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  • How to achieve selection of a tile from a tile sheet based on an ID?

    - by Bugster
    Let's say I have a tile sheet that contains 8 sprites per sheet. Each sprite is a tile of 30x30. I wrote my own custom map parser/map loader however I'm having trouble extracting a certain tile sprite from the file. I'll describe my problem better in order for everyone to understand. I wrote an enum of materials, each material has a value according to it's location relative to the tile sheet. For example void is 1, grass is 2, rock is 3, etc. So in my tile sheet they are represented as such: +---+---+---+---+---+ | 1 | 2 | 3 | 4 | 5 | +---+---+---+---+---+ Which is equivalent to: +------+-------+-------+ | void | grass | stone | +------+-------+-------+ Basically when rendering, I created a tile class, each tile has 2 coordinates: X and Y (They are calculated automatically) and a material which can be represented either as a number, either as a value (ID). When rendering, I have a vector of sprites which are all taken from 1 file called tilesheet.png, however each of them must only draw a certain portion of the tile sheet, for example say I have something like this: tile coordinateBounds(topLeftX, topLeftY, tileWidth, tileHeight); During the initialization of the map I calculate an array of tiles, and I give each of them their position, their materials based on the values in a map file and a few other variables such as collision. I need to apply the coordinateBounds to each of them according to their material value. For example if the material is grass it should only take the grass sprite from the tilesheet. I must also mention I'm using SFML, and there are no borders or spacing between the tiles.

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  • How game characters are made?

    - by Ahmed
    I'm new here. I would like to know how game characters are made that are movable? What kind of software and engines are used for these characters? I will be working with my friends on our final year project. Our game will be FPS and I have to draw some animations for FPS view and other enemy character that can be programmed easily to make a good game. Sorry if my questions seems dumb, but if you need more explanation i'm always here to discuss Thanks in advance

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  • Equation / formula to determine an objects position on an ellipitcal path

    - by David Murphy
    I'm making a space game, as such I need objects to follow an elliptical path (orbit). I've worked out how to calculate all the important aspects of my orbits, the only remaining thing is how to have an object follow it. My Orbit class contains the major, minor (and by extension semi-major,semi-minor) lengths. The focii radius, area and circumference even. What is the equation to determine an objects x/y position (only need 2D) on an ellipse with a certain speed after a period of time. Basically, every frame I want to update the position based on the amount of elapsed time. I would like to have the speed along the path speed up and slow down according to the distance from the object it's orbiting, but not sure how to factor this in to the above given that at any point in time the speed has changed from it's previous speed. EDIT I can't answer my own question. But I found the question and answer is already on stackexchange: Kepler orbit : get position on the orbit over time

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  • LibGDX onTouch() method Array and flip method

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? also i am trying to add a Array of enemies and it keeps throwing exceptions or the bullet now is facing LEFT <--- again after I used the flip method in the bullet class. All the code is below so please anyone feel free to have a look thanks. please help Thank you M // This is the bullet class. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; private Rectangle bul; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight()); bul = new Rectangle(); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; bul.set(getX(), getY(), getOriginX(), getOriginY()); Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); } public Rectangle getBounds() { return bul; } public Rectangle getBounds1() { return this.getBoundingRectangle(); } } // This is the class where i load all the images from public class AssetLoader { public static Texture texture; public static TextureRegion bg, ball1, ball2; public static Animation bulletAnimation, ballAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bg = new TextureRegion(texture, 80, 421, 395, 30); bg.flip(false, true); ball1 = new TextureRegion(texture, 0, 321, 32, 32); ball1.flip(false, true); ball2 = new TextureRegion(texture, 32, 321, 32, 32); ball2.flip(false, true); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); TextureRegion[] balls = { ball1, ball2 }; ballAnimation = new Animation(0.16f, balls); ballAnimation.setPlayMode(Animation.PlayMode.LOOP); } Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { texture.dispose(); } // This is for the rendering or drawing onto the screen/canvas. public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); batcher.disableBlending(); batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), bullet.getWidth(), bullet.getHeight(), 1.0f, 1.0f, bullet.getRotation()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } //This is the input handler class public class InputHandler implements InputProcessor { private Ball myBall; private Bullet bullet; private GameRenderer aims; // Ask for a reference to the Soldier when InputHandler is created. public InputHandler(Ball ball) { myBall = ball; } @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean keyDown(int keycode) { return false; } @Override public boolean keyUp(int keycode) { return false; } @Override public boolean keyTyped(char character) { return false; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean touchDragged(int screenX, int screenY, int pointer) { return false; } @Override public boolean mouseMoved(int screenX, int screenY) { return false; } @Override public boolean scrolled(int amount) { return false; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know I am trying to make the array work but keep finding that when an array is initialized then the bullet fips back to the original and ends up being backwards???? and if I create an array I keep getting Exceptions throw??? Thank you for any help given.

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  • HTML5 Canvas Converting between cartesian and isometric coordinates

    - by Amir
    I'm having issues wrapping my head around the Cartesian to Isometric coordinate conversion in HTML5 canvas. As I understand it, the process is two fold: (1) Scale down the y-axis by 0.5, i.e. ctx.scale(1,0.5); or ctx.setTransform(1,0,0,0.5,0,0); This supposedly produces the following matrix: [x; y] x [1, 0; 0, 0.5] (2) Rotate the context by 45 degrees, i.e. ctx.rotate(Math.PI/4); This should produce the following matrix: [x; y] x [cos(45), -sin(45); sin(45), cos(45)] This (somehow) results in the final matrix of ctx.setTransform(2,-1,1,0.5,0,0); which I cannot seem to understand... How is this matrix derived? I cannot seem to produce this matrix by multiplying the scaling and rotation matrices produced earlier... Also, if I write out the equation for the final transformation matrix, I get: newX = 2x + y newY = -x + y/2 But this doesn't seem to be correct. For example, the following code draws an isometric tile at cartesian coordinates (500, 100). ctx.setTransform(2,-1,1,0.5,0,0); ctx.fillRect(500, 100, width*2, height); When I check the result on the screen, the actual coordinates are (285, 215) which do not satisfy the equations I produced earlier... So what is going on here? I would be very grateful if you could: (1) Help me understand how the final isometric transformation matrix is derived; (2) Help me produce the correct equation for finding the on-screen coordinates of an isometric projection. Many thanks and kind regards

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  • TGA loader: reverse height

    - by aVoX
    I wrote a TGA image loader in Java which is working perfectly for files created with GIMP as long as they are saved with the option "origin" set to "Top Left" (Note: Actually TGA files are meant to be stored upside down - "Bottom Left" in GIMP). My problem is that I want my image loader to be capable of reading all different kinds of TGAs, so my question is, how do I flip the image upside down? Note that I store all image data inside a one-dimensional byte array, because OpenGL (glTexImage2D to be specific) requires it that way. Thanks in advance.

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  • Entiity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How i see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What i've done : Currently, i've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • How to implement the setup rules like Clash of Clan?

    - by user25959
    Now I'm already implement the setup build rules which the building could move by unit grid width and height. But the validation detection is poor efficiency. The algorithm cost me 10~12(ms) in average when I move the building. Here is my approach to that: 1.Basic Grid, it is a two dimensional array. Grid[row][column], so that I can save info for each grid. Like whether is it in occupied or excluded. 2.Exclude Space, this is a space which limit same building numbers in space.

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  • Problems when rendering code on Nvidia GPU

    - by 2am
    I am following OpenGL GLSL cookbook 4.0, I have rendered a tesselated quad, as you see in the screenshot below, and i am moving Y coordinate of every vertex using a time based sin function as given in the code in the book. This program, as you see on the text in the image, runs perfectly on built in Intel HD graphics of my processor, but i have Nvidia GT 555m graphics in my laptop, (which by the way has switchable graphics) when I run the program on the graphic card, the OpenGL shader compilation fails. It fails on following instruction.. pos.y = sin.waveAmp * sin(u); giving error Error C1105 : Cannot call a non-function I know this error is coming on the sin(u) function which you see in the instruction. I am not able to understand why? When i removed sin(u) from the code, the program ran fine on Nvidia card. Its running with sin(u) fine on Intel HD 3000 graphics. Also, if you notice the program is almost unusable with intel HD 3000 graphics, I am getting only 9FPS, which is not enough. Its too much load for intel HD 3000. So, sin(X) function is not defined in the OpenGL specification given by Nvidia drivers or something else??

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  • Maya is lagging in a specific way...?

    - by Aerovistae
    My Maya installation worked perfectly. It is not my computer. Something caused it to stop working overnight, somehow. When I try to drag a vertex or something like that, it moves the vertex, but then I have to click like 3 times somewhere outside the mesh before the actual mesh will catch up and follow the vertex. Until I do that, it just stays as it was, with a floating vertex somewhere inside it or outside it. It makes modeling borderline impossible and completely infuriating. What ought to be happening is what we're all used to-- as I move the vertex, the mesh follows it actively, so I can see what it looks like at every given moment until I release the vertex in its new position. Other weird thing: this only applies to complex meshes, like a couple thousand faces. A simple cube works fine. What gives?? Anybody?

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  • Smoothing rotation

    - by Lewis
    I've spent the last three days trying to work out how to rotate a sprite smoothly depending on the velocity.x value of the sprite. I'm using this: float Proportion = 9.5; float maxDiff = 200; float rotation = fmaxf(fminf(playerVelocity.x * Proportion, maxDiff), -maxDiff); player.rotation = rotation; The behaviour is what I required but if the velocity changes rapidly then it will look like the sprite will jump to face left or jump to face right. I'll go into the behaviour in a little more detail: 0 velocity = sprite faces forwards negative velocity = sprite faces left depending on value. positive velocity = sprite faces right (higher velocity the more it faces right) same as above. I've read about using interpolation rather than an absolute angle to rotate it to but I don't know how to implement that. I have a physics engine available. There is one other way to get around this: to use += on the rotation angle. The thing is that I would then have to change the equation to produce positive and negative values then to make sure the sprite faces 0 once it reaches 0 velocity again. If I add that in now, it keeps the previous angle even after the velocity has dropped / is dropping. Any ideas/code snippets would be greatly appreciated.

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  • viewing fbx files in windows via xna 4.0

    - by user17753
    I've made some models in Blender and exported them in Autodesk fbx format. I'm trying to view them using XNA 4.0 Refresh. Loading them isn't much an issue, but I'm not familiar enough with XNA 4.0 to, well basically I want to load in the model at say the origin (0,0,0) world coordinates, and then rotate and/or zoom the camera about the world coordinates origin as well so that I can test the model. Typically the mouse, and maybe some arrow keys for zooming/rotating the camera. Anyways, this seems like a simple task and I shouldn't have to re-invent this, isn't there a skeleton code somewhere for this kind of thing for XNA 4.0? I couldn't find a solid example for this on the web. I found a couple that seemed like they might work for xbox, but I'm trying to do this on windows only. Anyways, just looking to be pointed in the right direction on this one, thanks.

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  • Cocos2D: Upgrading from OpenGL 1.1 to 2.0

    - by Alex
    I have recently starting upgrading my ios game to the latest Cocos2D (2.0 rc), and I am having some difficulties upgrading my texture generation code to OpenGL 2.0. In the old version I generated images with this code: CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:WIDTH height:HEIGHT]; [rt beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a]; glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, verts); glColorPointer(4, GL_FLOAT, 0, colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVerts); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); [rt end]; But since OpenGL 2.0 works differently this code won't work. What is the best way to use the new OpenGL?

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  • How can I render a semi transparent model with OpenGL correctly?

    - by phobitor
    I'm using OpenGL ES 2 and I want to render a simple model with some level of transparency. I'm just starting out with shaders, and I wrote a simple diffuse shader for the model without any issues but I don't know how to add transparency to it. I tried to set my fragment shader's output (gl_FragColor) to a non opaque alpha value but the results weren't too great. It sort of works, but it looks like certain model triangles are only rendered based on the camera position... It's really hard to describe what's wrong so please watch this short video I recorded: http://www.youtube.com/watch?v=s0JqA0rZabE I thought this was a depth testing issue so I tried playing around with enabling/disabling depth testing and back face culling. Enabling back face culling changes the output slightly but the problem in the video is still there. Enabling/disabling depth testing doesn't seem to do anything. Could anyone explain what I'm seeing and how I can add some simple transparency to my model with the shader? I'm not looking for advanced order independent transparency implementations. edit: Vertex Shader: // color varying for fragment shader varying mediump vec3 LightIntensity; varying highp vec3 VertexInModelSpace; void main() { // vec4 LightPosition = vec4(0.0, 0.0, 0.0, 1.0); vec3 LightColor = vec3(1.0, 1.0, 1.0); vec3 DiffuseColor = vec3(1.0, 0.25, 0.0); // find the vector from the given vertex to the light source vec4 vertexInWorldSpace = gl_ModelViewMatrix * vec4(gl_Vertex); vec3 normalInWorldSpace = normalize(gl_NormalMatrix * gl_Normal); vec3 lightDirn = normalize(vec3(LightPosition-vertexInWorldSpace)); // save vertexInWorldSpace VertexInModelSpace = vec3(gl_Vertex); // calculate light intensity LightIntensity = LightColor * DiffuseColor * max(dot(lightDirn,normalInWorldSpace),0.0); // calculate projected vertex position gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: // varying to define color varying vec3 LightIntensity; varying vec3 VertexInModelSpace; void main() { gl_FragColor = vec4(LightIntensity,0.5); }

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  • How do I accomplish fading texture trails in UDK?

    - by kdshay
    I would like to know how to leave a fading texture/material trail in udk. For example (I'm not sure if there is a special name for this effect): A character may leave footprints that fade after x number of seconds Or, a tank may leave a tracks trail as in Civilization IV. Here is another example of this type of effect. Skip to 1:00 and watch the green slime texture. http://www.youtube.com/watch?v=KdJIauWjE8s How do I accomplish this effect in UDK? Any good tutorials? Thank you.

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  • Learning C++ but wanting to develop iOS Apps

    - by DiscreteGenius
    I'm a computer engineering student and taking my second programming class. I'm learning C++ using "C++ Primer Plus" 5th edition by Prata. I want to develop for iOS. I understand the main language for Xcode is Objective-C. Am I hurting myself by learning C++ before any other language (notably before my desired lang Objective-C)? There's got to be a reason the university requires C++ to learn as a basis language. Please offer any helpful guidance or how I should go about this. Thanks//

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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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  • Multithreading in lwjgl getting rid of sleep.

    - by pangaea
    I'm trying to use multithreading in my game. However, I can't seem to get rid of the sleep. If I don't it's a blank screen, as there is no time for the computer to actually render the triangleMob as it can't access getArrayList(), in my main class I have a TriangleMob arraylist. If I delay it, then it can access the previousMob and it renders. If I don't, then it's blank screen. Can I get rid of the delay? Also, is this a bad way to multithread? Surely, this should be fast. I need multithreading so can you please not suggest not using it. public class TriangleMob extends Thread implements Runnable { private static int count=0; private int objectDisplayList; private static ArrayList<TriangleMob> previousMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> currentMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> laterMob = new ArrayList<TriangleMob>(); private Vector3f position = new Vector3f(0f,0f,0f); private Vector3f movement = new Vector3f(0f,0f,0f); public TriangleMob() { // Create the display list CreateDisplayList(); count++; } public TriangleMob(Vector3f position) { // Create the display list CreateDisplayList(); this.position = position; count++; } private void CreateDisplayList() { objectDisplayList = glGenLists(1); glNewList(objectDisplayList, GL_COMPILE); { double topPoint = 0.75; glBegin(GL_TRIANGLES); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -.75, -4); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -4); glEnd(); glColor4f(1, 1, 1, 1); } glEndList(); } public static int getCount() { return count; } public Vector3f getMovement() { return movement; } public Vector3f getPosition() { return position; } public synchronized int getObjectList() { return objectDisplayList; } public synchronized static ArrayList<TriangleMob> getArrayList(){ if(previousMob != null) { return previousMob; } previousMob.add(new TriangleMob()); return previousMob; } public synchronized void move(Vector3f movement) { // If you want to move in all 3 axis position.x += movement.x; position.y += movement.y; position.z += movement.z; } public synchronized void render() { glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); } public synchronized static void setTriangleMob(ArrayList<TriangleMob> triangleMobSet) { laterMob = triangleMobSet; } private synchronized void setPreTriangleMob(ArrayList<TriangleMob> currentMob2) { previousMob = currentMob2; } public void run(){ while(true) { if(laterMob == null) { currentMob = laterMob; System.out.println("Copying"); } for(int i=0; i<currentMob.size(); i++) { currentMob.get(i).move(new Vector3f(0.1f,0.01f,0.01f)); } setPreTriangleMob(currentMob); try { sleep(1L); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }

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  • Cube chunk via list ToArray()

    - by Christian Frantz
    I've created a list of vertices that I call for each cube made in my array "cubes". When each cube is create, SetUpVertices is called which is a method that stores the 8 vertices of my cube. At the end of my list creation, I create a vertex buffer, and set the data of the list that contains vertices of all 25 cubes to that vertex buffer, effectively creating a "chunk" of cubes. The problem is that Invalid Operation Exception "The array is not the correct size for the amount of data requested." at the line vertices.ToArray(). I don't have an array for this, as the amount of cubes will be changing and arrays aren't dynamic. What could be the cause of this? for (int x = 0; x < 5; x++) { for (int z = 0; z < 5; z++) { SetUpVertices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z], z), color)); } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionColor), 8, BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionColor>(vertices.ToArray());

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  • Creating a DrawableGameComponent

    - by Christian Frantz
    If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being stored in a single vertex buffer, but the issue lies in my draw method where I am still looping through every cube in order to draw them. I thought this was necessary as each cube will have a set position, but it lowers the frame rate incredibly. What's the easiest way to go about this? I have a class CubeChunk that inherits Microsoft.Stuff.DrawableGameComponent, but I don't know what comes next. I suppose I could just use the chunk of cubes created in my cube class, but that would just keep me going in circles and drawing each cube individually. The goal here is to create a draw method that draws my chunk as a whole, and to not draw individual cubes as I've been doing.

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  • using lua in kobold2d to control parameters

    - by nycynik
    Is there a tutorial on using LUA in Kobold2d? I want to know if its possible to use it to control the game behavior (like max speed decrease of timer, and bonus points) by uploading a new script to the app. I found this link in the FAQ: http://www.kobold2d.com/pages/viewpage.action?pageId=917888 but it does not mention if I can replace the lua script from within the game, and reload it, is that possible? Should i just have a parameter file instead that i can download and replace?

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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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  • Finding inspiration / help for making up (weapon) names

    - by Rookie
    I'm really bad with words, especially with English words. Currently I'm struggling to make a good weapon names for my game, it needs to display the weapon functionality (weak/strong/fast/ballistic etc) correctly as well. For example the best weapon in a (futuristic) game cannot be called just with the name "Laser", it's just too boring, right? Are there any tools, websites or anything that helps me finding good names for weapons? (or anything else similar). I was thinking to use scientific names, but noticed that they are really hard to write, and they get very long, and I also lack information about science, I only know I could use the atomic sub-particles names in the weapons for example. How do I get started with becoming good with making up names? (this could apply in generally to any naming problems).

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  • SpriteBatch.Begin() making my model not render correctly

    - by manning18
    I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the texture maps weren't applied I commented out the DrawString method until I only had SpriteBatch.Begin() and .End() and that was enough to cause the model rendering corruption - when I commented those calls out the model rendered correctly What could this be a symptom of? I've stripped it down to the barest of code to isolate the problem and this is what I noticed. Draw code below (as stripped down as possible) GraphicsDevice.Clear(Color.LightGray); foreach (ModelMesh mesh in TIEAdvanced.Meshes) { foreach (Effect effect in mesh.Effects) { if (effect is BasicEffect) ((BasicEffect)effect).EnableDefaultLighting(); effect.CurrentTechnique.Passes[0].Apply(); } } spriteBatch.Begin(); spriteBatch.DrawString(spriteFont, "Camera Position: " + cameraPosition.ToString(), new Vector2(10, 10), Color.Blue); spriteBatch.End(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; TIEAdvanced.Draw(Matrix.CreateScale(0.025f), viewMatrix, projectionMatrix);

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  • Unity3D : Pause Menu - Android

    - by user3666251
    Im making a 2D game for android.I almost completed the game but now I need a pause game option.I added a pause icon on the top right side of the screen.The icon is a gui texture.Here is what I did so far : I made a script which will bring up some buttons (which is not working) and attached it to the GUITexture.This is the script : #pragma strict function OnMouseDown() { Debug.Log("*Pause Menu Opens*"); Time.timeScale = 0; if (GUI.Button(Rect(10,10,100,50),"Restart")); Application.LoadLevel(Application.loadedLevel); if (GUI.Button(Rect(10,60,100,50),"MainMenu")); Application.LoadLevel("MainMenu"); } Now,the problem stands at the part where the buttons won't show up,the game freezes at the first frame but the buttons won't show up.Please,if you can help I would be realy thankful. Thank you. Edit #1 : I just noticed that when I click "Pause" the game freezes and it takes me to the MainMenu.That's because I added the GUIButton which takes you to the main menu.I think the whole script structure is wrong.I also forgot to mention that Im new in scripting/unity. Thank you.

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