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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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  • How can I load .obj files in the Soya3D engine?

    - by John Riselvato
    I recently just found soya3d. I want to import .obj files, but it seems to only accept .data files. How can I import .obj files? Importing a .obj file named "house" produces this error: Traceback (most recent call last): File "introduction.py", line 7, in <module> model = soya.Model.get("house") File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 259, in get return klass._alls.get(filename) or klass._alls.setdefault(filename, klass.load(filename)) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 268, in load dirname = klass._get_directory_for_loading_and_check_export(filename) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 194, in _get_directory_for_loading_and_check_export dirname = klass._get_directory_for_loading(filename, ext) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 171, in _get_directory_for_loading raise ValueError("Cannot find a %s named %s!" % (klass, filename)) ValueError: Cannot find a <class 'soya.Model'> named house! * Soya3D * Quit...

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  • How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?

    - by l5p4ngl312
    I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between separate elevations when the camera is facing away from the slope because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block. I am using LWJGL. Are there any other approaches to take? Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • Command Pattern refactor for input processing?

    - by Casey
    According to Game Coding Complete 4th. ed. processing input via the following is considered unmanagable and inflexible. But does not show an example. I've used the Command pattern to represent GUI button commands but could not figure out how to represent the input from the keyboard and/or mouse. if(g_keyboard->KeyDown(KEY_ESC)) { quit = true; return; } //Processing if(g_keyboard->KeyDown(KEY_T)) { g_show_test_gateway = !g_show_test_gateway; } if(g_mouse->ButtonDown(a2de::Mouse::BUTTON2)) { g_selected_part = GWPart::PART_NONE; SetMouseImageToPartImage(); } ResetButtonStates(); g_prevButton = g_curButton; g_curButton = GetButtonHovered(); if(g_curButton) { g_mouse->SetImageToDefault(); if(g_mouse->ButtonDown(a2de::Mouse::BUTTON1) || g_mouse->ButtonPress(a2de::Mouse::BUTTON1)) { ButtonPressCommand curCommand(g_curButton); curCommand.Execute(); } else if(g_mouse->ButtonUp(a2de::Mouse::BUTTON1)) { if(g_prevButton == g_curButton) { ButtonReleaseCommand curCommand(g_curButton); curCommand.Execute(); if(g_curButton->GetType() == "export") { ExportCommand curCommand(g_curButton, *g_gateway); curCommand.Execute(); } } else { ResetButtonStates(); } } else { ButtonHoverCommand curCommand(g_curButton); curCommand.Execute(); } } else { g_status_message.clear(); SetMouseImageToPartImage(); if(g_mouse->ButtonDown(a2de::Mouse::BUTTON1)) { CreatePartCommand curCommand(*g_gateway, g_selected_part, a2de::Vector2D(g_mouse->GetX(), g_mouse->GetY())); curCommand.Execute(); } }

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  • Crash when using Cocos2d

    - by ipodfreak0313
    Sorry about the poor question title, it's just that this seems to big for a title. So here's the dirt: I am making a game (obviously) and I want the enemies to shoot (not necessarily at the player). I want the shoot method to be in the Enemies file, so as not to clutter up my HelloWorldLayer.m file even more. Here's what I'm using right now: HelloWorldLayer.m -(void)addEnemy:(BigAndStrongEnemy *)enemy { enemy = nil; if((arc4random() % 4) == 3) { enemy = [BigAndStrongEnemy enemy]; } else { enemy = [SmallAndFastEnemy enemy]; } if(buffDude.position.y > character.position.y || buffDude.position.y < (character.position.y + 10)) { } int rand = arc4random() % 320; if((arc4random() % 2 == 1)) { [enemy setPosition:ccp(0,rand)]; }else{ [enemy setPosition:ccp(480,rand)]; } [self animateEnemy:enemy]; [self addChild:enemy]; } -(void)animateEnemy:(BigAndStrongEnemy *)enemy2 { float randX = arc4random() % 480; float randY = arc4random() % 320; int rand = arc4random() % 320; CGPoint moveToPoint = CGPointMake(randX, (randY - rand)); [enemies addObject:enemy2]; action = [CCSequence actions: [CCMoveBy actionWithDuration:1 position:ccpMult(ccpNormalize(ccpSub(moveToPoint, enemy2.position)), 75)], [CCMoveBy actionWithDuration:3 position:ccp(buffDude.position.x,buffDude.position.y)], nil]; CCCallFuncO *a = [CCCallFuncO actionWithTarget:self selector:(@selector(shoot:)) object:enemy2]; CCSequence *s = [CCSequence actions:action,a, nil]; CCRepeatForever *repeat = [CCRepeatForever actionWithAction:s]; [enemy2 runAction:repeat]; } And here's the Shoot info from the Enemies class: Enemies.m: -(void)shoot:(id)sender { self = (BigAndStrongEnemy *)sender; [self shoot]; } -(void)spriteMoveFinished:(id)sender { CCSprite *b = (CCSprite *)sender; [self removeChild:b cleanup:YES]; } -(void)shoot { self = [CCSprite spriteWithFile:@"bigAndStrongEnemy.gif"]; CCSprite *b = [CCSprite spriteWithFile:@"bullet.gif"]; b.position = ccp(self.position.x,self.position.y); b.tag = 2; [self addChild:b]; [bullets addObject:b]; CGSize winSize = [[CCDirector sharedDirector] winSize]; CGPoint point = CGPointMake((winSize.width - (winSize.width - self.position.x)),0); [b runAction:[CCSequence actions: [CCMoveBy actionWithDuration:0.5 position:point], [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)], nil]]; } Every time the 3 seconds goes by, the app crashes, and goes to the breakpoint in the CCCallFuncO file. I haven't touched it, is the thing. I am completely confused. Any help is greatly appreciated.

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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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  • Very basic OpenGL ES 2 error

    - by user16547
    This is an incredibly simple shader, yet I'm having a lot of trouble understanding what's wrong with it. I'm trying to send a float to my fragment shader. Its purpose is to adjust the alpha of the fragment colour. Here is my fragment shader: precision mediump float; uniform sampler2D u_Texture; uniform float u_Alpha; varying vec2 v_TexCoordinate; void main() { gl_FragColor = texture2D(u_Texture, v_TexCoordinate); gl_FragColor.a *= u_Alpha; } and below is my rendering method. I get a 1282 (invalid operation) on the GLES20.glUniform1f(u_Alpha, alpha); line. alpha is 1 (but I tried other values as well) and transparent is true: public void render() { GLES20.glUseProgram(mProgram); if(transparent) { GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glUniform1f(u_Alpha, alpha); } Matrix.setIdentityM(mModelMatrix, 0); Matrix.rotateM(mModelMatrix, 0, angle, 0, 0, 1); Matrix.translateM(mModelMatrix, 0, x, y, z); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mMVPMatrix, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]); GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 12, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[1]); GLES20.glVertexAttribPointer(a_TexCoordinate, 2, GLES20.GL_FLOAT, false, 8, 0); //snowTexture start GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]); GLES20.glUniform1i(u_Texture, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indices.capacity(), GLES20.GL_UNSIGNED_BYTE, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); if(transparent) { GLES20.glDisable(GLES20.GL_BLEND); } GLES20.glUseProgram(0); }

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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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  • How can I ease the work of getting pixel coordinates from a spritesheet?

    - by ThePlan
    When it comes to spritesheets they're usually easier to use, and they're very efficient memory-wise, but the problem that I'm always having is getting the actual position of a sprite from a sheet. Usually, I have to throw in some aproximated values and modify them several times until I get it right. My question: is there a tool which can basically show you the coordinates of the mouse relative to the image you have opened? Or is there a simpler method of getting the exact rectangle that the sprite is contained in?

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  • How can state changes be batched while adhering to opaque-front-to-back/alpha-blended-back-to-front?

    - by Sion Sheevok
    This is a question I've never been able to find the answer to. Batching objects with similar states is a major performance gain when rendering many objects. However, I've been learned various rules when drawing objects in the game world. Draw all opaque objects, front-to-back. Draw all alpha-blended objects, back-to-front. Some of the major parameters to batch by, as I understand it, are textures, vertex buffers, and index buffers. It seems that, as long as you are adhering to the above two rules, there's little to be done in regards to batching. I see one possibility to batch, while still adhering to the above two rules. Opaque objects can still be drawn out of depth-order, because drawing them front-to-back is merely a fillrate optimization, meanwhile state changes may very well be far more expensive than the overdraw of drawing out of depth-order. However, non-opaque objects, those that require alpha-blending at least, must be drawn back-to-front in order to avoid rendering artifacts. Is the loss of the fillrate optimization for opaques worth the state batching optimization?

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  • To sell or give for free

    - by QAH
    Hello everyone! I am currently making a game that I was originally planning to sell. It is a simple 2D arcade style game for the PC. I've seen many indie games become popular and generate revenue from advertisements, but the game itself remains free. I need some advice on whether or not I should sell my game, release it for free with advertisements, or ask for donations and keep the game free. I feel that my game is fun, but of course the graphics aren't tip top because I am a programmer, not an artist. I just take screenshots of 3D models I get from Turbosquid and crop around it to make a sprite. Also, and I could be very wrong about this, it seems that there are more legal issues surrounding selling a game than making it free and generating revenue from advertisement, or asking for donations. If I am wrong, someone please correct me. Also, I am very interested in generating some revenue for my work, but that isn't at the very top of my list. I am in my last year of high school, soon to be going to college, and I am going to major in computer science/software engineering. So I am trying to gain some preliminary experience at home by coding stuff every day. One way of getting this experience is by making this game. So what do you think? What route should I take? What has worked well with other indie games? Thanks in advance.

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  • Writing a dynamic achievement system without hardcoding rules into the application

    - by imaginative
    I really enjoyed the solution provided here for groundwork on writing an achievement framework. The problem I have is I have game designers that would like to be able to insert achievements into a CMS at runtime. In a way, it sounds insane and complex to do this, but is it really? I think the concept of having to do a hard push of the application for every new achievement is cumbersome. I would love to be able to give our designers the capability to put together new achievements by entering them into a database. It shouldn't matter what tool I'm using, but for those interested, my backend is being written in JRuby (Ruby on top of the JVM). What are some possible ways of going about abstracting the logic in the aforementioned link even further so that rules can be interpreted at runtime?

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  • BOX2D Kinematic Platform with parallax layer

    - by Marcell
    I am using a kinematic body for my moving platform on x-axis, so I set the linear velocity to b2vec2(5,0). When the player jump on the platform, it works like it is suppose to. But the thing is that my platform is on the obstacle layer and I am moving it with the parallax layer. So if I setTransform the kinematic platform to follow the obstacle layer than it's physics will not work and the player will slip-off the platform. I'm developing for iOS and using cocos2d api. Anyway around this?

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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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  • I Need Help With A Game (Well The API)! [closed]

    - by user1758938
    I'm not "sure" which API (or language) I should use for a little 3D FPS game I'm gonna make although I don't have helpers lol. Anyway I'm ok with Java, C# and C++ but I need a good setup (easy to use) with the tools I need to make the game. I tried things like XNA but I want to check other options first because I don't like how it makes a installer and stuff, it's really annoying. I Need A API That Can Do These Things: 3D Rendering Input Sound And If It's Not Too Much To Ask Some Cool Shaders, Dynamic Lighting And A 3D Sound System Im "Ok" If I Have To Use Multiple APIs To Do This But Please Help Me!

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  • RTS style fog of war woes

    - by Fricken Hamster
    So I'm trying to make a rts style line of sight fog of war style engine for my grid based game. Currently I am getting a set of vertices by raycasting in 360 degree. Then I use that list of vertices to do a graphics style polygon scanline fill to get a list of all points within the polygon. The I compare the new list of seen tiles and compare that with the old one and increment or decrement the world vision array as needed. The polygon scanline function is giving me trouble. I'm mostly following this http://www.cs.uic.edu/~jbell/CourseNotes/ComputerGraphics/PolygonFilling.html So far this is my code without cleaning anything up var edgeMinX:Vector.<int> = new Vector.<int>; var edgeMinY:Vector.<int> = new Vector.<int>; var edgeMaxY:Vector.<int> = new Vector.<int>; var edgeInvSlope:Vector.<Number> = new Vector.<Number>; var ilen:int = outvert.length; var miny:int = -1; var maxy:int = -1; for (i = 0; i < ilen; i++) { var curpoint:Point = outvert[i]; if (i == ilen -1) { var nextpoint:Point = outvert[0]; } else { nextpoint = outvert[i + 1]; } if (nextpoint.y == curpoint.y) { continue; } if (curpoint.y < nextpoint.y) { var curslope:Number = ((nextpoint.y - curpoint.y) / (nextpoint.x - curpoint.x)); edgeMinY.push(curpoint.y); edgeMinX.push(curpoint.x); edgeMaxY.push(nextpoint.y); edgeInvSlope.push(1 / curslope); if (curpoint.y < miny || miny == -1) { miny = curpoint.y; } if (nextpoint.y > maxy) { maxy = nextpoint.y; } } else { curslope = ((curpoint.y - nextpoint.y) / (curpoint.x - nextpoint.x)); edgeMinY.push(nextpoint.y); edgeMinX.push(nextpoint.x); edgeMaxY.push(curpoint.y); edgeInvSlope.push(1 / curslope); if (nextpoint.y < miny || miny == -1) { miny = curpoint.y; } if (curpoint.y > maxy) { maxy = nextpoint.y; } } } var activeMaxY:Vector.<int> = new Vector.<int>; var activeCurX:Vector.<Number> = new Vector.<Number>; var activeInvSlope:Vector.<Number> = new Vector.<Number>; for (var scanline:int = miny; scanline < maxy + 1; scanline++) { ilen = edgeMinY.length; for (i = 0; i < ilen; i++) { if (edgeMinY[i] == scanline) { activeMaxY.push(edgeMaxY[i]); activeCurX.push(edgeMinX[i]); activeInvSlope.push(edgeInvSlope[i]); //trace("added(" + edgeMinX[i]); edgeMaxY.splice(i, 1); edgeMinX.splice(i, 1); edgeMinY.splice(i, 1); edgeInvSlope.splice(i, 1); i--; ilen--; } } ilen = activeCurX.length; for (i = 0; i < ilen - 1; i++) { for (var j:int = i; j < ilen - 1; j++) { if (activeCurX[j] > activeCurX[j + 1]) { var tempint:int = activeMaxY[j]; activeMaxY[j] = activeMaxY[j + 1]; activeMaxY[j + 1] = tempint; var tempnum:Number = activeCurX[j]; activeCurX[j] = activeCurX[j + 1]; activeCurX[j + 1] = tempnum; tempnum = activeInvSlope[j]; activeInvSlope[j] = activeInvSlope[j + 1]; activeInvSlope[j + 1] = tempnum; } } } var prevx:int = -1; var jlen:int = activeCurX.length; for (j = 0; j < jlen; j++) { if (prevx == -1) { prevx = activeCurX[j]; } else { for (var k:int = prevx; k < activeCurX[j]; k++) { graphics.lineStyle(2, 0x124132); graphics.drawCircle(k * 20 + 10, scanline * 20 + 10, 5); if (k == prevx || k > activeCurX[j] - 1) { graphics.lineStyle(3, 0x004132); graphics.drawCircle(k * 20 + 10, scanline * 20 + 10, 2); } prevx = -1; //tileLightList.push(k, scanline); } } } ilen = activeCurX.length; for (i = 0; i < ilen; i++) { if (activeMaxY[i] == scanline + 1) { activeCurX.splice(i, 1); activeMaxY.splice(i, 1); activeInvSlope.splice(i, 1); i--; ilen--; } else { activeCurX[i] += activeInvSlope[i]; } } } It works in some cases but some of the x intersections are skipped, primarily when there are more than 2 x intersections in one scanline I think. Is there a way to fix this, or a better way to do what I described? Thanks

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  • How do I deal with the problems of a fast side-scroller?

    - by Ska
    I'm making a side scrolling airplane game and when I begin going very fast I begin to experience some problems as a player: Elements are not distinguishable, like power-ups from bullets, etc I start to feel dizzy and uncomfortable There isn't enough time to see what's coming How can I sort this out? Do I use less details in all the grahpics? Tiny Wings has the same horizontal movement speed as in my game but it doesn't suffer from these problems. Are there any other really fast side-scrollers I could take as a reference?

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  • Level Representation in a 2D Game

    - by meszar.imola
    I would like to create a 2D game, where a character should move on a stage/level. My stage would be static, constructed some little cubes, similar to the well-known Mario game: some of the elements should represent an element of the way where the character can step, but if the element is missing, the character should fall. My problem is, how to represent this programmatically? My first thought was to represent the stage with a vector, which should contain boolean elements, depending on the state of the element on the stage - if it's missing or not. But this means, I have to verify at my character's x or y position change if it has a stage element under or not (if not, to simulate the falling of the character) - I think it is not the best practice, it's not the beautiful solution. Can you help me with some advice, how to represent the stage?

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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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  • Create Adventure Game Scene/Room/Backdrop from Real Photo

    - by Lyuben
    Is there a suitable software or a good tutorial for creating 2D rooms/scenery for adventure games from real photos? Is it possible to achieve good results by using photos, or the hand-drawn style will always be the best choice? Thank you! --- EDIT --- I want to clarify that I'm particularly interested in the art creation process, not on the environment in which to build games. I'm writing the game in Java for Android, but I don't think it matters. Also, I'm not trying to decide if the game will have photo realistic rooms or not - I want to achieve 2d pixelated, old-school style background scenes and I wonder if this can be made from photos, because I cannot draw them myself. For example, can I shoot a scene with my camera and then make it look something like the image in the following link: PIXEL ART FOREST I know that I cannot get the same quality as an absolutely hand-drawn pixel, but I'm looking for some decent technology/tutorial/software to make them somewhat similar.

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  • Understanding the Microsoft Permissive License

    - by cable729
    I want to use certain parts of the Game State Management Example in a game I'm making, but I'm not sure how to do this legally. It says in the license that I'm supposed to include a copy of the license with it. So if I make a Visual Studio Solution, I just add the license.txt to the solution? Also, if I use a class and change it, do I have to keep the license info at the top or add that I changed it or what?

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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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  • Find angle for projectile to meet target in parabolic arc

    - by TheBroodian
    I'm making a thing that launches projectiles in 2D. Its projectiles are fired with a set initial velocity, and are only affected by gravity. Assuming that its target is within range, and that there aren't any obstacles, how would my thing find the appropriate angle at which to launch its projectile (in radians)? The equation for this is found here: Wikipedia: Angle Required to Hit Coordinate Sadly, I'm not a physicist (a.k.a. can't read smart people math) and am having a hard time reading its breakdown. If not only for the sake of anybody else that might read this other than myself, would anybody be kind enough to break the equation down into baby words please?

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  • "LNK2001: unresolved external symbol" when trying to build my program

    - by random
    I get the following error(s) on my program that captures the mouse and then draws a line. Errors: 1>------ Build started: Project: Capture_Mouse_Line, Configuration: Debug Win32 ------ 1> main.cpp 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc2" (?yc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc2" (?xc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc1" (?yc1@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc1" (?xc1@Line@@2PAJA) 1>MSVCRTD.lib(crtexe.obj) : error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup 1>D:\Visual C++ Projects\Capture_Mouse_Line\Debug\Capture_Mouse_Line.exe : fatal error LNK1120: 5 unresolved externals ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Here is my code: #include<allegro5\allegro.h> #include<allegro5\allegro_native_dialog.h> #include<allegro5\allegro_primitives.h> #include<Windows.h> #include<allegro5\allegro_windows.h> #ifndef WIDTH #define WIDTH 1440 #endif #ifndef HEIGHT #define HEIGHT 900 #endif class Line { public: static void ErasePreviousLine(); static void DrawLine(long* x, long* y,long* x2,long* y2); static bool Erasable(); static long* xc1; static long* yc1; static long* xc2; static long* yc2; }; void Line::ErasePreviousLine() { delete xc1; xc1 = NULL; delete yc1; yc1 = NULL; delete xc2; xc2 = NULL; delete yc2; yc2 = NULL; } bool Line::Erasable() { if(xc1 && yc1 && xc2 && yc2 == NULL) { return false; } else { return true; } } void Line::DrawLine(long* x,long* y,long* x2,long* y2) { if(!al_init_primitives_addon()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); } xc1 = x; yc1 = y; xc2 = x2; yc2 = y2; al_draw_line((float)*xc1, (float)*yc1, (float)*xc2, (float)*yc2,al_map_rgb(255,0,255), 1); delete x; delete y; delete x2; delete y2; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam); int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; ALLEGRO_DISPLAY* display = NULL; if(!al_init()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); return -1; } display = al_create_display(WIDTH,HEIGHT); if(!display) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize display", NULL,NULL); return -1; } HWND hwnd = al_get_win_window_handle(display); if(hwnd == NULL) { MessageBox(NULL, "Window Creation Failed!", "Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } ShowWindow(hwnd, nCmdShow); UpdateWindow(hwnd); while(GetMessage(&msg, NULL, 0, 0) > 0) { TranslateMessage(&msg); DispatchMessage(&msg); } return msg.wParam; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { static bool bIsCaptured; static POINTS ptsBegin; static POINTS ptsEnd; switch(msg) { case WM_LBUTTONDOWN: SetCapture(hwnd); bIsCaptured = true; ptsBegin = MAKEPOINTS(lParam); return 0; case WM_MOUSEMOVE: if(wParam & MK_LBUTTON) { if(!Line::Erasable()) { return 0; } Line::ErasePreviousLine(); ptsEnd = MAKEPOINTS(lParam); Line::DrawLine(new long(ptsBegin.x),new long(ptsBegin.y),new long(ptsEnd.x),new long(ptsEnd.y)); } break; case WM_LBUTTONUP: bIsCaptured = false; ReleaseCapture(); break; case WM_ACTIVATEAPP: { if(wParam == TRUE) { if(bIsCaptured){ SetCapture(hwnd);} } } break; } return 0; }

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  • 3D RTS pathfinding

    - by xcrypt
    I understand the A* algorithm, but I have some trouble doing it in 3D to suit the needs of my RTS Basically, in the game I'm making, there will be agents with different sizes of OBB collision boxes. I can use steering behaviours for avoiding other agents, so I don't need complete dynamic pathfinding. However, there is a problem because different agents have different collision geometry, and structures can be placed in almost any place. This means that there might be a gap between two structures where some agents can go through and some can't. A solution I have found to this problem is to do a sweep of the collision geometry of the agent from start node of the edge the pf algorithm is currently testing, to the end node of that edge. But this is probably a bit overkill since every edge the algorithm tests would also have to create and test with a collision geometry sweep. What are some reasonable approaches to this problem? I should mention that I'd prefer not to use navmeshes, I prefer waypoints because my entire system is based on it atm.

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