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  • How do I properly center Nifty GUI elements on screen?

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works well until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. It's always in the upper left corner, so far I can only see the lower right part of the text. How can I center the text element in the center of the screen?

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  • I have an "amoeba" game mechanic. Any idea on how to implement it?

    - by Jason
    Outside of a tetris clone, a crappy 2D top-down shooter, and some messing around with stuff like Unity and Flixel, I realize that I have yet to complete a single, polished, bells-and-whistles game. I want to change this, and I have an idea for my next project. The idea is that you're an amoeba. Amoebas have these eye-like cores (or something like that, I don't know biology), and you have two of 'em. You control one with WASD and the other with IJKL. There has to be a constant radius of stuff around each of the cores: And the area of the amoeba has to stay constant. So if you move a core in one direction, you increase the amoeba's area, but that increase is compensated by a decrease somewhere else: Aaaaaand I'd like to implement a vagination mechanic. You absorb things by engulfing them, like a boss. Maybe even an extra core, or a needle that pops you and causes all your inner stuff to start gushing out: But here's the problem: I don't know how to make this. However, I would like some ideas on how to implement it. Should I explore physics libraries like Box2D? Or maybe something involving fluid physics? Any help would be much appreciated. P.S. Feel free to steal this idea. I have plenty of ideas. If you do, please tell me how you made it so I can try it myself.

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  • Fixing a collision detection bug in Slick2D

    - by Jesse Prescott
    My game has a bug with collision detection. If you go against the wall and tap forward/back sometimes the game thinks the speed you travelled at is 0 and the game doesn't know how to get you out of the wall. My collision detection works by getting the speed you hit the wall at and if it is positive it moves you back, if it is negative it moves you forward. It might help if you download it: https://rapidshare.com/files/1550046269/game.zip Sorry if I explained badly, it's hard to explain. float maxSpeed = 0.3f; float minSpeed = -0.2f; float acceleration = 0.002f; float deacceleration = 0.001f; float slowdownSpeed = 0.002f; float rotateSpeed = 0.08f; static float currentSpeed = 0; boolean up = false; boolean down = false; boolean noKey = false; static float rotate = 0; //Image effect system static String locationCarNormal; static String locationCarFront; static String locationCarBack; static String locationCarBoth; static boolean carFront = false; static boolean carBack = false; static String imageRef; boolean collision = false; public ComponentPlayerMovement(String id, String ScarNormal, String ScarFront, String ScarBack, String ScarBoth) { this.id = id; playerBody = new Rectangle(900/2-16, 700/2-16, 32, 32); locationCarNormal = ScarNormal; locationCarFront = ScarFront; locationCarBack = ScarBack; locationCarBoth = ScarBoth; imageRef = locationCarNormal; } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { Input input = gc.getInput(); playerBody.transform(Transform.createRotateTransform(2)); float hip = currentSpeed * delta; float unstuckspeed = 0.05f * delta; if(carBack && !carFront) { imageRef = locationCarBack; ComponentImageRender.updateImage(); } else if(carFront && !carBack) { imageRef = locationCarFront; ComponentImageRender.updateImage(); } else if(carFront && carBack) { imageRef = locationCarBoth; ComponentImageRender.updateImage(); } if(input.isKeyDown(Input.KEY_RIGHT)) { rotate += rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_LEFT)) { rotate -= rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_UP)) { if(!collision) { up = true; noKey = false; if(currentSpeed < maxSpeed) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 1; } } else if(input.isKeyDown(Input.KEY_DOWN) && !collision) { down = true; noKey = false; if(currentSpeed > minSpeed) { currentSpeed -= slowdownSpeed; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { noKey = true; if(currentSpeed > 0) { currentSpeed -= deacceleration; } else if(currentSpeed < 0) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } if(entityCollisionWith()) { collision = true; if(currentSpeed > 0 || up) { up = true; currentSpeed = 0; carFront = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate-180)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate-180)); } else if(currentSpeed < 0 || down) { down = true; currentSpeed = 0; carBack = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 0; } } else { collision = false; up = false; down = false; } if(currentSpeed >= -0.01f && currentSpeed <= 0.01f && noKey && !collision) { currentSpeed = 0; } } public static boolean entityCollisionWith() throws SlickException { for (int i = 0; i < BlockMap.entities.size(); i++) { Block entity1 = (Block) BlockMap.entities.get(i); if (playerBody.intersects(entity1.poly)) { return true; } } return false; } }

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  • What's the best way to add some particle or laser effects to an already animated character?

    - by Scott
    I just purchased some rigged and animated robot characters from 3drt for a game I'm making in unity. I would like to be able to add some weapon effects to the characters. For example, I would like for the robots to be able to shot lasers out of the hands at enemies. I have know idea where to even start with this task as I'm more of a programmer than a graphics guy. Can some experienced developers / designers please point me in a good direction? Thanks. Note: As of right now I have maya and blender installed on my computer.

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  • Multi Threading - How to split the tasks

    - by Motig
    if I have a game engine with the basic 'game engine' components, what is the best way to 'split' the tasks with a multi-threaded approach? Assuming I have the standard components of: Rendering Physics Scripts Networking And a quad-core, I see two ways of multi-threading: Option A ('Vertical'): Using this approach I can allow one core for each component of the engine; e.g. one core for the Rendering task, one for the Physics, etc. Advantages: I do not need to worry about thread-safety within each component I can take advantage of special optimizations provided for single-threaded access (e.g. DirectX offers a flag that can be set to tell it that you will only use single-threading) Option B ('Horizontal'): Using this approach, each task may be split up into 1 <= n <= numCores threads, and executed simultaneously, one after the other. Advantages: Allows for work-sharing, i.e. each thread can take over work still remaining as the others are still processing I can take advantage of libraries that are designed for multi-threading (i.e. ... DirectX) I think, in retrospect, I would pick Option B, but I wanted to hear you guys' thoughts on the matter.

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  • Light on every model and not in the whole scene

    - by alecnash
    I am using a custom shader and try to pass the effect on my Models like that: foreach (ModelMesh mesh in Model.Meshes) { foreach (ModelMeshPart part in mesh.MeshParts) { part.Effect = effect; } mesh.Draw(); } My only issue is that every Model now has its own light source in it. Why is this happening and is this a problem of my shader? Edit: These are the parameters passed to the shader: private void Get_lambertEffect() { if (_lambertEffect == null) _lambertEffect = Engine.LambertEffect; //Lambert technique (LambertWithShadows, LambertWithShadows2x2PCF, LambertWithShadows3x3PCF) _lambertEffect.CurrentTechnique = _lambertEffect.Techniques["LambertWithShadows3x3PCF"]; _lambertEffect.Parameters["texelSize"].SetValue(Engine.ShadowMap.TexelSize); //ShadowMap parameters _lambertEffect.Parameters["lightViewProjection"].SetValue(Engine.ShadowMap.LightViewProjectionMatrix); _lambertEffect.Parameters["textureScaleBias"].SetValue(Engine.ShadowMap.TextureScaleBiasMatrix); _lambertEffect.Parameters["depthBias"].SetValue(Engine.ShadowMap.DepthBias); _lambertEffect.Parameters["shadowMap"].SetValue(Engine.ShadowMap.ShadowMapTexture); //Camera view and projection parameters _lambertEffect.Parameters["view"].SetValue(Engine._camera.ViewMatrix); _lambertEffect.Parameters["projection"].SetValue(Engine._camera.ProjectionMatrix); _lambertEffect.Parameters["world"].SetValue( Matrix.CreateScale(Size) * world ); //Light and color _lambertEffect.Parameters["lightDir"].SetValue(Engine._sourceLight.Direction); _lambertEffect.Parameters["lightColor"].SetValue(Engine._sourceLight.Color); _lambertEffect.Parameters["materialAmbient"].SetValue(Engine.Material.Ambient); _lambertEffect.Parameters["materialDiffuse"].SetValue(Engine.Material.Diffuse); _lambertEffect.Parameters["colorMap"].SetValue(ColorTexture.Create(Engine.GraphicsDevice, Color.Red)); }

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  • Panning a 3d viewport in 2d direction with rotated camera

    - by Noob Game Developer
    I am using below code to pan the viewport (action script 3 code using flare3d framework) _mainCamera.x-= Input3D.mouseXSpeed; _mainCamera.z+= Input3D.mouseYSpeed; Where as Input3D.mouse[X|Y]Speed gives the displacement of the mouse on the X/Y axis starting from the position of the last frame. This works perfect if my camera is not rotated. However, if I rotate the camera (x by 30, y by 60) and pan the camera then it goes wrong. Which is actually correctly panning according to the code. But this is not desired and I know I need to do some math to get the correct x/y which I am not aware of it. Can some one help me achieving it? Update: I am getting an Idea but I am not sure how to do it :( Get the mouseX/Y deltas (xd,yd) Get the current camera coords (pos3d) Convert to screen coords (pos2d) Add deltas to screen coords (pos2d+ (xd,yd)) Convert above coords to 3d coords

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  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Is there an AIR native extension to use GameCenter APIs for turn-based games?

    - by Phil
    I'm planning a turn based game using the iOS 5 GameCenter (GameKit) turn-based functions. Ideally I would program the game with AIR (I'm a Flash dev), but so far I can't seem to find any already available native extension that offers that (only basic GameCenter functions), so my questions are: Does anyone know if that already exists? And secondly how complex a task would it be to create an extension that does that? Are there any pitfalls I should be aware of etc.? ** UPDATE ** There does not seem a solution to the above from Adobe. For anyone who is interested check out the Adobe Gaming SDK. It contains a Game Center ANE which I've read contains options for multiplayer but not turn-based multiplayer, at least it's a start. Comes a bit late for me as I've already learned Obj-c!

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  • RasterizerState set to null after calling DrawText in Nuclex

    - by ProgrammerAtWork
    I have the following code in XNA: // class members Text t1; Text t2; Text t3; // init // Debugfont is size 24 vectorfont t1 = MM.DebugFont24.Fill("hello"); t1 = MM.DebugFont24.Extrude("hello"); t2 = MM.DebugFont24.Fill("hello"); t2 = MM.DebugFont24.Extrude("hello"); t3 = MM.DebugFont24.Fill("hello"); t3 = MM.DebugFont24.Extrude("hello"); // Draw TextBatch test = new TextBatch(MM.GD); test.DrawText(t1, Color.Red); test.DrawText(t2, Color.Red); test.DrawText(t3, Color.Red); test.End(); //After the second call to the TextBatch, RasterizerState of the GraphicsDevice is set to null //But I don't get any runtime errors or any indication of that something is wrong. Is this supposed to happen? Or am I doing something wrong? I've discovered that this happened because culling was set to None when I was rendering textures

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  • OpenGL render to texture causing edge artifacts

    - by mysticalOso
    This is my first post here so any help would be massively appreciated :) I'm using C++ with SDL and OpenGL 3.3 When rendering directly to screen I get the following result And when I render to texture I this happens Anti-aliasing is turned off for both. I'm guessing this has something to do with depth buffer accuracy but I've tried a lot of different methods to improve the result but, no success :( I'm currently using the following code to set up my FBO: GLuint frameBufferID; glGenFramebuffers(1, &frameBufferID); glBindFramebuffer(GL_FRAMEBUFFER, frameBufferID); glGenTextures(1, &coloursTextureID); glBindTexture(GL_TEXTURE_2D, coloursTextureID); glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,SCREEN_WIDTH,SCREEN_HEIGHT,0,GL_RGB,GL_UNSIGNED_BYTE,NULL); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //Depth buffer setup GLuint depthrenderbuffer; glGenRenderbuffers(1, &depthrenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, depthrenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, SCREEN_WIDTH,SCREEN_HEIGHT); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthrenderbuffer); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, coloursTextureID, 0); GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; glDrawBuffers(1, DrawBuffers); // if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) return false; Thank you so much for any help :)

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  • Sub-systems in game engines

    - by Hillel
    So here's the problem- I'm writing my own engine library, and it works fine with stuff like menus and the actual game screen. The thing is, I can't really figure out how to integrate something like an intro or dialogue preceding certain levels into this system. Let's look at another example- say I have a game-specific engine which gets a Level object and runs it. Engine would have its own collision and physics system, all hard coded. Now, what if at some point in a level, I want the player to enter a mini-game with different rules? How do I morph the Engine class to support these sub-systems without having to deal with their code all the time (as in: if(regular game) ... else if(mini game) ...)? And what if I want an intro animation at the start of a level, and I want the player to be able to assume control of his character once the animation ends, do I implement the animation into the Engine class itself? Or maybe I need to run another class, CutScene, and when it ends, it calls Engine and starts the level? What if I want to add a dialogue system, where at the start of each level there's a short dialogue and the player can't control his character, and once it ends, he can? Would I then run the dialogue code inside the Engine code? Maybe these sub-systems should all be scripted? I don't know anything about scripting, is it necessary for this kind of situation? Any help would be appreciated.

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  • Ideas for card deck names [closed]

    - by Milan Babuškov
    I'm creating a card game, and wish to offer players to choose from different sets of playing cards. The game logic remains the same, only the design and graphics on the cards would be different. It would feature classic French set, German/Hungarian one, and a bunch of other custom designed ones. I'm looking for some cool names to give to those sets. I thought maybe to use names of some world cities like "London set", "Paris set", "Tokyo set", but there might be something better. I know this is really open-ended question, so there might not be a definitive "correct" answer, but I hope this kind of brainstorming would be useful to anyone looking for ideas to name a set of... well, anything. I'll up-vote any good idea, no matter if I don't end up using any of those.

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  • GameStateManagement and inputs not being recognized

    - by Dave Voyles
    EDIT: I've removed a bit of code from the input class to make this more readable, and updated my StartScreen class, which is now at the bottom. I have the same issues though, but they are explained in my comments on the bottom of this page. It won't let me paste my additional code here (the format comes out crazy), so I've linked to pastebin with the code pastebin I've been trying to implement the MS provided GameStateManagement sample with my game, but it has proven a bit difficult. Really, I'm using Oneksoft's Starter Kit, which uses the MS provided sample, so they are identical, except for my splash screen. I'm able to get the splash screen to launch, where it informs the player to press A to advance the screen, but this doesn't seem to accept any of my inputs. I’ve also added Console.Writeline(“Pressing A”) under the IsMenuPressed method in Input.cs to verify that it is getting called, but for some reason it is constantly spamming my log, rather than just appearing each time I press it. Not sure why this is happening. I have a bit too much code to post it all here, so I’ve attached a link to my .rar with my classes, but I’ll also leave a bit here which I thinkmay be applicable. https://www.dropbox.com/sh/6ek4uru2jc2ch0k/JTeBWN_3PQ What do you guys think the issue is? namespace Pong { public class Input { public const int MaxInputs = 4; public readonly KeyboardState[] CurrentKeyboardState; public readonly GamePadState[] CurrentGamePadState; public KeyboardState[] LastKeyboardState; public GamePadState[] LastGamePadState; public readonly bool[] GamePadWasConnected; public Input() { // Get input state CurrentKeyboardState = new KeyboardState[MaxInputs]; CurrentGamePadState = new GamePadState[MaxInputs]; // Preserving last states to check for isKeyUp events LastKeyboardState = CurrentKeyboardState; LastGamePadState = CurrentGamePadState; } /// <summary> /// Checks for a "menu select" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuSelect(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { Console.WriteLine("Pressing A"); return IsNewKeyPress(Keys.Space, controllingPlayer, out playerIndex) || IsNewKeyPress(Keys.Enter, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.A, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Start, controllingPlayer, out playerIndex); } /// <summary> /// Checks for a "menu cancel" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuCancel(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { return IsNewKeyPress(Keys.Escape, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.B, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Back, controllingPlayer, out playerIndex); }

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  • Question on methods in Object Oriented Programming

    - by mal
    I’m learning Java at the minute (first language), and as a project I’m looking at developing a simple puzzle game. My question relates to the methods within a class. I have my Block type class; it has its many attributes, set methods, get methods and just plain methods. There are quite a few. Then I have my main board class. At the moment it does most of the logic, positioning of sprites collision detection and then draws the sprites etc... As I am learning to program as much as I’m learning to program games I’m curious to know how much code is typically acceptable within a given method. Is there such thing as having too many methods? All my draw functionality happens in one method, should I break this into a few ‘sub’ methods? My thinking is if I find at a later stage that the for loop I’m using to cycle through the array of sprites searching for collisions in the spriteCollision() method is inefficient I code a new method and just replace the old method calls with the new one, leaving the old code intact. Is it bad practice to have a method that contains one if statement, and place the call for that method in the for loop? I’m very much in the early stages of coding/designing and I need all the help I can get! I find it a little intimidating when people are talking about throwing together a prototype in a day too! Can’t wait until I’m that good!

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  • Most supported/easiest to get started gamedev language?

    - by user1009013
    In what language are the most libraries/frameworks (like lwjgl for Java, XNA for C#)? What language is the easiest to start making a game (very easy to get a 3D-environment rendered)? What language has the friendliest learning curve? Say I want to make a game and I don't know any programming languages, I want to develop for any platform(so don't give the answer "the one you know best/the platform you are working on"), then what is the best language to start with. I get this question a lot "I have this and that ideas for a game and want to make it, what language should I use"(mostly asked by beginning programmers), but I don't know how to answer that. The answer "use the one you are most familiar with", because sometimes they don't even know a language yet... I am not asking for someone's personal opinion, but an objective list of what languages are the easiest/most supported/have the most/best libraries/frameworks to get started with gamedevelopment.

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  • Are there any OpenGL ES 2.0 examples for JOGL?

    - by fjdutoit
    I've scoured the internet for the last few hours looking for an example of how to run even the most basic OpenGL ES 2 example using JOGL but "by Jupiter!" it has been a total fail. I tried converting the android example from the OpenGL ES 2.0 Programming Guide examples (and at the same time looking at the WebGL example -- which worked fine) yet without any success. Are there any examples out there? If anyone else wants some extra help regarding this question see this thread on the official Jogamp forum.

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  • Detailed Modern Opengl Tutorial?

    - by Kogesho
    I am asking for a specific modern opengl tutorial. I need a tutorial that does not skip to explain any lines of code. It should also include different independent objects moving/rotating (most tutorials use only one object), as well as imported 3d objects and collision detection for them. It should also avoid stuff that won't be used. Arcysnthesis for example gives a new concept, and after teaching it, in the next tutorial, it explains how bad it is for performance and introduces another method. Do you know any?

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  • Drawing visible tiles - side scrolling

    - by Troubleshoot
    Currently I'm calling drawMap every time repaint is called. This is the code I've written for my drawMap method so far. public void drawMap(Graphics2D g2d) { float cameraX = Player.getX() - (Frame.CANVAS_WIDTH / 2); float cameraY = Player.getY() - (Frame.CANVAS_HEIGHT / 2); int tileX = (int) cameraX; int tileY = (int) cameraY; int xIndent = 0, yIndent = 0; int a = 0, b = 0; while (tileX % TILE_SIZE != 0) { tileX--; xIndent++; } while (tileY % TILE_SIZE != 0) { tileY--; yIndent++; } for (int y = tileY; y < tileY + Frame.CANVAS_HEIGHT; y += Map.TILE_SIZE) { for (int x = tileX; x < tileX + Frame.CANVAS_WIDTH; x += Map.TILE_SIZE) { if ((y / TILE_SIZE < 0 || x / TILE_SIZE < 0) || (y / TILE_SIZE > columnSize)) break; g2d.drawImage(map[y / TILE_SIZE][x / TILE_SIZE], a - xIndent, b - yIndent, null); a += TILE_SIZE; } a = 0; b += TILE_SIZE; } } The idea behind this is that it gets the camera position and draws the map relative to the player position. However, instead of the player being in the center of the screen all the time, the player actually moves away from the center as it scrolls to the right, and moves towards to center as it scrolls to the left. I've been trying to pinpoint what I've done wrong but I can't seem to find it. My code also seems quite messy, so am I doing this the correct way?

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  • How can I improve the "smoothness" of a 2D side-scrolling iPhone game?

    - by MrDatabase
    I'm working on a relatively simple 2D side-scrolling iPhone game. The controls are tilt-based. I use OpenGL ES 1.1 for the graphics. The game state is updated at a rate of 30 Hz... And the drawing is updated at a rate of 30 fps (via NSTimer). The smoothness of the drawing is ok... But not quite as smooth as a game like iFighter. What can I do to improve the smoothness of the game? Here are the potential issues I've briefly considered: I'm varying the opacity of up to 15 "small" (20x20 pixels) textures at a time... Apparently varying the opacity in this manner can degrade drawing performance I'm rendering at only 30 fps (via NSTimer)... Perhaps 2D games like iFighter are rendered at a higher frame rate? Perhaps the game state could be updated at a faster rate? Note the acceleration vales are updated at 100 Hz... So I could potentially update part of the game state at 100 hz All of my textures are PNG24... Perhaps PNG8 would help (due to smaller size etc)

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • OpenGL ES multiple objects not being rendered

    - by ladiesMan217
    I am doing the following to render multiple balls move around the screen but only 1 ball is seen to appear and function. I don't know why the rest (count-1) balls are not being drawn public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glDisable(GL10.GL_DITHER); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glClientActiveTexture(DRAWING_CACHE_QUALITY_HIGH); gl.glLoadIdentity(); for(int i=0;i<mParticleSystem.getParticleCount();i++){ gl.glPushMatrix(); gl.glTranslatef(mParticleSystem.getPosX(i), mParticleSystem.getPosY(i), -3.0f); gl.glScalef(0.3f, 0.3f, 0.3f); gl.glColor4f(r.nextFloat(), r.nextFloat(), r.nextFloat(), 1); gl.glEnable(GL10.GL_TEXTURE_2D); mParticleSystem.getBall(i).draw(gl); gl.glPopMatrix(); } } Here is my void draw(GL10 gl) method public void draw(GL10 gl){ gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); // gl.glTranslatef(0.2f, 0.2f, -3.0f); // gl.glScalef(size, size, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }

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  • How to prevent "underwater sight" in games

    - by CPP_Person
    In many games where the player can go underwater, it seems like when you look where the top half of the screen is in the air, and the bottom half the screen is in the water, it's almost like the water doesn't exist and the player is... flying slowly with water sounds? Is there a logical way to solve this? An algorithm? Doesn't seem like any solution has come up yet since many games still have this. I don't want to make the same mistake.

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  • Resolving bounding box collision detection

    - by ndg
    I'm working on a simple collision detection and resolution method for a 2d tile-based bounding box system. Collision appears to work correctly, but I'm having issues with resolving a collision after it has happened. Essentially what I'm attempting to do is very similar to this approach. The problem I'm experiencing is that because objects can be traveling with both horizontal and vertical velocity, my resolution code causes the object to jump incorrectly. I've drawn the following annotation to explain my issue. In this example, because my object has both horizontal and vertical velocity, my object (which is heading upwards and collides with the bottom of a tile) has it's position altered twice: To correctly adjust it's vertical position to be beneath the tile. To incorrectly adjust it's horizontal position to be to the left of the tile. Below is my collision/resolution code in full: function intersects(x1, y1, w1, h1, x2, y2, w2, h2) { w2 += x2; w1 += x1; if (x2 > w1 || x1 > w2) return false; h2 += y2; h1 += y1; if (y2 > h1 || y1 > h2) return false; return true; } for(var y = 0; y < this.game.level.tiles.length; y++) { for(var x = 0; x < this.game.level.tiles[y].length; x++) { var tile = this.game.level.getTile(x, y); if(tile) { if( this.velocity.x > 0 && intersects(this.position.x+dx+this.size.w, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)-this.size.w); hitSomething = true; break; } else if( this.velocity.x < 0 && intersects(this.position.x+dx, this.position.y+dy, 1, this.size.h, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.x = ((x*tileSize)+tileSize); hitSomething = true; break; } if( this.velocity.y > 0 && intersects(this.position.x+dx, this.position.y+dy+this.size.h, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)-this.size.h); hitSomething = true; break; } else if( this.velocity.y < 0 && intersects(this.position.x+dx, this.position.y+dy, this.size.w, 1, x*tileSize, y*tileSize, tileSize, tileSize) ) { this.position.y = ((y*tileSize)+tileSize); hitSomething = true; break; } } } } if(hitSomething) { this.velocity.x = this.velocity.y = 0; dx = dy = 0; this.setJumping(false); }

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  • Wall jumping collision detection anomaly

    - by Nanor
    I'm creating a game where the player ascends a tower by wall jumping his way to the top. When the player has collided with the right wall they can only jump left and vice versa. Here is my current implementation: if(wallCollision() == "left"){ player.setPosX(0); player.setVelX(0); ignoreCollisions = true; player.setCanJump(true); player.setFacingLeft(false); } else if (wallCollision() == "right"){ player.setPosX(screenWidth-playerWidth*2); player.setVelX(0); ignoreCollisions = true; player.setCanJump(true); player.setFacingLeft(true); } else{ player.setVelY(player.getVelY() + gravity); } and private String wallCollision(){ if(player.getPosX() < playerWidth && !ignoreCollisions) return "left"; else if(player.getPosX() > screenWidth - playerWidth*2 && !ignoreCollisions) return "right"; else{ timeToJump += Gdx.graphics.getDeltaTime(); if(timeToJump > 0.50f){ timeToJump = 0; ignoreCollisions = false; } return "jumping"; } } If the player is colliding with the left wall it will switch between the states left and jumping repeatedly due to the varible ignoreCollisions being switched repeatedly in collision checks. This will give a chance to either jump as intended or simply ascend vertically instead of diagonally. I can't figure out an implementation that will reliably make sure the player jumps as intended. Does anyone have any pointers?

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