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  • Binding BoundingSpheres to a world matrix in XNA

    - by NDraskovic
    I made a program that loads the locations of items on the scene from a file like this: using (StreamReader sr = new StreamReader(OpenFileDialog1.FileName)) { String line; while ((line = sr.ReadLine()) != null) { red = line.Split(','); model = row[0]; x = row[1]; y = row[2]; z = row[3]; elements.Add(Convert.ToInt32(model)); data.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfepheres.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } I also have a list of BoundingSpheres (called spheres) that adds a new bounding sphere for each line from the file. In this program I have one item (a simple box) that moves (it has its world matrix called matrixBox), and other items are static entire time (there is a world matrix that holds those elements called simply world). The problem i that when I move the box, bounding spheres move with it. So how can I bind all BoundingSpheres (except the one corresponding to the box) to the static world matrix so that they stay in their place when the box moves?

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  • 2D fighting bounding boxes

    - by user36420
    I'm prototyping a 2D platformer/brawler game for uni and I'm having some trouble with creating collision/bounding boxes. This is most likely going to end up on a Vita so I do have some library constraints as well as performance implications. None of this has yet been implemented but is all theory. My idea was to have the artist create a sprite sheet for the character animation and then a second identical sprite sheet with the corresponding collisions in a solid colour (e.g green for where the character can be hit and red for dealing damage, near the foot if kicking etc.) With this, I would then parse the collision sheet and generate the various collisions required storing them in the character model. This is the point I feel would be most inefficient. While I think this is a possible solution, I was wondering if there was a more standard way of doing this or a more efficient way as I feel this would have severe performance problems.

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  • Rotation angle based on touch move

    - by Siddharth
    I want to rotate my stick based on the movement of the touch on the screen. From my calculation I did not able to find correct angle in degree. So please provide guidance, my code snippet for that are below. if (pSceneTouchEvent.isActionMove()) { pValueX = pSceneTouchEvent.getX(); pValueY = CAMERA_HEIGHT - pSceneTouchEvent.getY(); rotationAngle = (float) Math.atan2(pValueX, pValueY); stick.setRotation((float) MathUtils.radToDeg(rotationAngle)); }

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  • Good university for computer science with plans for Game Dev.

    - by DukeYore
    I am starting my Computer science degree at a local community college in Programming using C++. However, i will be transferring to a 4-year university. Does anyone have any insight on university programs? I know Cal State Fullerton has a degree with a minor in Game Dev. however, is that as important as getting a degree from a really great school? if i could shoot for something like Cal Poly would that be better? Or even Stanford or SF state being so close to so many gaming companies up there in the bay area? thank you in advance for any guidance.

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  • Should I use OpenGL or DX11 for my game?

    - by Sundareswaran Senthilvel
    I'm planning to write a game from scratch (a BIG Game, for commercial purpose). I'm aware that there are certain compute libraries like OpenCL, AMD APP SDK, C++ AMP as well as DirectCompute - both from MS (NOT interested in CUDA) are available in the market. I'm planning to write the game from the scratch, which includes the following engines... Physics Engine AI Engine Main Game Engine (... and if anything is missed). I'm aware that, there are some free physics engine libraries in the market. Not sure about free AI engine libraries. I'm bit confused in choosing between the OpenCL, AMD APP SDK, and C++ AMP libraries (as already mentioned i'm NOT interested in CUDA). I want my game to be published in Windows/Android/Mac OSX. It means it should be a cross-platform game. I will be having "one source code" that i'll compile for various platforms like Windows/Android/Mac OSX, and any others if i missed. Note: Since I'm NOT a Java guy, kindly do NOT suggest me the Java Language. For Graphics language should i use OpenGL or DirectX 11? I have heard that OpenGL runs on a single core, and not sure of DirectX 11. Between OpenGL and DirectX which one should i follow? or else, are there any other graphics language that i need to start with? I want to make use of the parallelism in GPU as well as CPU.

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  • Advantages of Steam Greenlight

    - by ashes999
    Let's assume that I can pick a fairly decent game, build it, and finish it with sufficient chrome plating; let's also assume that I can market it myself to some extent, through my own website. What exactly are the advantages of going through Steam Greenlight? Assuming I can actually get through the process and reach sufficient critical mass to be "Greenlight." Can I really expect a lot more marketing (and sales) if I succeed?

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  • Amazon GameCircle Integration

    - by user1095509
    I'm trying to integrate Amazon GameCircle and I have been able to successfully initialize GameCircle in my app, but the problem is when I click on the button that displays achievements, the GameCircle achievement list comes up but it says "You have unlocked 0 of 0 achievements". Same happens with leaderboards i.e there are no leaderboards for this app. I have created a Leaderboard and a few achievements on the online developer portal for Amazon but they don't show for some reason. Can someone help me with this. Any links/resources that help with integrating GameCircle will be appreciated. Thanks.

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  • How does a segment-based rendering engine (as in Descent) work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • Can WebGL be used to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • Calculating the correct particle angle in an outwards explosion

    - by Sun
    I'm creating a simple particle explosion but am stuck in finding the correct angle to rotate my particle. The effect I'm going for is similar to this: Where each particle is going outwards from the point of origin and at the correct angle. This is what I currently have: As you can see, each particle is facing the same angle, but I'm having a little difficulty figuring out the correct angle. I have the vector for the point of emission and the new vector for each particle, how can I use this to calculate the angle? Some code for reference: private Particle CreateParticle() { ... Vector2 velocity = new Vector2(2.0f * (float)(random.NextDouble() * 2 - 1), 2.0f * (float)(random.NextDouble() * 2 - 1)); direction = velocity - ParticleLocation; float angle = (float)Math.Atan2(direction.Y, direction.X); ... return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl, EmitterLocation); } I am then using the angle created as so in my particles Draw method: spriteBatch.Draw(Texture, Position, null, Color, Angle, origin, Size, SpriteEffects.None, 0f);

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  • Viewport.Unproject - Checking if a model intersects a large sprite

    - by Fibericon
    Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); Picture levelCannon as being a laser beam that goes across the entire screen. I need to see if my 3d model intersects with the screen space inhabited by the sprite. I managed to dig up Viewport.Unproject, but that seems to only be useful when dealing with a single point in 2d space, rather than an area. What can I do in my case?

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  • XNA Windows Phone 7 Sprite movement

    - by Darren Gaughan
    I'm working on a Windows phone game and I'm having difficulty with the sprite movement. What I want to do is make the sprite gradually move to the position that is touched on screen, when there is only one quick touch and release. At the minute all I can do is either make the sprite jump instantly to the touch location or move along to the touch location when the touch is held down. Code for jumping to touch location: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { while (position.X < newPos.X) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } } Code to gradually move along while touch is held: TouchCollection touchCollection = TouchPanel.GetState(); foreach (TouchLocation tl in touchCollection) { if ((tl.State == TouchLocationState.Pressed) || (tl.State == TouchLocationState.Moved)) { Vector2 newPos = new Vector2(tl.Position.X,tl.Position.Y); if (position != newPos) { position.X += (float)theGameTime.ElapsedGameTime.Milliseconds / 10.0f * spriteDirectionRight; } } } These are in the Update() method of the Sprite class.

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  • Updating the jump in game

    - by Luka Tiger
    I am making a Java game and I want my game to run the same on any FPS so I'm using time delta between each update. This is the update method of the Player: public void update(long timeDelta) { //speed is the movement speed of a player on X axis //timeDelta is expressed in nano seconds so I'm dividing it with 1000000000 to express it in seconds if (Input.keyDown(37)) this.velocityX -= speed * (timeDelta / 1000000000.0); if (Input.keyDown(39)) this.velocityX += speed * (timeDelta / 1000000000.0); if(Input.keyPressed(38)) { this.velocityY -= 6; } velocityY += g * (timeDelta/1000000000.0); //applying gravity move(velocityX, velocityY); /*this is method which moves a player according to velocityX and velocityY, and checking the collision */ this.velocityX = 0.0; } The strange thing is that when I have unlimited FPS (and update number) my player is jumping about 10 blocks. It jumps even higher when the FPS is increasing. If I limit FPS it is jumping 4 blocks. (BLOCK: 32x32) I have just realized that the problem is this: if(Input.keyPressed(38)) { this.velocityY -= 6; } I add -6 to velocityY which increases player's Y proportionally to the update number and not to the time. But I don't know how to fix this.

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  • A way to store potentially infinite 2D map data?

    - by Blam
    I have a 2D platformer that currently can handle chunks with 100 by 100 tiles, with the chunk coordinates are stored as longs, so this is the only limit of maps (maxlong*maxlong). All entity positions etc etc are chunk relevant and so there is no limit there. The problem I'm having is how to store and access these chunks without having thousands of files. Any ideas for a preferably quick & low HD cost archive format that doesn't need to open everything at once?

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  • Which isometric angles can be mirrored (and otherwise transformed) for optimization?

    - by Tom
    I am working on a basic isometric game, and am struggling to find the correct mirrors. Mirror can be any form of transform. I have managed to get SE out of SW, by scaling the sprite on X axis by -1. Same applies for NE angle. Something is bugging me, that I should be able to also mirror N to S, but I cannot manage to pull this one off. Am I just too sleepy and trying to do the impossible, or a basic -1 scale on Y axis is not enough? What are the common used mirror table for optimizing 8 angle (N, NE, E, SE, S, SW, W, NW) isometric sprites?

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  • Zooming to point of interest

    - by user1010005
    I have the following variables: Point of interest which is the position(x,y) in pixels of the place to focus. Screen width,height which are the dimensions of the window. Zoom level which sets the zoom level of the camera. And this is the code I have so far. void Zoom(int pointOfInterestX,int pointOfInterstY,int screenWidth, int screenHeight,int zoomLevel) { glTranslatef( (pointOfInterestX/2 - screenWidth/2), (pointOfInterestY/2 - screenHeight/2),0); glScalef(zoomLevel,zoomLevel,zoomLevel); } And I want to do zoom in/out but keep the point of interest in the middle of the screen. but so far all of my attempts have failed and I would like to ask for some help.

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  • Dynamic content realoding

    - by Kikaimaru
    Is there a relatively simple way to dynamicaly reload content files? (ie: effect files) I know i can do following: Detect change of file Run content pipeline to rebuild that specific file Unload ALL content that was loaded Load All content And use double references to reference content files. Problem is with step 3 (and step 2 isn't that nice too). But i need to unload everything because if i have model Hero.x which references Model.fx effect, and i change Model.fx file, i need to reload Hero.x file which will then call LoadExternalReference on Model.fx. So I guess question is, did someone mange to make this work without rewriting whole ContentManager (and every ContentReader) and tracking calls to LoadExternalReference?

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  • Make Sprite Jump Upon a Platform

    - by Geore Shg
    I have been struggling to make a game like Doodle Jump where the sprite jumps on a platform. So how do you make a sprite jump upon platforms in XNA? Th platforms are represented by a list of positions like Public platformList As List(Of Vector2) This is the collision detection under update() Dim mainSpriteRect As Rectangle = New Rectangle(CInt(mainSprite.Position.X), CInt(mainSprite.Position.Y), mainSprite.texture.Width, mainSprite.texture.Height) 'a node is simply a class with the texture and position' For Each _node As Node In _gameMap.nodeList Dim blockRect As Rectangle = New Rectangle(CInt(_node.Position.X), CInt(_node.Position.Y), _BlocksTexture.Width, _BlocksTexture.Height) If mainSpriteRect.Intersects(blockRect) Then 'what should I do here? For example velocity and position?' End If If (_node.Position.Y > 800) Then nodeList.Remove(_node) End If Next

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  • Point line collision reaction

    - by user4523
    I am trying to program point line segment collision detection and reaction. I am doing this for fun and to learn. The point moves (it has a velocity, and can be controlled by the user), whilst the lines are strait and stationary. The lines are not axis aligned. Everything is in 2D. It is quite straight forward to work out if a collision has occurred. For each frame, the point moves from A to B. AB is a line, and if it crosses the line segment, a collision has occurred (or will occur) and I am able to work out the point of intersection (poi). The problem I am having is with the reaction. Ideally I would like the point to be prevented from moving across the line. In one frame, I can move the point back to the poi (or only alow it to move as far as the poi), and alter the velocity. The problem I am having with this approach (I think) is that, next frame the user may try to cross the line again. Although the point is on the poi, the point may not be exactly on the line. Since it is not axis aligned, I think there is always some subtle rounding issue (A float representation of a point on a line might be rounded to a point that is slightly on one side or the other). Because of this, next frame the path might not intersect the line (because it can start on the other side and move away from it) and the point is effectively allowed to cross the line. Firstly, does the analysis sound correct? Having accepted (maybe) that I cannot always exactly position the point on the line, I tried to move the point away from the line slightly (either along the normal to the line, or along the path vector). I then get a problem at edges. Attempting to fix one collision by moving the point away from the line (even slightly) can cause it to cross another line (one shape I am dealing with is a star, with sharp corners). This can mean that the solution to one collision inadvertently creates another collision, which is ignored. Again, does this sound correct? Anyway, whatever I try, I am having difficulty with edges, and the point is occasionally able to penetrate the polygons and cross lines, which is undesirable. Whilst I can find a lot of information about collision detection on the web (and on this site) I can find precious little information on collision reaction. Does any one know of any good point line collision reaction tutorials? Or is my approach too flawed/over complicated?

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  • Are there some methodologies to define a game's rules?

    - by bAN
    I would like to write some rules for a game I have in head but I don't know how to do that. So are there some methodologies or modeling tools (like UML) to do that? I'm thinking about a kind of tree of competencies or some kind of map to be sure that the game is well balanced. I always wonder how the team who imagines some powers in magic the gathering for example does it. Do they have some diagrams to be sure the powers or creatures they imagine are well balanced for the entire game? I'm pretty noob in the game creation so I'll be happy with some directions to seek.. Technical terms or basic principles to learn. Thanks for help.

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  • What's the best way to move cars along roads

    - by David Thielen
    I am implementing car movement game (sort-of like Locomotion). So 60 times a second I have to advance the movement of each car. The problem is I have to look ahead to see if there is a slower car, stop sign, or red light ahead. And then slow down appropiately. I also want to have the cars take time to go from stopped to full speed and again to slow down. I'm not implementing full-blown physics, but just a tick by tick speed up/slow down as that provides most of the realism to match what people expect to see. The best I've come up with is to walk out the full distance the car would travel of it was slowing to a stop and see if anywhere along that path it needed to slow down or stop. And then move it forward appropiately. I am moving the cars 60 times a second so I need this to be fast. And walking out that whole path each tick strikes me as processor intensive. What's the best way to do this?

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  • How to move an object along a circumference of another object?

    - by Lumis
    I am so out of math that it hurts, but for some of you this should be a piece of cake. I want to move an object around another along its ages or circumference on a simple circular path. At the moment my game algorithm knows how to move and position a sprite just at the edge of an obstacle and now it waits for the next point to move depending on various conditions. So the mathematical problem here is how to get (aX, aY) and (bX, bY) positions, when I know the Centre (cX, cY), the object position (oX, oY) and the distance required to move (d)

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  • Blending effect on textures

    - by joecks
    Hi i am trying to build screen animation like flickering, interlace, color separation similar to old style malfunctioning Amiga screens. The intended effects are shown in this video. I am using libgdx and I already discovered the universal tween engine, which helps a lot to build transitional animations, but how should I approach those blending effects, any suggestions? I will specify my question once I learned more about libgdx, but maybe you could give me some hints already. Thanks!

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  • How can I do fast Triangle/Square vs Triangle collision detection?

    - by Ólafur Waage
    I have a game world where the objects are in a grid based environment with the following restrictions. All of the triangles are 45-90-45 triangles that are unit length. They can only rotate 90°. The squares are of unit length and can not rotate (not that it matters) I have the Square vs Square detection down and it is very very solid and very fast (max vs min on x and y values) Wondering if there are any tricks I can employ since I have these restrictions on the triangles?

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  • Deforming surfaces

    - by Constantin
    I try to accomplish an deforming physic behaviour for levelsurfaces, but don't get an idea how to start with the implemenation so far. Regardless of the shape from the surface (planes, cubes, spheres…), I want to have small indentations at the positions from game-entitys (players, enemys, objects…). It's kind of complicated to explain, so I illustrated what I'm talking about (here is an example with an sphere): So, the surfaces should be able to deforming themselfs a little bit (to apear like an really soft bed or sofa). My surfaces need probably an high vertices count to get an smooth deforming, but my big problem is the math for calculating this deforming… I'm programming in C/C++ with OpenGL, but will be fine with any advices in the right direction. Any help would be highly appreciated,

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