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  • Setting a leader from a sprite array

    - by Craig
    I'm looking to set a leader from an array of sprites, I keep on getting a NullReferenceException was unhandled error from within my main game class when calling the UpdateMouse Method. What have I dont wrong here? class MouseSprite { Random random = new Random(); private MouseSprite leader; public void UpdateBoundaryBox() { mouseBounds.X = (int)mousePosition.X - mouseTexture.Width / 2; mouseBounds.Y = (int)mousePosition.Y - mouseTexture.Height / 2; } public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; this.alive = true; mice[random.Next(0, mice.Length)] = leader;

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  • How do I draw a dotted or dashed line?

    - by Gagege
    I'm trying to draw a dashed or dotted line by placing individual segments(dashes) along a path and then separating them. The only algorithm I could come up with for this gave me a dash length that was variable based on the angle of the line. Like this: private function createDashedLine(fromX:Float, fromY:Float, toX:Float, toY:Float):Sprite { var line = new Sprite(); var currentX = fromX; var currentY = fromY; var addX = (toX - fromX) * 0.0075; var addY = (toY - fromY) * 0.0075; line.graphics.lineStyle(1, 0xFFFFFF); var count = 0; // while line is not complete while (!lineAtDestination(fromX, fromY, toX, toY, currentX, currentY)) { /// move line draw cursor to beginning of next dash line.graphics.moveTo(currentX, currentY); // if dash is even if (count % 2 == 0) { // draw the dash line.graphics.lineTo(currentX + addX, currentY + addY); } // add next dash's length to current cursor position currentX += addX; currentY += addY; count++; } return line; } This just happens to be written in Haxe, but the solution should be language neutral. What I would like is for the dash length to be the same no matter what angle the line is. As is, it's just adding 75 thousandths of the line length to the x and y, so if the line is and a 45 degree angle you get pretty much a solid line. If the line is at something shallow like 85 degrees then you get a nice looking dashed line. So, the dash length is variable, and I don't want that. How would I make a function that I can pass a "dash length" into and get that length of dash, no matter what the angle is? If you need to completely disregard my code, be my guest. I'm sure there's a better solution.

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  • How to get the blocks seen by the player?

    - by m4tx
    I'm writing a Minecraft-like game using Ogre engine and I have a problem. I must optimize my game, because when I try draw 10000 blocks, I have 2 FPS... So, I got the idea that blocks display of the plane and to hide the invisible blocks. But I have a problem - how do I know which blocks at a time are visible to the player? And - if you know of other optimization methods for such a game, write what and how to use them in Ogre.

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  • Which code module should map physical keys to abstract keys?

    - by Paul Manta
    How do you bridge the gap between the library's low-level event system and your engine's high-level event system? (I'm not necessarily talking about key events, but also about quit events.) At the top level of my event system, I send out KeyPressedEvents, KeyRelesedEvents and others of this kind. These high-level events only contain the abstract values of the keys (they don't say that Space way pressed, but that the JumpKey was pressed, for example). Whose responsibility should it be to map the "JumpKey" to an actual key on the keyboard?

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  • Is it safe to set FPS rate to a constant?

    - by Ozan
    I learned from game class that in update function, every movements must be time dependent for the sake of linearity in movement. We made a simple game. Every move like going left, right or jump is written time dependent. But, in some other computers, our game is worked very differently. For example, our character jumps higher than it should be. I guess this is because each computer has different FPS rate according to its specification. My question is that what should we do to make this game work in same way in every computer? Setting FPS rate to a constant is a solution?

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  • Collision Detection for 2D

    - by Bhaskar
    I am working on a simple game, where I need to do a collision detection of two Texture2D. The code I have written is: bool perPixelCollission = false; Texture2D texture1 = sprite1.Texture; Texture2D texture2 = sprite1.Texture; Vector2 position1 = new Vector2(sprite1.CurrentScope.X, sprite1.CurrentScope.Y); Vector2 position2 = new Vector2(sprite2.CurrentScope.X, sprite2.CurrentScope.Y); uint[] bitsA = new uint[texture1.Width * texture1.Height]; uint[] bitsB = new uint[texture2.Width * texture2.Height]; Rectangle texture1Rectangle = new Rectangle(Convert.ToInt32(position1.X), Convert.ToInt32(position1.Y), texture1.Width, texture1.Height); Rectangle texture2Rectangle = new Rectangle(Convert.ToInt32(position2.X), Convert.ToInt32(position2.Y), texture2.Width, texture2.Height); texture1.GetData<uint>(bitsA); texture2.GetData<uint>(bitsB); int x1 = Math.Max(texture1Rectangle.X, texture2Rectangle.X); int x2 = Math.Min(texture1Rectangle.X + texture1Rectangle.Width, texture2Rectangle.X + texture2Rectangle.Width); int y1 = Math.Max(texture1Rectangle.Y, texture2Rectangle.Y); int y2 = Math.Min(texture1Rectangle.Y + texture1Rectangle.Height, texture2Rectangle.Y + texture2Rectangle.Height); for (int y = y1; y < y2; ++y) { for (int x = x1; x < x2; ++x) { if (((bitsA[(x - texture1Rectangle.X) + (y - texture1Rectangle.Y) * texture1Rectangle.Width] & 0xFF000000) >> 24) > 20 && ((bitsB[(x - texture2Rectangle.X) + (y - texture2Rectangle.Y) * texture2Rectangle.Width] & 0xFF000000) >> 24) > 20) { perPixelCollission = true; break; } } // Reduce amount of looping by breaking out of this. if (perPixelCollission) { break; } } return perPixelCollission; But this code is really making the game slow. Where can I get some very good collision detection tutorial and code? What is wrong in this code?

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  • Ouya / Android : button mapping biwise

    - by scorvi
    I am programming a game with the Gameplay3d Engine. But the Android site has no gamepad support and that is what I need to port my game to Ouya. So I implemented a simple gamepad support and it supports 2 gamepads. So my problem is that I put the button stats in a float array for every gamepad. But the Gameplay3d engine saves their stats in a unsigned int _buttons variable. It is set with bitwise operations and I have no clue how to translate my array to this.

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  • Confusion about Rotation matrices from Euler Angles

    - by xEnOn
    I am trying to learn more about Euler Angles so as to help myself in understanding how I can control my camera better in the game. I came across the following formula that converts Euler Angles to rotation matrices: In the equation, I could see that the first matrix from the left is the rotation matrix about x-axis, the second is about y-axis and the third is about z-axis. From my understanding about ordinary matrix transformations, the later transformation is always applied to the right hand side. And if I'm right about this, then the above equation should have a rotation order starting from rotating about z-axis, y-axis, then finally x-axis. But, from the symbols it seems that the rotation order start rotating about x-axis, then y-axis, then finally z-axis. What should the actual order of the rotation be? Also, I am confuse about if the input vector, in this case, would be a row vector on the left, or a column vector on the right?

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  • Need a good quality bitmap rotation algorithm for Android

    - by Lumis
    I am creating a kaleidoscopic effect on an android tablet. I am using the code below to rotate a slice of an image, but as you can see in the image when rotating a bitmap 60 degrees it distorts it quite a lot (red rectangles) – it is smudging the image! I have set dither and anti-alias flags but it does not help much. I think it is just not a very sophisticated bitmap rotation algorithm. canvas.save(); canvas.rotate(angle, screenW/2, screenH/2); canvas.drawBitmap(picSlice, screenW/2, screenH/2, pOutput); canvas.restore(); So I wonder if you can help me find a better way to rotate a bitmap. It does not have to be fast, because I intend to use a high quality rotation only when I want to save the screen to the SD card - I would redraw the screen in memory before saving. Do you know any comprehensible or replicable algorithm for bitmap rotation that I could programme or use as a library? Or any other suggestion? EDIT: The answers below made me think if Android OS had bilinear or bicubic interpolation option and after some search I found that it does have its own version of it called FilterBitmap. After applying it to my paint pOutput.setFilterBitmap(true); I get much better result

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  • share distribution question

    - by facebook-100000781341887
    Hi, I just developed a facebook game(mifia like), but the graphic I make is not good, because it is reference with some existing photo, trace with AI, and coloring it. Therefore, I invite my friend to join me, he is a graphic designer, own a company with his friend (I know both of them), for the share, I expect at least 70% for me, and at most 30% for them (both of them want to join). Therefore, they give me a counter offer, 60% for me and 40% for them, of course, I feel their counter offer is unacceptable because they only build the image in part time, and all the other work just like coding, webhosting...etc, is what I do in full time. Why they said they worth 40% is that they will make a good graphic, they can provide a advertise channel(on local magazine), etc... Actually, I don't think the game need advertisement on local magazine because the game is not target for local... Please give me some comments on this issue(is the share fair? what is the importance of the image of the game, is it worth more than 30%), or can anyone share the experience on this. Thanks in advance.

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  • Better way to go up/down slope based on yaw?

    - by CyanPrime
    Alright, so I got a bit of movement code and I'm thinking I'm going to need to manually input when to go up/down a slope. All I got to work with is the slope's normal, and vector, and My current and previous position, and my yaw. Is there a better way to rotate whether I go up or down the slope based on my yaw? Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.toDegrees(Math.cos(Math.toRadians(yaw))); move.z = (float)-Math.toDegrees(Math.sin(Math.toRadians(yaw))); move.normalise(); if(move.z < 0 && slopeNormal.z > 0 || move.z > 0 && slopeNormal.z < 0){ if(move.x < 0 && slopeNormal.x > 0 || move.x > 0 && slopeNormal.x < 0){ move.y += slopeVec.y; } } if(move.z > 0 && slopeNormal.z > 0 || move.z < 0 && slopeNormal.z < 0){ if(move.x > 0 && slopeNormal.x > 0 || move.x < 0 && slopeNormal.x < 0){ move.y -= slopeVec.y; } } move.scale(movementSpeed * delta); Vector3f.add(pos, move, pos);

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  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

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  • Debugging-Setting Consoles in Games

    - by ShrimpCrackers
    Right now I have the graphical and input portions of a console for my game (command parsing hasn't been implemented yet). I was wondering how you would go about making changes to properties in game objects. For example, if I typed in the console: skeletonMonster maxHP 20 That would change all of the existing in-game skeletons' max hit points to 20. After you parse this information what are some ways to change the value? How can I change the variable(s) without violating information hiding? I'd like to implement this so I don't have to change variables in the code and recompile every time while playtesting.

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  • Scan-Line Z-Buffering Dilemma

    - by Belgin
    I have a set of vertices in 3D space, and for each I retain the following information: Its 3D coordinates (x, y, z). A list of pointers to some of the other vertices with which it's connected by edges. Right now, I'm doing perspective projection with the projecting plane being XY and the eye placed somewhere at (0, 0, d), with d < 0. By doing Z-Buffering, I need to find the depth of the point of a polygon (they're all planar) which corresponds to a certain pixel on the screen so I can hide the surfaces that are not visible. My questions are the following: How do I determine to which polygon does a pixel belong to so I could use the formula of the plane which contains the polygon to find the Z-coordinate? Are my data structures correct? Do I need to store something else entirely in order for this to work? I'm just projecting the vertices onto the projection plane and joining them with lines based on the pointer lists.

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  • Selection of a mesh with arbitrary region

    - by Tigran
    Considering example: I have a mesh(es) on the OpenGL screen and would like to select a part of it (say for delete purpose). There is a clear way to do the selction via Ray Tracing, or via Selection provided by OpenGL itself. But, for my users, considering that meshes can get wired surfaces, I need to implement a selection via a Arbitrary closed region, so all triangles that appears present inside that region has to be selected. To be more clear, here is screen shot: I want all triangles inside black polygon to be selected, identified, whatever in some way. How can I achieve that ?

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  • Movement in RPG

    - by user1264811
    I want to make an RPG game in which I move tile by tile. So when I hit up, the tile row that I am on decreases by one for example. Also, it's supposed to be a slow movement so that I can see the change in tile, i.e. I can see my sprite move from tile to tile. Currently, with the code I have, when I hit a direction on my keyboard, I move several blocks within seconds and by the time I release the button I have already gotten a nullPointerException error because I have left the map. How can I slow down the movement?

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  • On Screen Coin Animation

    - by Siddharth
    am working with side scrolling skater game. I want to perform coin animation such that as player collect coin it moves upside and attach with currency sprite. My main character and coin present in game scene and currency sprite present in HUD layer. This situation creates problem for me. Directly I can not apply modifier to coin because it is side scrolling game so based on main character speed it reaches at different position. That I have checked. So that I have to generate other coin at same position at game layer coin has, in HUD layer and move upward to it. But I didn't able to get its y position correct though I can able to get x position correctly. Many time main character goes downward so it get minus value many time. I also tried following code float[] position = GameHUD.this .convertSceneCoordinatesToLocalCoordinates(GameManager .getInstance().getCoinX(), GameManager.getInstance() .getCoinY()); But I am getting same coordinate as I provide. No difference in that so please some one provide me guidance in that. Because I am near to complete my game. EDIT: Here game layer and hud layer is totally different. Actual coin present in game layer which player has to collect and at same position I want to generate another coin in hud layer to perform some animation. It is recommended to generate coin in hud layer because through that only I can able to complete my target.

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  • Camera Shake in Unreal Engine 4?

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. I was wanting to know how to implement a third-person camera shake into my game, for use of the player sprinting, or crouching, etc. All I need is some tips on setting it up. I can figure the rest out.

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  • No idea of how to simulate car crashes

    - by user2332868
    I have a simple car game with all the basic collision detection and movement in Unity with C#. But when I was building the "engine" for the game I didn't include a detail I later decided to include. I want the possibility so that cars can get damaged and so that the model can change. For example the car looked like it was new and after a crash it looks like a wreck. Please help me by pointing to some resources or by telling me approximate ways of implementing this new feature. Thanks!

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  • Architectural approaches to creating a game menu/shell overlay on PC/Linux?

    - by Ghopper21
    I'm am working on a collection of games for a custom digital tabletop installation (similar to Microsoft Surface tables). Each game will be an individual executable that runs full-screen. In addition, there needs to be a menu/shell overlay program running simultaneously. The menu/shell will allow users to pause games, switch to other games, check their game history, etc. Some key requirements of the shell: it intercepts all user input (mainly multitouch) first before passing it on to the currently running game (so that it can, for instance, know to pop-up at a "pause" command); can reveal on arbitrary portions of the screen, with the currently running (but presumably paused) game still showing underneath, ideally with its shape/size being dynamic, to allow for creation of an animated in/out drawer effect over the game. I'm currently looking into different architectural approaches to this problem, including Fraps and DirectX overlays, but I'm sure I'm missing some ways to think about this. What are the main approaches I should be considering? (Note the table is currently being run by Windows PC, but it could potentially be a Linux box instead.)

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  • How exactly to implement multiple threads in a game

    - by xerwin
    So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • Kinect losing tracked players with Beta2 SDK

    - by Eric B
    So i'm creating a game using the Beta2 SDK for Kinect. The issue i am having is that in the middle of gameplay if another person enters the Kinects FOV it stops tracking the player and will not track anyone else for several minutes. Same deal if the player leaves the FOV and reenters it. Here is what im using to detect players. void nui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { int playersAlive = 0; // reset lists skeletons = new Dictionary<int, SkeletonData>(); //create a new list for skeletons menuSkeleton = new List<SkeletonData>(); initialPlayers = new Dictionary<float, SkeletonData>(); //create a new list for initialPlayers foreach (SkeletonData s in e.SkeletonFrame.Skeletons) //for each skeleton the kinect has detected { if (s.TrackingState == SkeletonTrackingState.Tracked) // players found { menuSkeleton.Add(s); if (initialized) // after initialization { skeletons.Add(s.TrackingID, s); } else // before initialization initialPlayers.Add(s.Joints[JointID.ShoulderCenter].Position.X, s); //if we are not initialized then add this player to the inital player list. playersAlive++; } } if (playersAlive == TOTAL_PLAYERS_ALLOWED) // If there is one player { if (!inMiniGame) // Before the game starts gameStart = DateTime.Now; // Reset initialization timer if (!initialized) // Before initialization // NOTE TO SELF I TOOK OUT && inMenu { InitializePlayers(); if (DateTime.Now.Subtract(gameStart).TotalMilliseconds > INITIALIZATION_WAIT_TIME) { initialized = true; // initialize timers from fixed starting time if (inMiniGame) //if the game has started { gamePause = gameStart; //TODO ERIC: Initialize any Timers Here } } } } } /// <summary> /// this function initializes the players adding them to a list /// and making one of the players the menu controller, for LIM we will need to change the code so that the /// game only recognizes and supports one player at a time /// variable names will need to be change as well. /// </summary> private void InitializePlayers() { List<float> initialPos = new List<float>(); // used to track starting positions players = new Dictionary<int, Player>(); foreach (float pos in initialPlayers.Keys) { initialPos.Add(pos); //add position of each inital player to list } float first = initialPos[0]; // left player first, right second Player player = new Player(initialPlayers[first].TrackingID, true); player.PlayerNumber = PLAYER_ONE; player.Skeleton = initialPlayers[first]; player.Specifics = new PlayerSpecifics(player.PlayerNumber); player.Specifics.PauseTimer = gameStart; players.Add(initialPlayers[first].TrackingID, player); menuController = initialPlayers[first].TrackingID; //menu controller is player 1 } This is a one player game. Also when the game starts Initialize is set to false, and gets set to true when i go from the games menu into the gameplay. So can anyone see any issues with this code block that would cause the kinect to lose players as they enter/exit the FOV? and not re-track them? Thank you for any help.

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  • Octrees as data structure

    - by Christian Frantz
    In my cube world, I want to use octrees to represent my chunks of 20x20x20 cubes for frustum and occlusion culling. I understand how octrees work, I just dont know if I'm going about this the right way. My base octree class is taken from here: http://www.xnawiki.com/index.php/Octree What I'm wondering is how to apply occlusion culling using this class. Does it make sense to have one octree for each cube chunk? Or should I make the octree bigger? Since I'm using cubes, each cube should fit into a node without overlap so that won't be an issue

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  • How to detect collisions between sprite and a user generated shape of some sort?

    - by Huwell
    How to detect a collision between a sprite and a user generated shape of some sort. For example. There are some objects on the screen. The user takes their finger and draws an circle shape around a object (The selection rule is painting circle around the sprite, but the painting shapes may be various). I need to detect which object selected, which just like: (demo images) http://i52.tinypic.com/28h0t1g.png

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  • How to play many sounds at once in OpenAL

    - by Krom Stern
    I'm developing an RTS game and I would like to add sounds to it. My choice has landed on OpenAL. I have plenty of units which from time to time make sounds: fSound.Play(sfx_shoot, location). Sounds often repeat, e.g. when squad of archers shoots arrows, but they are not synced with each other. My questions are: What is the common design pattern to play multiple sounds in OpenAL, when some of them are duplicate? What are the hardware limitations on sounds count and tricks to overcome them?

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