Search Results

Search found 28031 results on 1122 pages for 'personal development'.

Page 518/1122 | < Previous Page | 514 515 516 517 518 519 520 521 522 523 524 525  | Next Page >

  • Player & Level class structure in 2D python console game?

    - by Markus Meskanen
    I'm trying to create a 2D console game, where I have a player who can freely move around in a level (~map, but map is a reserved keyword) and interfere with other objects. Levels construct out of multiple Blocks, such as player(s), rocks, etc. Here's the Block class: class Block(object): def __init__(self, x=0, y=0, char=' ', solid=False): self.x = x self.y = y self.char = char self.solid = solid As you see, each block has a position (x, y) and a character to represent the block when it's printed. Each block also has a solid attribute, defining whether it can overlap with other solids or not. (Two solid blocks cannot overlap) I've now created few subclasses from Block (Rock might be useless for now) class Rock(Block): def __init__(self, x=0, y=0): super(Rock, self).__init__(x, y, 'x', True) class Player(Block): def __init__(self, x=0, y=0): super(Player, self).__init__(x, y, 'i', True) def move_left(self, x=1): ... # How do I make sure Player wont overlap with rocks? self.x -= x And here's the Level class: class Level(object): def __init__(self, name='', blocks=None): self.name = name self.blocks = blocks or [] Only way I can think of is to store a Player instance into Level's attributes (self.player=Player(), or so) and then give Level a method: def player_move_left(self): for block in self.blocks: if block.x == self.player.x - 1 and block.solid: return False But this doesn't really make any sense, why have a Player class if it can't even be moved without Level? Imo. player should be moved by a method inside Player. Am I wrong at something here, if not, how could I implement such behavior?

    Read the article

  • Get Final output from UDK

    - by EmAdpres
    ( sorry for my bad english in advance :D ) I'm trying to get a .exe setup output, from my UDK !( with my own maps and scripts which I made within MyGame) I tried UnrealFrontEnd! But It made a setup , that after installation I can see my .udk maps, my packages and etc. But It's not a real output that I can show to my customers. I don't want, other can use my resources ! So... How can I get a binary-like output from UDK as a real Game-Output ? ( like what we see in all commercial games ) Is there any option in frontend that I missed ?

    Read the article

  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

    Read the article

  • game play strategy in an arena

    - by joulesm
    I am writing a player's behavior for an arena game, and I'm wondering if you can offer some strategies. I'm writing it in Python, but I'm just interested in the high level game play. Here are the game aspects: Arena is a circle of a given size. The arena size shrinks every round to help break ties. Players are much smaller circles, can be on teams of 1 or 2 players. Players attack by colliding with other players, and based on the physics of the collision (speed of both players, angle), one could force another player out of the arena. Once a player is out of the arena, they are out of the game (for that round). The goal is to be the only team with players left in the arena. All other players have been pushed (through collisions or mistakes) out of the arena. It is possible for there to be no winner if the last two players exit the arena at the same time. Once the player has been programmed, the game just runs. There is no human intervention in the game. I'm thinking it's easiest to implement a few simple programmatic rules for my player to follow. For example, stay close to center of the arena, attack opponents from the inner side of the arena, etc. Are there any good simple game strategies? Would adding a random aspect to the game help? For example, to avoid predictability by the other team or something. Thanks in advance.

    Read the article

  • Calculating distance from viewer to object in a shader

    - by Jay
    Good morning, I'm working through creating the spherical billboards technique outlined in this paper. I'm trying to create a shader that calculates the distance from the camera to all objects in the scene and stores the results in a texture. I keep getting either a completely black or white texture. Here are my questions: I assume the position that's automatically sent to the vertex shader from ogre is in object space? The gpu interpolates the output position from the vertex shader when it sends it to the fragment shader. Does it do the same for my depth calculation or do I need to move that calculation to the fragment shader? Is there a way to debug shaders? I have no errors but I'm not sure I'm getting my parameters passed into the shaders correctly. Here's my shader code: void DepthVertexShader( float4 position : POSITION, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, out float4 outPosition : POSITION, out float Depth ) { // position is in object space // outPosition is in camera space outPosition = mul( worldViewProjMatrix, position ); // calculate distance from camera to vertex Depth = length( eyePosition - position ); } void DepthFragmentShader( float Depth : TEXCOORD0, uniform float fNear, uniform float fFar, out float4 outColor : COLOR ) { // clamp output using clip planes float fColor = 1.0 - smoothstep( fNear, fFar, Depth ); outColor = float4( fColor, fColor, fColor, 1.0 ); } fNear is the near clip plane for the scene fFar is the far clip plane for the scene

    Read the article

  • 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)

    Read the article

  • how to avoid flickering in awt [on hold]

    - by Ishanth
    import java.awt.event.*; import java.awt.*; class circle1 extends Frame implements KeyListener { public int a=300; public int b=70; public int pacx=360; public int pacy=270; public circle1() { setTitle("circle"); addKeyListener(this); repaint(); } public void paint(Graphics g) { g.fillArc (a, b, 60, 60,pacx,pacy); } public void keyPressed(KeyEvent e) { int key=e.getKeyCode(); System.out.println(key); if(key==38) { b=b-5; //move pacman up pacx=135;pacy=270; //packman mouth upside if(b==75&&a>=20||b==75&&a<=945) { b=b+5; } else { repaint(); } } else if(key==40) { b=b+5; //move pacman downside pacx=315; pacy=270; //packman mouth down if(b==645&&a>=20||b==645&&a<=940) { b=b-5; } else{ repaint(); } } else if(key==37) { a=a-5; //move pacman leftside pacx=227; pacy=270; //packman mouth left if(a==15&&b>=75||a==15&&b<=640) { a=a+5; } else { repaint(); } } else if(key==39) { a=a+5; //move pacman rightside pacx=42;pacy=270; //packman mouth right if(a==945&&a>=80||a==945&&b<=640) { a=a-5; } else { repaint(); } } } public void keyReleased(KeyEvent e){} public void keyTyped(KeyEvent e){} public static void main(String args[]) { circle1 c=new circle1(); c.setVisible(true); c.setSize(400,400); } }

    Read the article

  • How are larger games organized?

    - by Matthew G.
    I'm using Java, but the language I'm using here is probably irrelevant. I'd like to create an economy based on an ancient civilization. I'm not sure how to design it. If I were working on a smaller game, like a copy of "Space Invaders", I'd have no problem structuring it like this. Game -Main Control Class --Graphics Class --Player Class --Enemy class I'd pass the graphics class to both the player and enemy class so they could call graphics functions. I don't understand how I'd do this for larger projects. Do I create a country class that contains a bunch of towns? Do the towns contain a lot building class, most contain classes of people? Do I make a path finding class that the player can access to get around? How exactly do I structure this and pass all these references around? Thanks.

    Read the article

  • Why do consoles have so little memory compared to classic computers?

    - by jokoon
    I remember the Playstation having 2MB ram and 1MB graphic memory. The Playstation 3 now has only 256MB ram and 256MB graphic memory, and I'm sure that the day the console was released, even laptop's "standard" capacity was at least 1GB. So why do they put so little memory in their machines, while developers would benefit a lot by having more ? Or is the memory that much faster than desktops and thus more expensive ? Or is it not that much worth it for developers ? What are the Sony/XBox/Nintendo engineers thinking that seems to be the same reason ?

    Read the article

  • "Time Control" in a 2d Platformer

    - by Woody Zantzinger
    I am making a 2d platformer where the player can press a button, and restart the level, only their previous character will also run the level at the same time, like they are traveling back in time. I know other games have done this before, and the way I have thought of doing it is to make the game character have a set of actions (Idle, Jumping, Walking Left etc.) and then detect changes in those actions and log them into a list along with the game time. So then when I need the character to run the level again on its own, I can just go through the list changing its actions at the right time. Is this the best way to do it? Does anyone have any experience in this? Thanks.

    Read the article

  • AndEngine GLES2 - getting Black screen on emulator 4.1

    - by dizworld.com
    I'm new in andengine . I create following code public class MainActivity extends BaseGameActivity { static final int CAMERA_WIDTH = 800; static final int CAMERA_HEIGHT = 480; public Font mFont; public Camera mCamera; //A reference to the current scene public Scene mCurrentScene; public static BaseActivity instance; public EngineOptions onCreateEngineOptions() { instance = this; mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); return new EngineOptions(true, ScreenOrientation.LANDSCAPE_SENSOR, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), mCamera); } @Override public void onCreateResources(OnCreateResourcesCallback arg0) throws Exception { mFont = FontFactory.create(this.getFontManager(),this.getTextureManager(), 256, 256,Typeface.create(Typeface.DEFAULT, Typeface.BOLD), 32); mFont.load(); } @Override public void onCreateScene(OnCreateSceneCallback arg0) throws Exception { mEngine.registerUpdateHandler(new FPSLogger()); mCurrentScene = new Scene(); Log.v("Scene","enter"); mCurrentScene.setBackground(new Background(0.09804f, 0.7274f, 0.8f)); // return mCurrentScene; } @Override public void onPopulateScene(Scene arg0, OnPopulateSceneCallback arg1) throws Exception { // TODO Auto-generated method stub } } I got code on sites there is returning scene but in AndEngine GLES2 in method onCreateScene() there is no return scene ... so my First run is BLACK .. any suggestion :)

    Read the article

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

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

    Read the article

  • MarteEngine Tile Collision

    - by opiop65
    I need to add collision to my tile map using MarteEngine. MarteEngine is built of of slick2D. Here's my tile generation code: Code: public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; air.draw(x * GameWorld.tilesize, y * GameWorld.tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; grass.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 10; y++) { map[x][y] = DIRT; dirt.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 10; y < 16; y++) { map[x][y] = STONE; stone.draw(x * tilesize, y * tilesize); } } super.render(gc, game, g); } And one of my tile classes (they're all the same, the image names are just different): Code: package MarteEngine; import org.newdawn.slick.Image; import org.newdawn.slick.SlickException; import it.randomtower.engine.entity.Entity; public class Grass extends Entity { public static Image grass = null; public Grass(float x, float y) throws SlickException { super(x, y); grass = new Image("res/grass.png"); setHitBox(0, 0, 50, 50); addType(SOLID); } } I tried to do it like this: Code: for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; Grass.grass.draw(x * tilesize, y * tilesize); } } But it gave me a NullPointerException. No idea why, everything looks initialized right? I would be very grateful for some help!

    Read the article

  • Are there any alternative JS ports of Box2D?

    - by Petteri Hietavirta
    I have been thinking about creating a top down 2D car game for HTML5. For my first game I wrote the physics and collisions my self but for this one I would like to use some ready made library. I found out Box2D and its JS port. http://box2d-js.sourceforge.net It seems to be quite old port, made in 2008. Is it lacking many features of current Box2D or does it have major issues with it? And are there any alternatives for it?

    Read the article

  • Most efficient 3d depth sorting for isometric 3d in AS3?

    - by AttackingHobo
    I am not using the built in 3d MovieClips, and I am storing the 3d location my way. I have read a few different articles on sorting depths, but most of them seem in efficient. I had a really efficient way to do it in AS2, but it was really hacky, and I am guessing there are more efficient ways that do not rely on possibly unreliable hacks. What is the most efficient way to sort display depths using AS3 with Z depths I already have?

    Read the article

  • Box2D Difference Between WorldCenter and Position

    - by Free Lancer
    So this problem has been brothering for a couple of days now. First off, what is the difference between say Body.getWorldCenter() and Body.getPosition(). I heard that WorldCenter might have to do with the center of gravity or something. Second, When I create a Box2D Body for a sprite the Body is always at the lower left corner. I check it by printing a Rectangle of 1 pixel around the box.getWorldCenter(). From what I understand the Body should be in the center of the Sprite and its bounding box should wrap around the Sprite, correct? Here's an image of what I mean (The Sprite is Red, Body Blue): Here's some code: Body Creator: public static Body createBoxBody( final World pPhysicsWorld, final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pCenterX = pSprite.getX() + pSprite.getWidth() / 2; float pCenterY = pSprite.getY() + pSprite.getHeight() / 2; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; //boxBodyDef.position.x = pCenterX / Constants.PIXEL_METER_RATIO; //boxBodyDef.position.y = pCenterY / Constants.PIXEL_METER_RATIO; boxBodyDef.position.x = pSprite.getX() / Constants.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Constants.PIXEL_METER_RATIO; Vector2 v = new Vector2( boxBodyDef.position.x * Constants.PIXEL_METER_RATIO, boxBodyDef.position.y * Constants.PIXEL_METER_RATIO ); Gdx.app.log("@Physics", "createBoxBody():: Box Position: " + v); // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Constants.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Constants.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = pPhysicsWorld.createBody(boxBodyDef); Gdx.app.log("@Physics", "createBoxBody():: Box Center: " + boxBody.getPosition().mul(Constants.PIXEL_METER_RATIO)); boxBody.createFixture(pFixtureDef); boxBody.setTransform( boxBody.getWorldCenter(), MathUtils.degreesToRadians * pRotation ); boxPoly.dispose(); return boxBody; } Making the Sprite: public Car( Texture texture, float pX, float pY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( mSprite.getWidth() / 6, mSprite.getHeight() / 6 ); mSprite.setPosition( pX, pY ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); FixtureDef carFixtureDef = new FixtureDef(); // Set the Fixture's properties, like friction, using the car's shape carFixtureDef.restitution = 1f; carFixtureDef.friction = 1f; carFixtureDef.density = 1f; // needed to rotate body using applyTorque mBody = Physics.createBoxBody( world, BodyDef.BodyType.DynamicBody, carFixtureDef, mSprite ); }

    Read the article

  • TGA loader: reverse height

    - by aVoX
    I wrote a TGA image loader in Java which is working perfectly for files created with GIMP as long as they are saved with the option "origin" set to "Top Left" (Note: Actually TGA files are meant to be stored upside down - "Bottom Left" in GIMP). My problem is that I want my image loader to be capable of reading all different kinds of TGAs, so my question is, how do I flip the image upside down? Note that I store all image data inside a one-dimensional byte array, because OpenGL (glTexImage2D to be specific) requires it that way. Thanks in advance.

    Read the article

  • Transform 3d viewport vector to 2d vector

    - by learning_sam
    I am playing around with 3d transformations and came along an issue. I have a 3d vector already within the viewport and need to transform it to a 2d vector. (let's say my screen is 10x10) Does that just straight works like regualar transformation or is something different here? i.e.: I have the vector a = (2, 1, 0) within the viewport and want the 2d vector. Does that works like this and if yes how do I handle the "0" within the 3rd component?

    Read the article

  • Extremely simple online multiplayer game

    - by Postscripter
    I am considering creating a simple multiplayer game, which focuses on physics and can accommodate up to 30 players per session. Very simple graphics, but smart physics (pushing, weight and gravity, balance) is required. After some research I found a good java script (framework ??) called box2d.js I found the demo to be excellent. this is is kind of physics am looking for in my game. Now, what other frameworks will I need? Node.js?? Prototype.js?? (btw, I found the latest versoin of protoype.js to be released in 2010...?? is this still supported? Should I avoid using it?) What bout HTML 5 and Canvas? would I need them? websockets? Am a beginner in web programming + game programming world. but I will learn fast, am computer science graduate. (but no much web expeience but know essentionals javascript, html, css..). I just need a guiding path to build my game. Thanks

    Read the article

  • Is Unity's Random seeded automatically?

    - by Lohoris
    I seem to recall Unity's Random is automatically seeded; checking the documentation it doesn't say it outright, but a certain interpretation of their words might seem to imply it. The seed is normally set from some arbitrary value like the system clock before the random number functions are used. This prevents the same run of values from occurring each time a game is played and thus avoids predictable gameplay. However, it is sometimes useful to produce the same run of pseudo-random values on demand by setting the seed yourself. (emphasis added)

    Read the article

  • Any examples of fair mmo games with quick completion

    - by Keith Player
    I'm looking for some example games for inspiration that allow from 10 to a large number of players at a time and can be completed in 10 to 30 minutes. I'm looking for something that would have extremely low bandwidth and not be dependent on chance or luck (i.e one player can't gain an unfair advantage because the computer put them in a better position). Realized on the way home that more clarifications might have been helpful. I'm looking to develop a pay-to-play competition that would allow a large number of players to compete in a relatively short period of time. One way would be to have an mmo that can be completed in 30 minutes, another way would be if you could have 10 person games that finish in under 5 minutes and then have the winners compete against each other until a winner is decided. I'm interested in any genre that would make for a fun/interesting game that doesn't depend on luck, so all players should have the same choice/availability of activities/resources and follow the same rules. Some possible games that could possibly be modified into what I want, would be bztanks (too easy to create a bot), diplomacy (takes too long), risk, some chess like game. I was just wondering if there are other game types to the ones I have been considering.

    Read the article

  • Cocos2d: Adding a CCSequence to a CCArray

    - by Axort
    I have a problem with an action performed by a sprite. I have one CCSequence in a CCArray and I have an scheduled method (is called every 5 seconds) that make the sprite run the action. The action is performed correctly only the first time (the first 5 seconds), after that, the action do whatever it wants lol. Here is the code: In .h - @interface PowerUpLayer : CCLayer { PowerUp *powerUp; CCArray *trajectories; } @property (nonatomic, retain) CCArray *trajectories; In .mm - @implementation PowerUpLayer @synthesize trajectories; -(id)init { if((self = [super init])) { [self createTrajectories]; self.isTouchEnabled = YES; [self schedule:@selector(spawn:) interval:5]; } return self; } -(void)createTrajectories { self.trajectories = [CCArray arrayWithCapacity:1]; //Wave trajectory ccBezierConfig firstWave, secondWave; firstWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width + 30, [[CCDirector sharedDirector] winSize].height / 2);//powerUp.sprite.position.x, powerUp.sprite.position.y); firstWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width - ([[CCDirector sharedDirector] winSize].width / 4), 0); firstWave.endPosition = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width / 4, [[CCDirector sharedDirector] winSize].height); secondWave.endPosition = CGPointMake(-30, [[CCDirector sharedDirector] winSize].height / 2); id bezierWave1 = [CCBezierTo actionWithDuration:1 bezier:firstWave]; id bezierWave2 = [CCBezierTo actionWithDuration:1 bezier:secondWave]; id waveTrajectory = [CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]; [self.trajectories addObject:waveTrajectory]; //[powerUp.sprite runAction:bezierForward]; // [CCMoveBy actionWithDuration:3 position:CGPointMake(-[[CCDirector sharedDirector] winSize].width - powerUp.sprite.contentSize.width, 0)] //[powerUp.sprite runAction:[CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } -(void)setInvisible:(id)sender { if(powerUp != nil) { [self removeChild:sender cleanup:YES]; powerUp = nil; } } This is the scheduled method: -(void)spawn:(ccTime)dt { if(powerUp == nil) { powerUp = [[PowerUp alloc] initWithType:0]; powerUp.sprite.position = CGPointMake([[CCDirector sharedDirector] winSize].width + powerUp.sprite.contentSize.width, [[CCDirector sharedDirector] winSize].height / 2); [self addChild:powerUp.sprite z:-1]; [powerUp.sprite runAction:((CCSequence *)[self.trajectories objectAtIndex:0])]; } } I don't know what is happening; I never modify the content of the CCSequence after the first time. Thanks!

    Read the article

  • Best system for creating a 2d racing track

    - by tesselode
    I am working a 2D racing game and I'm trying to figure out what is the best way to define the track. At the very least, I need to be able to create a closed circuit with any amount of turns at any angle, and I need vehicles to collide with the edges of the track. I also want the following things to be true if possible (but they are optional): The code is simple and free of funky workarounds and extras I can define all of the parts of the track (such as turns) relative to the previous parts I can predict the exact position of the road at a certain point (that way I can easily and cleanly make closed circuits) Here are my options: Use a set of points. This is my current system. I have a set of turns and width changes that the track is supposed to make over time. I have a point which I transform according to these instructions, and I place a point every 5 steps or so, depending on how precise I want the track to be. These points make up the track. The main problem with this is the discrepancy between the collisions and the way the track is drawn. I won't get into too much detail, but the picture below shows what is happening (although it is exaggerated a bit). The blue lines are what is drawn, the red lines are what the vehicle collides with. I could work around this, but I'd rather avoid funky workaround code. Beizer curves. These seem cool, but my first impression of them is that they'll be a little daunting to learn and are probably too complicated for my needs. Some other kind of curve? I have heard of some other kinds of curves; maybe those are more applicable. Use Box2D or another physics engine. Instead of defining the center of the track, I could use a physics engine to define shapes that make up the road. The downside to this, however, is that I have to put in a little more work to place the checkpoints. Something completely different. Basically, what is the simplest system for generating a race track that would allow me to create closed circuits cleanly, handle collisions, and not have a ton of weird code?

    Read the article

  • Fast lighting with multiple lights

    - by codymanix
    How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is that shaders which contain dynamic loops which would be necessary to calculate the lighting tend to be very slow. I had the idea that if it could be possible at compiletime to compile a shader n times where n is the number of lights. If the number n is known at compiletime, the loops can be unrolled automatically. Is this possible to generate n versions of the same shader with just a different number of lights? At runtime I could then decide which shader to use for which part of the level.

    Read the article

  • Best practices on separating Update and Draw on game loop

    - by Galvanize
    I've been working on my first HTML5 prototype and I found a good model that uses the regular Update and Draw loop we see in game dev. My question is, where does one end and the other begins? The question popped when I wanted to rotate and draw an Image, and I kept wondering if the work of changing the tranformation matrix (that I presume would be a bit expensive since it works on the whole pixel array of an image) and calculating the right position do draw it would characterize drawing work, or maybe not, since after that I may need to check for collision or something similar. Thinkig of it, seems like a silly question, but I would like some advice from more experienced developers. Where does does update ends and draw starts? Thanks in advance.

    Read the article

< Previous Page | 514 515 516 517 518 519 520 521 522 523 524 525  | Next Page >