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  • libgdx loading textures fails [duplicate]

    - by Chris
    This question already has an answer here: Why do I get this file loading exception when trying to draw sprites with libgdx? 4 answers I'm trying to load my texture with playerTex = new Texture(Gdx.files.internal("player.jpg")); player.jpg is located under my-gdx-game-android/assets/data/player.jpg I get an exception like this: Full Code: @Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch = new SpriteBatch(); FileHandle file = Gdx.files.internal("player.jpg"); playerTex = new Texture(file); player = new Rectangle(); player.x = 800-20; player.y = 250; player.width = 20; player.height = 80; } @Override public void dispose() { // dispose of all the native resources playerTex.dispose(); batch.dispose(); } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(playerTex, player.x, player.y); batch.end(); if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 50 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 50 * Gdx.graphics.getDeltaTime(); }

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  • Multithreading in lwjgl getting rid of sleep.

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

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  • Technologies stack to create soccer game vizualization on web page [on hold]

    - by Lambrusco
    I want to create soccer game vizualization. What technologies will be best to create such one for web page? On input I have two teams with players. I have theory about their movements, the movement of the ball on field and so on. I just want to vizualize their movements. What will be the best technology stack? I mean programming languages (C++, Ruby, Java, PHP) and vizualization ways (Flash, HTML5, JS)

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  • LibGDX - Textures rendering at wrong position

    - by ACluelessGuy
    Update 2: Let me further explain my problem since I think that i didn't make it clear enough: The Y-coordinates on the bottom of my screen should be 0. Instead it is the height of my screen. That means the "higher" i touch/click the screen the less my y-coordinate gets. Above that the origin is not inside my screen, atleast not the 0 y-coordinate. Original post: I'm currently developing a tower defence game for fun by using LibGDX. There are places on my map where the player is or is not allowed to put towers on. So I created different ArrayLists holding rectangles representing a tile on my map. (towerPositions) for(int i = 0; i < map.getLayers().getCount(); i++) { curLay = (TiledMapTileLayer) map.getLayers().get(i); //For all Cells of current Layer for(int k = 0; k < curLay.getWidth(); k++) { for(int j = 0; j < curLay.getHeight(); j++) { curCell = curLay.getCell(k, j); //If there is a actual cell if(curCell != null) { tileWidth = curLay.getTileWidth(); tileHeight = curLay.getTileHeight(); xTileKoord = tileWidth*k; yTileKoord = tileHeight*j; switch(curLay.getName()) { //If layer named "TowersAllowed" picked case "TowersAllowed": towerPositions.add(new Rectangle(xTileKoord, yTileKoord, tileWidth, tileHeight)); // ... AND SO ON If the player clicks on a "allowed" field later on he has the opportunity to build a tower of his coice via a menu. Now here is the problem: The towers render, but they render at wrong position. (They appear really random on the map, no certain pattern for me) for(Rectangle curRect : towerPositions) { if(curRect.contains(xCoord, yCoord)) { //Using a certain tower in this example (left the menu out if(gameControl.createTower("towerXY")) { //RenderObject is just a class holding the Texture and x/y coordinates renderList.add(new RenderObject(new Texture(Gdx.files.internal("TowerXY.png")), curRect.x, curRect.y)); } } } Later on i render it: game.batch.begin(); for(int i = 0; i < renderList.size() ; i++) { game.batch.draw(renderList.get(i).myTexture, renderList.get(i).x, renderList.get(i).y); } game.batch.end(); regards

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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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  • Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when I was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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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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  • Unity mouse input not working in webplayer build

    - by Califer
    I have a button script with the following code void OnMouseDown() { animation.Play("button-squish"); enlarged = true; audio.PlayOneShot(buttonSound); } void OnMouseUpAsButton() { if (enlarged) { SelectThisButton(); enlarged = false; animation.Play("button-return"); } } void OnMouseExit() { if (enlarged) { enlarged = false; animation.Play("button-return"); } } It works great in the editor, but when I made a build and tested it in Chrome none of the buttons had any response. Further testing revealed that it did work in Firefox. Rather than telling people to change their browser if they want to play, I want to make the button code work. How else can I get the buttons to know when they're being pressed if the built-in stuff isn't working?

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  • Procedual level generation for a platformer game (tilebased) using player physics

    - by Notbad
    I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and they will have a high probability of being just made of horizontal rooms but sometimes they can have exits to a top/down room. Here is an example of what I would like to achieve. I'm refering only to the caves part. I know level design won't be that great when generated but I think it is possible to have something good enough for people to enjoy the procedural maps (Note: Supermetrod Spoiler!): http://www.snesmaps.com/maps/SuperMetroid/SuperMetroidMapNorfair.html Well, after spending some time thinking about this I have some ideas to create the maps that I would like to share with you: 1) I have read about celular automatas and I would like to use them to carve the rooms but instead of carving just a tile at once I would like to carve full columns of tiles. Of course this carving system will have some restrictions like how many tiles must be left for the roof and the ceiling, etc... This way I could get much cleaner rooms than using the ussual automata. 2) I want some branching into the rooms. It will have little probability to happen but I definitely want it. Thinking about carving I came to the conclusion that I could be using some sort of path creation algorithm that the carving system would follow to create a path in the rooms. This could be more noticiable if we make the carving system to carve columns with the height of a corridor or with the height of a wide room (this will be added to the system as a param). This way at some point I could spawn a new automa beside the main one to create braches. This new automata should play side by side with the first one to create dead ends, islands (both paths created by the automatas meet at some point or lead to the same room. It would be too long to explain here all the tests I have done, etc... just will try to summarize the problems to see if anyone could bring some light to solve them (I don't mind sharing my successes but I think they aren't too relevant): 1) Zone reachability: How can I make sure that the player will be able to reach all zones I created (mainly when branches happen or vertical rooms are created). When branches are created I have to make sure that there will be a way to get onto the new created branch. I mean a bifurcation that the player could follow. Player will follow the main path or jump to a platform to get onto the other way). On the other hand if an island is created by the meeting of both branches I need to make sure the player will be able to get onto the island too. 2) When a branch is created and corridors are generated for each branch how can I make then both merge or repel to create an island or just make them separated corridors. 3) When I create a branch and an island is created becasue both corridors merge at somepoint or they lead to the same room, is there any way to detect this and randomize where to create the needed platforms to get onto the created isle? This platforms could be created at the start of the island or at the end. I guess part of the problem could be solved using some sort of graph following the created paths but I'm a bit lost in this sea of precedural content creation :). On the other hand I don't expect a solution to the problem but some information to get me moving forward again. Thanks in advance.

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  • Loading assets in Monogame

    - by Matebu
    I'm creating a MonoGame application on Visual Studio 2012, yet when trying to load a texture I get the following problem: Could not load Menu/btnPlay asset! I have set content directory: Content.RootDirectory = "Assets"; Also the file btnPlay.png has properties set: Build Action: Content and Copy to Output directory: Copy if newer. My constructor and LoadContent functions are totally empty, but have a look yourself: public WizardGame() { Window.Title = "Just another Wizard game"; _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Assets"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); Texture2D texture = Content.Load<Texture2D>("Menu/btnPlay"); _graphics.IsFullScreen = true; _graphics.ApplyChanges(); } How do I properly load a texture?

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  • What is going on in this SAT/vector projection code?

    - by ssb
    I'm looking at the example XNA SAT collision code presented here: http://www.xnadevelopment.com/tutorials/rotatedrectanglecollisions/rotatedrectanglecollisions.shtml See the following code: private int GenerateScalar(Vector2 theRectangleCorner, Vector2 theAxis) { //Using the formula for Vector projection. Take the corner being passed in //and project it onto the given Axis float aNumerator = (theRectangleCorner.X * theAxis.X) + (theRectangleCorner.Y * theAxis.Y); float aDenominator = (theAxis.X * theAxis.X) + (theAxis.Y * theAxis.Y); float aDivisionResult = aNumerator / aDenominator; Vector2 aCornerProjected = new Vector2(aDivisionResult * theAxis.X, aDivisionResult * theAxis.Y); //Now that we have our projected Vector, calculate a scalar of that projection //that can be used to more easily do comparisons float aScalar = (theAxis.X * aCornerProjected.X) + (theAxis.Y * aCornerProjected.Y); return (int)aScalar; } I think the problems I'm having with this come mostly from translating physics concepts into data structures. For example, earlier in the code there is a calculation of the axes to be used, and these are stored as Vector2, and they are found by subtracting one point from another, however these points are also stored as Vector2s. So are the axes being stored as slopes in a single Vector2? Next, what exactly does the Vector2 produced by the vector projection code represent? That is, I know it represents the projected vector, but as it pertains to a Vector2, what does this represent? A point on a line? Finally, what does the scalar at the end actually represent? It's fine to tell me that you're getting a scalar value of the projected vector, but none of the information I can find online seems to tell me about a scalar of a vector as it's used in this context. I don't see angles or magnitudes with these vectors so I'm a little disoriented when it comes to thinking in terms of physics. If this final scalar calculation is just a dot product, how is that directly applicable to SAT from here on? Is this what I use to calculate maximum/minimum values for overlap? I guess I'm just having trouble figuring out exactly what the dot product is representing in this particular context. Clearly I'm not quite up to date on my elementary physics, but any explanations would be greatly appreciated.

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  • How can I efficiently update only the entities that matter in a given frame?

    - by lezebulon
    I'm making a RTS, which can potentially have lots of units in one map (think Age of Empires). I'm looking for a way to update my units. I want to avoid calling a virtual Update() method every frame on every entity. On the other hand, units that are not in view should still be updated and behave "normally." I'm assuming this is a fairly standard question; what would be a way to handle this situation?

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  • Best practice for organizing/storing character/monster data in an RPG?

    - by eclecto
    Synopsis: Attempting to build a cross-platform RPG app in Adobe Flash Builder and am trying to figure out the best class hierarchy and the best way to store the static data used to build each of the individual "hero" and "monster" types. My programming experience, particularly in AS3, is embarrassingly small. My ultra-alpha method is to include a "_class" object in the constructor for each instance. The _class, in turn, is a static Object pulled from a class created specifically for that purpose, so things look something like this: // Character.as package { public class Character extends Sprite { public var _strength:int; // etc. public function Character(_class:Object) { _strength = _class._strength; // etc. } } } // MonsterClasses.as package { public final class MonsterClasses extends Object { public static const Monster1:Object={ _strength:50, // etc. } // etc. } } // Some other class in which characters/monsters are created. // Create a new instance of Character var myMonster = new Character(MonsterClasses.Monster1); Another option I've toyed with is the idea of making each character class/monster type its own subclass of Character, but I'm not sure if it would be efficient or even make sense considering that these classes would only be used to store variables and would add no new methods. On the other hand, it would make creating instances as simple as var myMonster = new Monster1; and potentially cut down on the overhead of having to read a class containing the data for, at a conservative preliminary estimate, over 150 monsters just to fish out the one monster I want (assuming, and I really have no idea, that such a thing might cause any kind of slowdown in execution). But long story short, I want a system that's both efficient at compile time and easy to work with during coding. Should I stick with what I've got or try a different method? As a subquestion, I'm also assuming here that the best way to store data that will be bundled with the final game and not read externally is simply to declare everything in AS3. Seems to me that if I used, say, XML or JSON I'd have to use the associated AS3 classes and methods to pull in the data, parse it, and convert it to AS3 object(s) anyway, so it would be inefficient. Right?

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  • XNA - 2D Rotation of an object to a selected direction

    - by lobsterhat
    I'm trying to figure out the best way of rotating an object towards the directional input of the user. I'm attempting to mimic making turns on ice skates. For instance, if the player is moving right and the input is down and left, the player should start rotating to the right a set amount each tick. I'll calculate a new vector based on current velocity and rotation and apply that to the current velocity. That should give me nice arcing turns, correct? At the moment I've got eight if/else statements for each key combination which in turn check the current rotation: // Rotate to 225 if (keyboardState.IsKeyDown(Keys.Up) && keyboardState.IsKeyDown(Keys.Left)) { // Rotate right if (rotation >= 45 || rotation < 225) { rotation += ROTATION_PER_TICK; } // Rotate left else if (rotation < 45 || rotation > 225) { rotation -= ROTATION_PER_TICK; } } This seems like a sloppy way to do this and eventually, I'll need to do this check about 10 times a tick. Any help toward a more efficient solution is appreciated.

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  • Can you shade a specific section of a sprite? If so, how? [Java]

    - 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. Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • Building dynamic bounding box hierachies.

    - by adivasile
    I've been reading about collision detection and I saw that the first part was a coarse detection which generates possible contacts using bounding box hierarchies. I understand the concept of splitting up your objects in groups, to speed up the detection phase, but I'm a little confused on how do you actually build the hierachy, more so on what criteria is used to group them together. Do I iterate through all the objects in the scene, and check the distance between them to see where they should be inserted in the tree? Do you know some resources that may shed some light on this topic for me?

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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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  • How do I accomplish fading texture trails in UDK?

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

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  • Unity: Assigning String value in inspector

    - by Marc Pilgaard
    I got an issue with Unity I can't seem to comprehend, and it is possibly very simple: I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } } Hope somebody can help, in advance... Thanks

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  • What tools should I consider if my aim is to make a game available to as many platforms as possible?

    - by Kensai
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • Camera placement sphere for an always fully visible object

    - by BengtR
    Given an object: With the bounds [x, y, z, width, height, depth] And an orthographic projection [left, right, bottom, top, near, far] I want to determine the radius of a sphere which allows me to randomly place my camera on so that: The object is fully visible from all positions on this sphere The sphere radius is the smallest possible value while still satisfying 1. Assume the object is centered around the origin. How can I find this radius? I'm currently using sqrt(width^2 + height^2 + depth^2) but I'm not sure that's the correct value, as it doesn't take the camera into account. Thanks for any advice. I'm sorry for confusing a few things here. My comments below should clarify what I'm trying to do actually.

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  • Why doesn't light continuous on my model?

    - by nosferat
    I created a basic textured cube model with Blender to practice modeling, and then I imported it into Unity. After I put up some lighting it looks pretty ugly. The light is not continuous on a row of textured cubes: What is more odd, the light on the blocks that makes up the floor is continuous. What am I doing wrong? UPDATE This is how it looks like without textures: https://dl.dropbox.com/u/45620018/without%20textures.PNG If I would not know that these are perfect cubes, I'd say there is a slight curve on surface. I also tried lightening the texture but it also didn't help: https://dl.dropbox.com/u/45620018/lighter%20texture.PNG I just simply exported the model from Blender and did not set up any normals or things like that. However I also did not do any special woth the floor brick model.

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  • Is the TCP protocol good enough for real-time multiplayer games?

    - by kevin42
    Back in the day, TCP connections over dialup/ISDN/slow broadband resulted in choppy, laggy games because a single dropped packet resulted in a resync. That meant a lot of game developers had to implement their own reliability layer on top of UDP, or they used UDP for messages that could be dropped or received out of order, and used a parallel TCP connection for information that must be reliable. Given the average user has faster network connections now, can a real time game such as an FPS give good performance over a TCP connection?

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  • Determine how to display a tile based on surrounding tiles

    - by Jsmith
    I have a game engine which generates maps randomly, set on a 2d grid which is composed of 34px square graphical tiles. These tiles can be displayed in any of three ways, wall, corner, and floor(exists in 2 states, passable and impassible), and four directions, north, south, west and east. What I need to do is, based on the tiles around each individual tile, determine which state to display the tile in, e.g. north wall, northeast corner, floor so that when a player alters the map, the tiles around the affected tile adjust themselves to suit(i.e. tunneling). In case it becomes important, all gameobjects are inherited from the same class, whether they be players, NPC's, walls, or items.

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  • Crash due to removal of Elements like CCSprite from NSMutableArray

    - by mayuur
    So, here's how it goes. I am currently working on Cocos2d game, which consists of many Obstacles. One obstacle gets added on the screen at an interval of 10 seconds like this. ObstacleSprite* newObstacle = [ObstacleSprite spriteWithFile:@"Obstacle.png" rect:CGRectMake(0, 0, 20, 20)]; newObstacle.position = ccp(mainPlayer1.position.x,10); [self addChild:newObstacle]; [self.arrayForObstacles addObject:newObstacle]; Now, I insert these obstacles into the arrayForObstacles because I also want to keep checking whether the Obstacles and MainPlayer don't collide. I check it with the help of this function. - (void) checkCollisionWithObstacle { if(mainPlayer1.playerActive) { for(int i = 0; i < [self.arrayForObstacles count]; i++) { ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:i]; if(newObstacle != nil) { if(CGRectIntersectsRect([mainPlayer1 boundingBox], [newObstacle boundingBox])) { mainPlayer1.livesLeft--; } } } } } THE ISSUE Problem is when I get to certain score, one of the Obstacles gets deleted. Removal of Obstacles works as in First In-First Out (FIFO) mode. So, to delete obstacles, I write the following method : - (void) keepUpdatingScore { //update new score mainPlayer1.score+=10; //remove obstacle when score increases by 5k if(mainPlayer1.score > 5000 && mainPlayer1.score > 0) { mainPlayer1.playerActive = NO; if([self.arrayForObstacles count] > 0) { CCLOG(@"count is %d",[self.arrayForObstacles count]); ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:0]; [self.arrayForObstacles removeObjectAtIndex:0]; [self removeChild:newObstacle cleanup:YES]; CCLOG(@"count is %d",[self.arrayForObstacles count]); } } else { } } It crashes when score crosses 5000 mark! UPDATE Crash happens when it again goes to the method checkCollisionWithObstacle. This is the THREAD Look. THis is the line Which crashes.

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