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  • Server side random selection of players

    - by Ron
    Assuming I have a simple client-server game, where the server picks random players on a very frequent base, I was wondering what is the best way to select a random player (According to the following constraints): Solution must be high performance and highly scalable Random spread should be relatively even (meaning if I have 3 players and pick 99 times, they will all be picked 33 times more or less) Should only pick players who were active in the past X days (optional, but a big bonus) The actual DB or data model used to store players isn't an issue here, as we'll select the technology in accordance to our needs. However, high performance and scalability is (at the moment we have over 60,000 unique daily active players, and we plan on growing even more). Thanks!

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  • (int) Math.floor(x / TILESIZE) or just (int) (x / TILESIZE)

    - by Aidan Mueller
    I have a Array that stores my map data and my Tiles are 64X64. Sometimes I need to convert from pixels to units of tiles. So I was doing: int x int y public void myFunction() { getTile((int) Math.floor(x / 64), (int) Math.floor(y / 64)).doOperation(); } But I discovered by using (I'm using java BTW) System.out.println((int) (1 / 1.5)) that converting to an int automatically rounds down. This means that I can replace the (int) Math.floor with just x / 64. But if I run this on a different OS do you think it might give a different result? I'm just afraid there might be some case where this would round up and not down. Should I keep doing it the way I was and maybe make a function like convert(int i) to make it easier? Or is it OK to just do x / 64?

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  • Texture displays on Android emulator but not on device

    - by Rob
    I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white rectangle. This is my code: public void onSurfaceCreated(GL10 gl, EGLConfig config) { byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuffer.asFloatBuffer(); vertexBuffer.put(cardshape); vertexBuffer.position(0); byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); textureBuffer = byteBuffer.asFloatBuffer(); textureBuffer.put(textureshape); textureBuffer.position(0); // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); loadGLTexture(gl); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glLoadIdentity(); gl.glTranslatef(card.x, card.y, 0.0f); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. gl.glViewport(0, 0, width, height); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix gl.glLoadIdentity(); } public int[] texture = new int[1]; public void loadGLTexture(GL10 gl) { // loading texture Bitmap bitmap; bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.image); // generate one texture pointer gl.glGenTextures(0, texture, 0); //adds texture id to texture array // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now // create nearest filtered texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // Use Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); // Clean up bitmap.recycle(); } As per many other similar issues and resolutions on the web i have tried setting the minsdkversion is 3, loading the bitmap via an input stream bitmap = BitmapFactory.decodeStream(is), setting BitmapFactory.Options.inScaled to false, putting the images in the nodpi folder and putting them in the raw folder.. all of which didn't help. I'm not really sure what else to try..

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  • How do I morph between meshes that have different vertex counts?

    - by elijaheac
    I am using MeshMorpher from the Unify wiki in my Unity project, and I want to be able to transform between arbitrary meshes. This utility works best when there are an equal number of vertices between the two meshes. Is there some way to equalize the vertex count between a set of meshes? I don't mean that this would reduce the vertex count of a mesh, but would rather add redundant vertices to any meshes with smaller counts. However, if there is an alternate method of handling this (other than increasing vertices), I would like to know.

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  • Surface normal to screen angle

    - by Tannz0rz
    I've been struggling to get this working. I simply wish to take a surface normal and convert it to a screen angle. As an example, assuming we're working with the highlighted surface on the sphere below, where the arrow is the normal, the 2D angle would obviously be PI/4 radians. Here's one of the many things I've tried to no avail: float4 A = v.vertex; float4 B = v.vertex + float4(v.normal, 0.0); A = mul(VP, A); B = mul(VP, B); A.xy = (0.5 * (A.xy / A.w)) + 0.5; B.xy = (0.5 * (B.xy / B.w)) + 0.5; o.theta = atan2(B.y - A.y, B.x - A.x); I'm finally at my wit's end. Thanks for any and all help.

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  • Oracle Speakers at QCon New York, June 18-20, 2012

    - by Bob Rhubart
    If you're attending the QCon Conference in NYC, June 18-20, 2012, you'll find several presenters from Oracle among the impressive roster of speakers. Among those sharing their expertise at the New York event: Arun Gupta: Java EE & GlassFish Guy, Oracle Presentation: Java EE 7 and HTML5: Developing for the Cloud Brian Oliver: Global Solutions Architect, Oracle Presentation: The Live Object Pattern Cameron Purdy: Vice President of Development, Oracle Presentation: How the 10 key lessons from Java and C++ history inform the Cloud Charlie Hunt: JVM Performance Lead Engineer, Oracle Presentation: Extreme Performance with Java Registration for the event is still open. According to the website, registering before June 1 will save you $300. If you snooze, you lose.

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  • Where can I find a list of local japanese game publishers

    - by Erik
    What would be a good starting point for locating small or medium size game publishers in Japan. We have a US/EU released game that we believe will fit the Japanese market well, and are looking for companies that we could contact for possible co-publishing. EDIT: So far, I've found http://www.gamebusiness.jp/directory/category.php?id=10002 and from one answer, http://www.gamedevmap.com/index.php?query=Japan&Submit=Search Starting a bounty, I need as many publishers as I can get.

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  • How do I show a minimap in a 3D world?

    - by Bubblewrap
    Got a really typical use-case here. I have large map made up of hexagons and at any given time only a small section of the map is visible. To provide an overview of the complete map, I want to show a small 2D representation of the map in a corner of the screen. What is the recommended approach for this in libgdx? Keep in mind the minimap must be updated when the currently visible section changes and when the map is updated. I've found SpriteBatch(info here), but the warning label on it made me think twice: A SpriteBatch is a pretty heavy object so you should only ever have one in your program. I'm not sure I'm supposed to use the one SpriteBatch that I can have on the minimap, and I'm also not sure how to interpret "heavy" in this context. Another thing to possibly keep in mind is that the minimap will probably be part of a larger UI, is there any way to integrate these two?

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  • Game programming basics under Windows

    - by dreta
    I've been trying to learn some Windows programming using the Win32 API. Now, i'm used to working with the OS layer being abstracted away, mostly thanks to libraries like SFML or Allegro. Could you guys help me out and tell me if i'm thinking right here. The place for my gameloop is where i'm reading the messages? while (TRUE) { if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break ; TranslateMessage (&msg) ; DispatchMessage (&msg) ; } else { //my game loop goes here } } Now the slightly bigger issue, that is, drawing. Do i run my drawing where i normaly do it, inside the game loop after the game logic? Or do i do it when WM_PAIN is being called and just call InvalidateRect (hwnd, NULL, TRUE); when i want to draw? This does feel weird, the WM_PAINT is a queued message, so i don't know for sure when it'll be called. So if i wanted to avoid this, do i just get the device handle inside the game loop and only ValidateRect (hwnd, NULL); in the WM_PAINT case (beside the ValidateRect (hwnd, NULL); called after drawing in the game loop)? Actually, now that i think about it, do i even need WM_PAINT in this situation or can i skip it and let DefWindowProc handle it (does it validate the screen if WM_PAINT isn't processed)? If this is any important, i'm setting up my code for OpenGL.

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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • How to play the sound of an object sliding on another object for a variable duration

    - by Antoine
    I would like to add sound effects to a basic 2D game. For example, a stone sphere is rolling on wood surface. Let's say I have a 2 second audio recording of this. How could I use the sample to add sound for an arbitrary duration ? So far I have two solutions in mind: a/ record the sound for an amount of time that is greater than the maximum expected duration, and play only a part of it; b/ extract a small portion of the sample and play it in a loop for the duration of the move; however I'm not sure if it makes sense with an audio wave.

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  • Simple collision detection in Unity 2D

    - by N1ghtshade3
    I realise other posts exist with this topic yet none have gone into enough detail for me. I am attempting to create a 2D game in Unity using C# as my scripting language. Basically I have two objects, player and bomb. Both were created simply by dragging the respective PNG to the stage. I have set up touch controls to move player left and right; gravity of any kind is not needed as I only require it to move x units when I tap either the left or right side of the screen. This movement is stored in a script called playerController.cs and works just fine. I also have a variable health = 3 for player, which is stored in healthScript.cs. I am now at a point where I am stuck. I would like it so that when player collides with bomb, health decreases by one and the bomb object is destroyed. So what I tried doing is using a new script called playerPhysics.cs, I added the following: void OnCollisionEnter2D(Collision2D coll){ if(coll.gameObject.name=="bomb") GameObject.Destroy("bomb"); healthScript.health -= 1; } While I'm fairly sure I don't know the proper way to reference a variable in another script and that's why the health didn't decrease when I collided, bomb never disappeared from the stage so I'm thinking there's also a problem with my collision. Initially, I had simply attached playerPhysics.cs to player. After searching around though, it appeared as though player also needed a rigidBody attached to it, so I did that. Still no luck. I tried using a circleCollider (player is a circle), using a rigidBody2D, and using all manner of colliders on one and/or both of the objects. If you could please explain what colliders (if any) should be attached to which objects and whether I need to change my script(s), that would be much more helpful than pointing me to one of the generic documentation examples I've already read. Also, if it would be simple to fix the health thing not working that would be an added bonus but not exactly the focus of this question. Bear in mind that this game is 2D; I'm not sure if that changes anything. Thanks!

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  • SWF file not playing after being published

    - by rsquare
    I'm trying to run the "connector" example that comes bundled with the SmartFoxServer 2X downloads.. There it connects to the server and loads the correct configuration file. When I run it in Adobe Flash Professional 5, it runs correctly and connects to the server but after being published as SWF movie, it doesnt work. It loads the configuration file but can't connect and gives an error connection failure: ERROR 2048. This is the example I'm talking about.

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  • Complexity of defense AI

    - by Fredrik Johansson
    I have a non-released game, and currently it's only possible to play with another human being. As the game rules are made up by me, I think it would be great if new players could learn basic game play by playing against an AI opponent. I mean it's not like Tennis, where the majority knows at least the fundamental rules. On the other hand, I'm a bit concerned that this AI implementation can be quite complex. I hope you can help me with an complexity estimation. I've tried to summarize the gameplay below. Is this defense AI very hard to do? Basic Defense Game Play Player Defender can move within his land, i.e. inside a random, non-convex, polygon. This land will also contain obstacles modeled as polygons, that Defender has to move around. Player Attacker has also a land, modeled as another such polygon. Assume that Defender shall defend against Attacker. Attacker will then throw a thingy towards Defender's land. To be rewarded, Attacker wants to hit Defender's land, and Defender will want to strike away the thingy from his land before it stops to prevent Attacker from scoring. To feint Defender, Attacker might run around within his land before the throw, and based on these attacker movements Defender shall then continuously move to the best defense position within his land.

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  • Moving AI in a multiplayer game

    - by Smallbro
    I've been programming a multiplayer game and its coming together very nicely. It uses both TCP and UDP (UDP for movement and TCP for just about everything else). What I was wondering was how I would go about sending multiple moving AI without much lag. At first I used TCP for everything and it was very slow when people moved. I'm currently using a butchered version of this http://corvstudios.com/tutorials/udpMultiplayer.php for my movement system and I'm wondering what the best method of sending AI movements is. By movements I mean the AI chooses left/right/up/down and the player can see this happening. Thanks.

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  • Calculating an orbit and approach velocties

    - by Mob
    I have drones in my game that need to approach and orbit a node and shoot at it. Problem is I want to stay away from a real physics simulation, meaning I don't want to give the node and drone a mass and the drone's thrusters' a force. I just want to find the best way to approach and then enter orbit. There was a pretty good answer about using bezier curves and doing it that way, but that is essentially a tween between two fixed points. The nodes are also moving as the drones enter orbit.

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  • Resources on expected behaviour when manipulating 3D objects with the mouse

    - by sebf
    Hello, In my animation editor, I have a 3D gizmo that sits on the origin of a bone; the user drags the mesh around to rotate the bone. I've found that translating the 2D movements of the mouse into sensible 3D transforms is not near as simple as i'd hoped. For example what is intuitively 'up' or 'down'? How should the magnitude of rotations change with respect to dX/dY? How to implement this? What happens when the gizmo changes position or orientation with respect to the camera? ect. So far with trial and error i've written something (very) simple that works 70% of the time. I could probably continue to hack at it until I made something that works 99% of the time, but there must be someone who needed the same thing, and spent the time coming up with a much more elegant solution. Does anyone know of one?

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  • Markup format or script for data files?

    - by Aaron
    The game I'm designing will be mainly written in a high level scripting language (leaning towards either Lua or Squirrel) with a C++ core. In addition to scripts I'm also going to need different data files. Many data files will be for static information such as graphical assets and monster types. I'd also want to create and update data files at runtime for user information like option settings and game saves. Can I get away with using plain script files (i.e. .lua or .nut files) for my data files, or is it better to use dedicated markup formats like XML or YAML? If I use script files, loaded separately from my true scripts, then I wouldn't need an extra library to read those files. Scripting languages like Lua also have table syntax that lend themselves towards data definition. On the other hand I'd have to write my own schema check code. These languages also don't seem to support serialization "out of the box" like the markup format libraries do.

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  • sprite animation system height recalculating has some issues

    - by Nicolas Martel
    Basically, the way it works is that it update the frame to show every let's say 24 ticks and every time the frame update, it recalculates the height and width of the new sprite to render so that my gravity logics and stuff works well. But the problem i am having now is a bit hard to explain in words only, therefore i will use this picture to assist me The picture So what i need basically is that if let's say i froze the sprite at the first frame, then unfreeze it and freeze it at the second frame, have the second frame's sprite (let's say it's a prone move) simply stand on the foothold without starting the gravity and when switching back, have the first sprite go back on the foothold like normal without being under the foothold. I had 2 ideas on doing this but I'm not sure it's the most efficient ways to do it so i wanna hear your inputs.

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  • glColor3f Setting colour

    - by Aaron
    This draws a white vertical line from 640 to 768 at x512: glDisable(GL_TEXTURE_2D); glBegin(GL_LINES); glColor3f((double)R/255,(double)G/255,(double)B/255); glVertex3f(SX, -SPosY, 0); // origin of the line glVertex3f(SX, -EPosY, 0); // ending point of the line glEnd(); glEnable(GL_TEXTURE_2D); This works, but after having a problem where it wouldn't draw it white (Or to any colour passed) I discovered that disabling GL_TEXTURE_2D Before drawing the line, and the re-enabling it afterwards for other things, fixed it. I want to know, is this a normal step a programmer might take? Or is it highly inefficient? I don't want to be causing any slow downs due to a mistake =) Thanks

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  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

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  • Custom extensible file format for 2d tiled maps

    - by Christian Ivicevic
    I have implemented much of my game logic right now, but still create my maps with nasty for-loops on-the-fly to be able to work with something. Now I wanted to move on and to do some research on how to (un)serialize this data. (I do not search for a map editor - I am speaking of the map file itself) For now I am looking for suggestions and resources, how to implement a custom file format for my maps which should provide the following functionality (based on MoSCoW method): Must have Extensibility and backward compatibility Handling of different layers Metadata on whether a tile is solid or can be passed through Special serialization of entities/triggers with associated properties/metadata Could have Some kind of inclusion of the tileset to prevent having scattered files/tilesets I am developing with C++ (using SDL) and targetting only Windows. Any useful help, tips, suggestions, ... would be appreciated!

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  • Apply bone tranforms when importing FBX in XNA

    - by hichaeretaqua
    Preconditions: I have some models, that does only contain some meshes and one texture. There is no animation within the model. An example: a model of a table. I want to draw the Model with a custom effect, so I have to swap the effect after loading the model. In order to draw them correctly, I have to apply the bone transformation manually on each draw for each mesh and effect as can be seen here. So there are two questions: Is there a option during import that allows my to apply the bone transformation on all vertices, so that during draw call I should not have to do this? Is there a option during import that merges all vertices into a Vertex- and IndexBuffer, that allows me to draw the whole model with just one call? I'm pretty sure that the build-in "Autodesk FBX - XNA Framework" does not support this features, but maybe there is an other imported available or an other possibility I missed. The aim is to speed up rendering a little bit especially by using instancing. So having one VertexBuffer to draw at one time would be pretty nice.

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  • Is chess-like AI really inapplicable in turn-based strategy games?

    - by Joh
    Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical turn-based strategy games where the board is often wider than 100 tiles and all pieces in a side can move simultaneously, the min-max algorithm is inapplicable. I was wondering if a partial min-max algorithm which limits itself to N board configurations at each depth couldn't be good enough? Using a genetic algorithm, it might be possible to find a number of board configurations that are good wrt to the evaluation function. Hopefully, these configurations might also be good wrt to long-term goals. I would be surprised if this hasn't been thought of before and tried. Has it? How does it work?

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  • Simple collision detection for pong

    - by Dave Voyles
    I'm making a simple pong game, and things are great so far, but I have an odd bug which causes my ball (well, it's a box really) to get stuck on occasion when detecting collision against the ceiling or floor. It looks as though it is trying to update too frequently to get out of the collision check. Basically the box slides against the top or bottom of the screen from one paddle to the other, and quickly bounces on and off the wall while doing so, but only bounces a few pixels from the wall. What can I do to avoid this problem? It seems to occur at random. Below is my collision detection for the wall, as well as my update method for the ball. public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); CheckWallHit(); } // Checks for collision with the ceiling or floor. // 2*Math.pi = 360 degrees // TODO: Change collision so that ball bounces from wall after getting caught private void CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; } while (direction < 0) { direction += 2 * Math.PI; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; } }

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