was when i tried added tile costs. I was hoping to use the value's of the flags that i set on the tiles but the value's were too small to make the pathfinder consider them a huge obstacle so i increased their value's but that breaks the flags a certain way and no paths were found anymore. So my questions, before posting the code, are: What am I doing wrong that the Manhatten heuristic isnt working? What ways can I store the tile costs? I was hoping to (ab)use the enum flags for this The path finder isnt considering the chance that no path is available, how do i check this? Any code optimisations are welcome as I'd love to improve my coding. public static List<Tile> FindPath( Tile startTile, Tile endTile, Tile[,] map ) { return FindPath( startTile, endTile, map, TileFlags.WALKABLE ); } public static List<Tile> FindPath( Tile startTile, Tile endTile, Tile[,] map, TileFlags acceptedFlags ) { List<Tile> open = new List<Tile>(); List<Tile> closed = new List<Tile>(); open.Add( startTile ); Tile tileToCheck; do { tileToCheck = open[0]; closed.Add( tileToCheck ); open.Remove( tileToCheck ); for( int i = 0; i < tileToCheck.neighbors.Count; i++ ) { Tile tile = tileToCheck.neighbors[ i ]; //has the node been processed if( !closed.Contains( tile ) && ( tile.flags & acceptedFlags ) != 0 ) { //Not in the open list? if( !open.Contains( tile ) ) { //Set G int G = 10; G += tileToCheck.G; //Set Parent tile.parentX = tileToCheck.x; tile.parentY = tileToCheck.y; tile.G = G; //tile.H = Math.Abs(endTile.x - tile.x ) + Math.Abs( endTile.y - tile.y ) * 10; //TODO omg wtf and other incredible stories tile.H = Vector2.Distance( new Vector2( tile.x, tile.y ), new Vector2(endTile.x, endTile.y) ); tile.Cost = tile.G + tile.H + (int)tile.flags; //Calculate H; Manhattan style open.Add( tile ); } //Update the cost if it is else { int G = 10;//cost of going to non-diagonal tiles G += map[ tile.parentX, tile.parentY ].G; //If this path is shorter (G cost is lower) then change //the parent cell, G cost and F cost. if ( G < tile.G ) //if G cost is less, { tile.parentX = tileToCheck.x; //change the square's parent tile.parentY = tileToCheck.y; tile.G = G;//change the G cost tile.Cost = tile.G + tile.H + (int)tile.flags; // add terrain cost } } } } //Sort costs open = open.OrderBy( o => o.Cost).ToList(); } while( tileToCheck != endTile ); closed.Reverse(); List<Tile> validRoute = new List<Tile>(); Tile currentTile = closed[ 0 ]; validRoute.Add( currentTile ); do { //Look up the parent of the current cell. currentTile = map[ currentTile.parentX, currentTile.parentY ]; currentTile.renderer.material.color = Color.green; //Add tile to list validRoute.Add( currentTile ); } while ( currentTile != startTile ); validRoute.Reverse(); return validRoute; } And my Tile class: [Flags] public enum TileFlags: int { NONE = 0, DIRT = 1, STONE = 2, WATER = 4, BUILDING = 8, //handy WALKABLE = DIRT | STONE | NONE, endofenum } public class Tile : MonoBehaviour { //Tile Properties public int x, y; public TileFlags flags = TileFlags.DIRT; public Transform cachedTransform; //A* properties public int parentX, parentY; public int G; public float Cost; public float H; public List<Tile> neighbors = new List<Tile>(); void Awake() { cachedTransform = transform; } }

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  • Need ideas for an algorithm to draw irregular blotchy shapes

    - by Yttermayn
    I'm looking to draw irregular shapes on an x,y grid, and I'd like to come up with a simple, fast method if possible. My only idea so far is to draw a bunch of circles of random sizes very near each other, but at a random distance apart from a more or less central coordinate, then fill in any blank spaces. I realize this is a clunky, inelegant method, hopefully it will give you a rough idea of the kinds of rounded, random blotchy shapesI'm shooting for. Please suggest methods to accomplish this, I'm not so much interested in code. I can noodle that part out myself. Thanks!

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  • Managing game state / 'what to update' within an XNA game 'screen'

    - by codinghands
    Note - having read through other GDev questions suggested when writing this question I'm confident this isn't a dupe. Of course, it's 3am and I'm likely wrong, so please mod as such if so. I'm trying to figure out how best to manage state within my game screens - please bare with me though! At the moment I'm using a heavily modified version of the fantastic game state management example on the XNA site available here. This is working perfectly for my 'Screens' - 'IntroScreen' with some shiny logos, 'TitleScreen' and a 'MenuScreen' stacked on top for the title and menu, 'PlayScreen' for the actual gameplay, etc. Each screen has the a bunch of sprites, and an 'Update' and 'Draw', managed by a 'ScreenManager'. In addition to the above, and as suggested as an answer to my other question here, most screens have a 'GameProcessQueue' class full of 'GameProcess'es which lets me do just about anything (animations, youbetcha!), in any order, in sequence or parallel. Why mention all this? When I talk about managing game state I'm thinking more for complex scenarios within a 'Screen'. 'TitleScreen', 'MenuScreen' and the like are all relatively simple. 'Play Screen' less so. How do people manage the different 'states' within the screen (or whatever you call it) that 'does' gameplay? (for me, the 'PlayScreen') I've thought about the following: Enum of different states in the Screen, 'activeState' enum-type variable, switching on the enum in the Screen Update() loop to determine what Screen Update 'sub'-function is called. I can see this getting hairy pretty fast though as screens get more complex and with the 'PlayScreen' becoming a behemoth mega-class. 'State' class with Update loop - a Screen can have any number of 'States', 1+ of which are 'active'. Screen update loop calls update on all active states. States themselves know which screen they belong to, and may even belong to a 'StateManager' which handles transitioning from one state to the next. Once a state is over it's removed from the ScreenState list. The Screen doesn't need a bunch of GameProcessQueues, each State has its own. Abstract Screen further to be more flexible - I can see the similarities between what I've got (game 'Screens' handled by a ScreenManager) and what I want (states within a screen, and a mechanism to manage them). However at the moment I see 'Screens' as high level and very distinct ('PlayScreen' with baddies != 'MenuScreen' with 4 words and event handlers), where as my proposed 'States' are more intrinsically tied to a specific screen with complex requirements. I think. This is for a turn-based board game, so it's easier to define things as a discrete series of steps (IntroAnimation - P1Turn - P2Turn - P1Turn ... - GameOver - .... Obviously with an open-world RPG things are very different, but any advice in this scenario is appreciated. If I'm just going OOP-crazy please say so. Similarly I'm concious there's a huge amount on this site re: state management. But as my first 'serious' game after a couple of false starts I'd like to get this right, and would rather be harassed and modded down than never ask :)

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  • Unable to create xcode project again from unity

    - by Engr Anum
    I am using unity 4.5.3. I already created/built xcode project from unity. However, there were some strange linking errors I was unable to solve, so I decided to delete my xcode project and rebuilt it again from unity. Unfortunately, whenever I try to build the project, just empty project folder is created. There is nothing inside it. I don't know why it is happening. Please tell me how can I create xcode project again. May be I am missing small thing. Thanks.

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  • Ideas for attack damage algorithm (language irrelevant)

    - by Dillon
    I am working on a game and I need ideas for the damage that will be done to the enemy when your player attacks. The total amount of health that the enemy has is called enemyHealth, and has a value of 1000. You start off with a weapon that does 40 points of damage (may be changed.) The player has an attack stat that you can increase, called playerAttack. This value starts off at 1, and has a possible max value of 100 after you level it up many times and make it farther into the game. The amount of damage that the weapon does is cut and dry, and subtracts 40 points from the total 1000 points of health every time the enemy is hit. But what the playerAttack does is add to that value with a percentage. Here is the algorithm I have now. (I've taken out all of the gui, classes, etc. and given the variables very forward names) double totalDamage = weaponDamage + (weaponDamage*(playerAttack*.05)) enemyHealth -= (int)totalDamage; This seemed to work great for the most part. So I statrted testing some values... //enemyHealth ALWAYS starts at 1000 weaponDamage = 50; playerAttack = 30; If I set these values, the amount of damage done on the enemy is 125. Seemed like a good number, so I wanted to see what would happen if the players attack was maxed out, but with the weakest starting weapon. weaponDamage = 50; playerAttack = 100; the totalDamage ends up being 300, which would kill an enemy in just a few hits. Even with your attack that high, I wouldn't want the weakest weapon to be able to kill the enemy that fast. I thought about adding defense, but I feel the game will lose consistency and become unbalanced in the long run. Possibly a well designed algorithm for a weapon decrease modifier would work for lower level weapons or something like that. Just need a break from trying to figure out the best way to go about this, and maybe someone that has experience with games and keeping the leveling consistent could give me some ideas/pointers.

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  • 3D Camera Problem

    - by Chris
    I allow the user to look around the scene by holding down the left mouse button and moving the mouse. The problem that I have is I can be facing one direction, I move the mouse up and the view tilts up, I move down and the view titles down. If I spin around 180 my left and right still works fine, but when I move the mouse up the view tilts down, and when I move the mouse down the view titles up. This is the code I am using, can anyone see what the problem with the logic is? var viewDir = g_math.subVector(target, g_eye); var rotatedViewDir = []; rotatedViewDir[0] = (Math.cos(g_mouseXDelta * g_rotationDelta) * viewDir[0]) - (Math.sin(g_mouseXDelta * g_rotationDelta) * viewDir[2]); rotatedViewDir[1] = viewDir[1]; rotatedViewDir[2] = (Math.cos(g_mouseXDelta * g_rotationDelta) * viewDir[2]) + (Math.sin(g_mouseXDelta * g_rotationDelta) * viewDir[0]); viewDir = rotatedViewDir; rotatedViewDir[0] = viewDir[0]; rotatedViewDir[1] = (Math.cos(g_mouseYDelta * g_rotationDelta * -1) * viewDir[1]) - (Math.sin(g_mouseYDelta * g_rotationDelta * -1) * viewDir[2]); rotatedViewDir[2] = (Math.cos(g_mouseYDelta * g_rotationDelta * -1) * viewDir[2]) + (Math.sin(g_mouseYDelta * g_rotationDelta * -1) * viewDir[1]); g_lookingDir = rotatedViewDir; var newtarget = g_math.addVector(rotatedViewDir, g_eye);

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  • Can I run into legal issues with random names?

    - by Nathan Sabruka
    I'm currently building a game whose NPC's are going to be assigned a random gender and a random name for the right gender. To do this I will be using a "database" of names (actually a text file with tuples). There would also be a list of last names, which will be added to the first name also randomly. My question is the following. Suppose one such random name is "George Bush", and this person has been randomly assigned the job of president. As you can see, this could easily be seen as having been "copied" from a real-life person. The main issue is this. Names will be randomly-generated, yes, but the seed for random-number generation will be constant. In other words, the name of an NPC would be randomly-generated, i.e. I wouldn't choose it, but it would be the same for every player. Could this get me in trouble? We cannot verify all possible names, since the generated number of NPC's could be potentially limitless (new NPC's are being created whenever needed).

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  • multithreading problem with Nvidia PhysX

    - by xcrypt
    I'm having a multithreading problem with Nvidia PhysX. the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults(waits 'till the physics computations are done). Inbetween Simulate() and FetchResults() you may not 'compute new physics' It is proposed (in a sample) that we create a game loop as such: Logic (you may calculate physics here and other stuff) Render + Simulate() at start of Render call and FetchResults at end of Render() call However, this has given me various little errors that stack up: since you actually render the scene that was computed in the previous iteration in the game loop. I wonder if there's a way around this? I've been trying and trying, but I can't think of a solution...

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  • How to create Executable Jar

    - by Siddharth
    When I try to create a jar file i found the following error, so please someone help me to out of this. Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: img/black_ring.png at com.badlogic.gdx.graphics.Pixmap.(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.(Texture.java:133) at com.badlogic.gdx.graphics.Texture.(Texture.java:122) at com.badlogic.runningball.UserBall.(UserBall.java:19) at com.badlogic.runningball.GameScreen.(GameScreen.java:25) at com.badlogic.runningball.RunningBall.create(RunningBall.java:12) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:126) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: img/black_ring.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.(Pixmap.java:134) ... 10 more

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  • Tweaking AStar to find closest location to unreachable destination

    - by Shivan Dragon
    I've implemented AStar in Java and it works ok for an area with obstacles where the chosen destination is reachable. However, when the destination is unreachable, the calculated "path" is in no way to the closest location (to the unreachable location) but is instead some random path. Is there a feasible way to tweak AStar into finding the path to the closest location to an unreachable destination?

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  • Drawing simple geometric figures with DrawUserPrimitives?

    - by Navy Seal
    I'm trying to draw a simple triangle based on an array of vertex. I've been searching for a tutorial and I found a simple example on riemers but I couldn't get it to work. I think it was made for XNA 3 and it seems there were some changes to XNA 4? Using this example: http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/The_first_triangle.php I get this error: Additional information: The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I'm not english so I'm having some trouble to understand everything. For what I understand error is confusing because I'm trying to draw a triangle color based and not texture based and it shouldn't need a texture. Also I saw some articles about dynamic shadows and lights and I would like to know if this is the kind of code used to do it with some tweaks like culling because I'm wondering if its heavy code for performance in real time.

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  • Checker AI in visual basic not working [on hold]

    - by Eugene Galkine
    I am trying to a make checkers in visual basic with ai. I am using the minimax algorithm (or at least what I understand of it) and it works, except the ai is retarded and plays like it is trying to loose and I tried to switch around the min and the max but the results are IDENTICAL. I am pissed of and have been trying to fix it for over a week now, I would really appreciate it if someone could help me out here. I have 3 years experience of programming (in Java, only about of month of VB experience) and I always am able to solve all my errors on my own so I don't know why I can't get this to work. The program is not at all optimized or anything at this point and is over 1.2K lines long, so here is the entire vb project instead: https://www.dropbox.com/sh/evii0jendn93ir2/9fntwH2dNW I would really appreciate any help I could get.

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  • New way of integrating Openfeint in Cocos2d-x 0.12.0

    - by Ef Es
    I am trying to implement OpenFeint for Android in my cocos2d-x project. My approach so far has been creating a button that calls a static java method in class Bridge using jnihelper functions (jnihelper only accepts statics). Bridge has one singleton attribute of type OFAndroid, that is the class dynamically calling the Openfeint Api methods, and every method in the bridge just forwards it to the OFAndroid object. What I am trying to do now is to initialize the openfeint libraries in the main java class that is the one calling the static C++ libraries. My problem right now is that the initializing function void com.openfeint.api.OpenFeint.initialize(Context ctx, OpenFeintSettings settings, OpenFeintDelegate delegate) is not accepting the context parameter that I am giving him, which is a "this" reference to the main class. Main class extends from Cocos2dxActivity but I don't have any other that extends from Application. Any suggestions on fixing it or how to improve the architecture? EDIT: I am trying a new solution. Make the bridge class into an Application child, is called from Main object, initializes OpenFeint when created and it can call the OpenFeint functions instead of needing an additional class. The problem is I still get the error. 03-30 14:39:22.661: E/AndroidRuntime(9029): Caused by: java.lang.NullPointerException 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.content.ContextWrapper.getPackageManager(ContextWrapper.java:85) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.validateManifest(OpenFeintInternal.java:885) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initializeWithoutLoggingIn(OpenFeintInternal.java:829) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.internal.OpenFeintInternal.initialize(OpenFeintInternal.java:852) 03-30 14:39:22.661: E/AndroidRuntime(9029): at com.openfeint.api.OpenFeint.initialize(OpenFeint.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.NuroFeint.onCreate(NuroFeint.java:23) 03-30 14:39:22.661: E/AndroidRuntime(9029): at nurogames.fastfish.FastFish.onCreate(FastFish.java:47) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1069) 03-30 14:39:22.661: E/AndroidRuntime(9029): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2751)

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  • 2D Platformer Collision Handling

    - by defender-zone
    Hello, everyone! I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top of the platform, reposition him to the top; if there is a collision to the sides, reposition the player back to the side of the object; if there is a collision to the bottom, reposition the player under the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I want to learn on my own) or the something like the SAT (Separating Axis Theorem) if at all possible. Thank you in advance for your help! void world1Level1CollisionDetection() { for(int i; i < blocks; i++) { if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==true) { int up = 0; int left = 0; int right = 0; int down = 0; if(ball.coords[0] < block[i].coords[0] && block[i].coords[0] < ball.coords[2] && ball.coords[2] < block[i].coords[2]) { left = 1; } if(block[i].coords[0] < ball.coords[0] && ball.coords[0] < block[i].coords[2] && block[i].coords[2] < ball.coords[2]) { right = 1; } if(ball.coords[1] < block[i].coords[1] && block[i].coords[1] < ball.coords[3] && ball.coords[3] < block[i].coords[3]) { up = 1; } if(block[i].coords[1] < ball.coords[1] && ball.coords[1] < block[i].coords[3] && block[i].coords[3] < ball.coords[3]) { down = 1; } cout << left << ", " << right << ", " << up << ", " << down << ", " << endl; if (left == 1) { ball.coords[0] = block[i].coords[0] - 16.0f; ball.coords[2] = block[i].coords[0] - 0.0f; } if (right == 1) { ball.coords[0] = block[i].coords[2] + 0.0f; ball.coords[2] = block[i].coords[2] + 16.0f; } if (down == 1) { ball.coords[1] = block[i].coords[3] + 0.0f; ball.coords[3] = block[i].coords[3] + 16.0f; } if (up == 1) { ball.yspeed = 0.0f; ball.gravity = 0.0f; ball.coords[1] = block[i].coords[1] - 16.0f; ball.coords[3] = block[i].coords[1] - 0.0f; } } if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==false) { ball.gravity = -0.5f; } } } To explain what some of this code means: The blocks variable is basically an integer that is storing the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird, so that's worth explaining. coords[0] represents the x position (left) of the object (where it starts on the x axis). coords[1] represents the y position (top) of the object (where it starts on the y axis). coords[2] represents the width of the object plus coords[0] (right). coords[3] represents the height of the object plus coords[1] (bottom). de2dCheckCollision performs an AABB collision detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help!

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  • Error instantiating Texture2D in MonoGame for Windows 8 Metro Apps

    - by JimmyBoh
    I have an game which builds for WindowsGL and Windows8. The WindowsGL works fine, but the Windows8 build throws an error when trying to instantiate a new Texture2D. The Code: var texture = new Texture2D(CurrentGame.SpriteBatch.GraphicsDevice, width, 1); // Error thrown here... texture.setData(FunctionThatReturnsColors()); You can find the rest of the code on Github. The Error: SharpDX.SharpDXException was unhandled by user code HResult=-2147024809 Message=HRESULT: [0x80070057], Module: [Unknown], ApiCode: [Unknown/Unknown], Message: The parameter is incorrect. Source=SharpDX StackTrace: at SharpDX.Result.CheckError() at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription& descRef, DataBox[] initialDataRef, Texture2D texture2DOut) at SharpDX.Direct3D11.Texture2D..ctor(Device device, Texture2DDescription description) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipmap, SurfaceFormat format, Boolean renderTarget) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height) at BrewmasterEngine.Graphics.Content.Gradient.CreateHorizontal(Int32 width, Color left, Color right) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Graphics\Content\Gradient.cs:line 16 at SampleGame.Menu.Widgets.GradientBackground.UpdateBounds(Object sender, EventArgs args) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 39 at SampleGame.Menu.Widgets.GradientBackground..ctor(Color start, Color stop, Int32 scrollamount, Single scrollspeed, Boolean horizontal) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 25 at SampleGame.Scenes.IntroScene.Load(Action done) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Scenes\IntroScene.cs:line 23 at BrewmasterEngine.Scenes.Scene.LoadScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\Scene.cs:line 89 at BrewmasterEngine.Scenes.SceneManager.Load(String sceneName, Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 69 at BrewmasterEngine.Scenes.SceneManager.LoadDefaultScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 83 at BrewmasterEngine.Framework.Game2D.LoadContent() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 117 at Microsoft.Xna.Framework.Game.Initialize() at BrewmasterEngine.Framework.Game2D.Initialize() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 105 at Microsoft.Xna.Framework.Game.DoInitialize() at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) at Microsoft.Xna.Framework.Game.Run() at Microsoft.Xna.Framework.MetroFrameworkView`1.Run() InnerException: Is this an error that needs to be solved in MonoGame, or is there something that I need to do differently in my engine and game?

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • C# creating a simple snake game

    - by Guy David
    I was thinking about creating a snake game with C#, so I ran ideas in my head, and some problems came up. How can I track and output in the correct location the blocks that run after the snake's head? If the snake is built of five blocks, and the user starts going in a circle, how can I print the snake body in the right location? Also, how can I create an action that will run on the background, which will move the snake forward, no matter what the user does? What structure should my code have? (code design structure) This should be a console application, since it's the only framework I am familiar with. I am not looking for finished code, since I want to really understand how it should work.

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  • Parent variable inheritance methods Unity3D/C#

    - by Timothy Williams
    I'm creating a system where there is a base "Hero" class and each hero inherits from that with their own stats and abilities. What I'm wondering is, how could I call a variable from one of the child scripts in the parent script (something like maxMP = MP) or call a function in a parent class that is specified in each child class (in the parent update is alarms() in the child classes alarms() is specified to do something.) Is this possible at all? Or not? Thanks.

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  • How to manage own bots at the server?

    - by Nikolay Kuznetsov
    There is a game server and people can play in game rooms of 2, 3 or 4. When a client connects to server he can send a request specifying a number of people or range he wants to play with. One of this value is valid: {2-4, 2-3, 3-4, 2, 3, 4} So the server maintains 3 separate queues for game room with 2, 3 and 4 people. So we can denote queues as #2, #3 and #4. It work the following way. If a client sends request, 3-4, then two separate request are added to queues #3 and #4. If queue #3 now have 3 requests from different people then game room with 3 players is created, and all other requests from those players are removed from all queues. Right now not many people are online simultaneously, so they apply for a game wait for some time and quit because game does not start in a reasonable time. That's a simple bot for beginning has been developed. So there is a need to patch server code to run a bot, if some one requests a game, but humans are not online. Input: request from human {2-4, 2-3, 3-4, 2, 3, 4} Output: number of bots to run and time to wait for each before connecting, depending on queues state. The problem is that I don't know how to manage bots properly at the server? Example: #3 has 1 request and #4 has 1 request Request from user is {3,4} then server can add one bot to play game with 3 people or two bots to play game of 4. Example: #3 has 1 request and #4 has 2 requests Request from user is {3,4} then in each case just one bot is needed so game with 4 players is more preferrable.

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  • Incomplete mesh using DrawIndexedPrimitives after rotating mesh

    - by user1278255
    Through help on this site I was able to draw the triangles of an unrotated, nonscaled nontransformed mesh created in Blender and exported to OBJ, accurately imported through Assimp and rendered in XNA Graphics. However after applying rotation on a single axis in Blender(Z) and adding materials(I wanted to test loading of materials through Assimp) the same mesh appears incomplete. Is something wrong with my view matrix or is it something else? This is what the unrotated mesh looks like: http://www.4shared.com/photo/qXNUSvxtba/okcube.html Here is the rotated mesh: http://www.4shared.com/photo/HAys2rWvba/badcube.html Camera, View and Projection are defined as follows: cameraPos = new Vector3(0, 5, 9); viewMatrix = Matrix.CreateLookAt(cameraPos, new Vector3(0, 0, 1), new Vector3(0, 1, 0)); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 200.0f); Rendering is done through this code: device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); effect = new BasicEffect(GraphicsDevice); effect.VertexColorEnabled = true; effect.View = viewMatrix; effect.Projection = projectionMatrix; effect.World = Matrix.Identity; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(vertexBuffer); device.Indices = indexBuffer; device.DrawIndexedPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleList, 0, 0, oScene.Meshes[0].VertexCount, 0, mMesh.FaceCount); } base.Draw(gameTime);

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  • Resultant Vector Algorithm for 2D Collisions

    - by John
    I am making a Pong based game where a puck hits a paddle and bounces off. Both the puck and the paddles are Circles. I came up with an algorithm to calculate the resultant vector of the puck once it meets a paddle. The game seems to function correctly but I'm not entirely sure my algorithm is correct. Here are my variables for the algorithm: Given: velocity = the magnitude of the initial velocity of the puck before the collision x = the x coordinate of the puck y = the y coordinate of the puck moveX = the horizontal speed of the puck moveY = the vertical speed of the puck otherX = the x coordinate of the paddle otherY = the y coordinate of the paddle piece.horizontalMomentum = the horizontal speed of the paddle before it hits the puck piece.verticalMomentum = the vertical speed of the paddle before it hits the puck slope = the direction, in radians, of the puck's velocity distX = the horizontal distance between the center of the puck and the center of the paddle distY = the vertical distance between the center of the puck and the center of the paddle Algorithm solves for: impactAngle = the angle, in radians, of the angle of impact. newSpeedX = the speed of the resultant vector in the X direction newSpeedY = the speed of the resultant vector in the Y direction Here is the code for my algorithm: int otherX = piece.x; int otherY = piece.y; double velocity = Math.sqrt((moveX * moveX) + (moveY * moveY)); double slope = Math.atan(moveX / moveY); int distX = x - otherX; int distY = y - otherY; double impactAngle = Math.atan(distX / distY); double newAngle = impactAngle + slope; int newSpeedX = (int)(velocity * Math.sin(newAngle)) + piece.horizontalMomentum; int newSpeedY = (int)(velocity * Math.cos(newAngle)) + piece.verticalMomentum; for those who are not program savvy here is it simplified: velocity = v(moveX² + moveY²) slope = arctan(moveX / moveY) distX = x - otherX distY = y - otherY impactAngle = arctan(distX / distY) newAngle = impactAngle + slope newSpeedX = velocity * sin(newAngle) + piece.horizontalMomentum newSpeedY = velocity * cos(newAngle) + piece.verticalMomentum My Question: Is this algorithm correct? Is there an easier/simpler way to do what I'm trying to do?

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  • Dividing up spritesheet in Javascript

    - by hustlerinc
    I would like to implement an object for my spritesheets in Javascript. I'm very new to this language and game-developement so I dont really know how to do it. My guess is I set spritesize to 16, use that to divide as many times as it fits on the spritesheet and store this value as "spritesheet". Then a for(i=0;i<spritesheet.length;i++) loop running over the coordinates. Then tile = new Image(); and tile.src = spritesheet[i] to store the individual sprites based on their coordinates on the spritesheet. My problem is how could I loop trough the spritesheet and make an array of that? The result should be similar to: var tile = Array( "img/ground.png", "img/crate.png" ); If possible this would be done with one single object that i only access once, and the tile array would be stored for later reference. I couldn't find anything similar searching for "javascript spritesheet". Edit: I made a small prototype of what I'm after: function Sprite(){ this.size = 16; this.spritesheet = new Image(); this.spritesheet.src = 'img/spritesheet.png'; this.countX = this.spritesheet.width / 16; this.countY = this.spritesheet.height / 16; this.spriteCount = this.countX * this.countY; this.divide = function(){ for(i=0;i<this.spriteCount;i++){ // define spritesheet coordinates and store as tile[i] } } } Am I on the right track?

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