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  • Flash AS3 sidescrolling tiles optimization

    - by Galvanize
    I'm trying to make a sidescrolling game in Flash that will run on a low performance laptop. While studying the subject from Tonypa I saw that he builds a Bitmap by making copys of the BitmapData of each tile from the Tile Sheet and placing it on the bigger Bitmat with the size of the screen. But when I came to think on how to scroll my map I ran into some optimization doubts. I came up with two choices: Create a MovieClip, place a Bitmap instance for each tile that is shown on the screen + 1 row in it, then move them all. Then when the tile ran off the screen I would move it to end of the MovieClip and replace their BitmapData for the next row in my map. Use a Bitmap with copys of each tile in it (as shown in Tonypa's tutorial) but 1 extra row, move the whole Bitmap, and when it comes the time to replace rows, redraw the whole Bitmap and move it back to the origin position. The first idea is how a co-worker of mine suggested, the second one is my own, but none of us has enough technical knowledge to be sure on a technique that would be optimal in performance, can anyone help?

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  • When "W" is held, the character moves forward, but when "W" and "A" is held, movement completely stops

    - by Vlad1k
    I am making a 2D game, and when I hold the key "w", the player goes forward, but when I hold both "w" and "a", the movement stops completely, when I want it to go forward, while shifting to the left. Here is my script: var speed = 4; function Update() { // Make the character walk forward if "w" is being held if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } // Stop the movement if "w" is not being held if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk forward if "s" is being held if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } // Stop the movement if "s" is not being held if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk left if "a" is being held if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } // Stop the movement if "a" is not being held if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } //Make the character walk right if "d" is being held if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } // Stop the movement if "d" is not being held if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } } PLEASE MAKE THE CODE BETTER! I AM NEW! EDIT: Here is a video to show my problem. http://www.screenr.com/3oxH Here is the newest code: var speed = 4f; function Update() { if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } else if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } else if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } else if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } }

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  • Alternative ways to make a battle system in a mobile indie game more fun and engaging

    - by Matt Beckman
    I'm developing an indie game for mobile platforms, and part of the game involves a PvP battle system (where the target player is passive). My vision is simple: the active player can select a weapon/item, then attack/use, and display the calculated outcome. I have a concept for battle modifiers that affect stats to make it more interesting, but I'm not convinced this by itself will add enough of a fun factor. I've received some inspiration from the game engine that powers Modern War/Kingdom Age/Crime City, but I want more control to make it more fun. In those games, you don't have the option to select weapons or use items, and the "battling" screen is simply 3D eye candy. Since this will be an indie game, I won't be spending $$$ on a team of professional 3D artists/animators, so my edge needs to be different. What are some alternatives to expensive eye candy that you or others have used to make a non-3D PvP game more fun and engaging? Did the alternative concepts survive the release?

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  • 2D Selective Gaussian Blur

    - by Joshua Thomas
    I am attempting to use Gaussian blur on a 2D platform game, selectively blurring specific types of platforms with different amounts. I am currently just messing around with simple test code, trying to get it to work correctly. What I need to eventually do is create three separate render targets, leave one normal, blur one slightly, and blur the last heavily, then recombine on the screen. Where I am now is I have successfully drawn into a new render target and performed the gaussian blur on it, but when I draw it back to the screen everything is purple aside from the platforms I drew to the target. This is my .fx file: #define RADIUS 7 #define KERNEL_SIZE (RADIUS * 2 + 1) //----------------------------------------------------------------------------- // Globals. //----------------------------------------------------------------------------- float weights[KERNEL_SIZE]; float2 offsets[KERNEL_SIZE]; //----------------------------------------------------------------------------- // Textures. //----------------------------------------------------------------------------- texture colorMapTexture; sampler2D colorMap = sampler_state { Texture = <colorMapTexture>; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; //----------------------------------------------------------------------------- // Pixel Shaders. //----------------------------------------------------------------------------- float4 PS_GaussianBlur(float2 texCoord : TEXCOORD) : COLOR0 { float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f); for (int i = 0; i < KERNEL_SIZE; ++i) color += tex2D(colorMap, texCoord + offsets[i]) * weights[i]; return color; } //----------------------------------------------------------------------------- // Techniques. //----------------------------------------------------------------------------- technique GaussianBlur { pass { PixelShader = compile ps_2_0 PS_GaussianBlur(); } } This is the code I'm using for the gaussian blur: public Texture2D PerformGaussianBlur(Texture2D srcTexture, RenderTarget2D renderTarget1, RenderTarget2D renderTarget2, SpriteBatch spriteBatch) { if (effect == null) throw new InvalidOperationException("GaussianBlur.fx effect not loaded."); Texture2D outputTexture = null; Rectangle srcRect = new Rectangle(0, 0, srcTexture.Width, srcTexture.Height); Rectangle destRect1 = new Rectangle(0, 0, renderTarget1.Width, renderTarget1.Height); Rectangle destRect2 = new Rectangle(0, 0, renderTarget2.Width, renderTarget2.Height); // Perform horizontal Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget1); effect.CurrentTechnique = effect.Techniques["GaussianBlur"]; effect.Parameters["weights"].SetValue(kernel); effect.Parameters["colorMapTexture"].SetValue(srcTexture); effect.Parameters["offsets"].SetValue(offsetsHoriz); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(srcTexture, destRect1, Color.White); spriteBatch.End(); // Perform vertical Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget2); outputTexture = (Texture2D)renderTarget1; effect.Parameters["colorMapTexture"].SetValue(outputTexture); effect.Parameters["offsets"].SetValue(offsetsVert); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(outputTexture, destRect2, Color.White); spriteBatch.End(); // Return the Gaussian blurred texture. game.GraphicsDevice.SetRenderTarget(null); outputTexture = (Texture2D)renderTarget2; return outputTexture; } And this is the draw method affected: public void Draw(SpriteBatch spriteBatch) { device.SetRenderTarget(maxBlur); spriteBatch.Begin(); foreach (Brick brick in blueBricks) brick.Draw(spriteBatch); spriteBatch.End(); blue = gBlur.PerformGaussianBlur((Texture2D) maxBlur, helperTarget, maxBlur, spriteBatch); spriteBatch.Begin(); device.SetRenderTarget(null); foreach (Brick brick in redBricks) brick.Draw(spriteBatch); foreach (Brick brick in greenBricks) brick.Draw(spriteBatch); spriteBatch.Draw(blue, new Rectangle(0, 0, blue.Width, blue.Height), Color.White); foreach (Brick brick in purpleBricks) brick.Draw(spriteBatch); spriteBatch.End(); } I'm sorry about the massive brick of text and images(or not....new user, I tried, it said no), but I wanted to get my problem across clearly as I have been searching for an answer to this for quite a while now. As a side note, I have seen the bloom sample. Very well commented, but overly complicated since it deals in 3D; I was unable to take what I needed to learn form it. Thanks for any and all help.

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  • Deterministic replay in a modern game

    - by cloudraven
    I am doing a study in modern games graphics, and as part of the study it would be really helpful to be able to replay a sequence in the game multiple times. For example, recording a series of inputs to get the exact video sequences, but being able to replay them in different computers or different graphics configurations. I want to do this study with a couple of existing commercial games with sophisticated graphics (something released in the last 1 or 2 years if possible). I was thinking on hooking with detours or something similar, calls to time() or srand() to fix all pseudo-number generated results. It would be ideal to have a general solution that works with any game. Since admittedly that is pretty ambitious, I would be happy just having 2 or 3 games in which it is known that I can get deterministic output for a given input. In the end, I will be comparing video output, so I want to avoid noise generated by differences on each execution caused by non-determinism. Any sugestions?

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  • State of the art Culling and Batching techniques in rendering

    - by Kristian Skarseth
    I'm currently working with upgrading and restructuring an OpenGL render engine. The engine is used for visualising large scenes of architectural data (buildings with interior), and the amount of objects can become rather large. As is the case with any building, there is a lot of occluded objects within walls, and you naturally only see the objects that are in the same room as you, or the exterior if you are on the outside. This leaves a large number of objects that should be occluded through occlusion culling and frustum culling. At the same time there is a lot of repetative geometry that can be batched in renderbatches, and also a lot of objects that can be rendered with instanced rendering. The way I see it, it can be difficult to combine renderbatching and culling in an optimal fashion. If you batch too many objects in the same VBO it's difficult to cull the objects on the CPU in order to skip rendering that batch. At the same time if you skip the culling on the cpu, a lot of objects will be processed by the GPU while they are not visible. If you skip batching copletely in order to more easily cull on the CPU, there will be an unwanted high amount of render calls. I have done some research into existing techniques and theories as to how these problems are solved in modern graphics, but I have not been able to find any concrete solution. An idea a colleague and me came up with was restricting batches to objects relatively close to eachother e.g all chairs in a room or within a radius of n meeters. This could be simplified and optimized through use of oct-trees. Does anyone have any pointers to techniques used for scene managment, culling, batching etc in state of the art modern graphics engines?

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  • 2D tower defense - A bullet to an enemy

    - by Tashu
    I'm trying to find a good solution for a bullet to hit the enemy. The game is 2D tower defense, the tower is supposed to shoot a bullet and hit the enemy guaranteed. I tried this solution - http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/ The link mentioned to subtract the bullet's origin and the enemy as well (vector subtraction). I tried that but a bullet just follows around the enemy. float diffX = enemy.position.x - position.x; float diffY = enemy.position.y - position.y; velocity.x = diffX; velocity.y = diffY; position.add(velocity.x * deltaTime, velocity.y * deltaTime); I'm familiar with vectors but not sure what steps (vector math operations) to be done to get this solution working.

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  • Platformer gravity where gravity is greater than tile size

    - by Sara
    I am making a simple grid-tile-based platformer with basic physics. I have 16px tiles, and after playing with gravity it seems that to get a nice quick Mario-like jump feel, the player ends up moving faster than 16px per second at the ground. The problem is that they clip through the first layer of tiles before collisions being detected. Then when I move the player to the top of the colliding tile, they move to the bottom-most tile. I have tried limiting their maximum velocity to be less than 16px but it does not look right. Are there any standard approaches to solving this? Thanks.

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  • Phone crash when try to use vibration on Android

    - by Diego Unanue
    Im developing an app that when you click a button the phone has to vibrate, the issue is that the phone just chashes. Saing that I need permitions to vibrate. I've already set this permition in the build.setting (android manifiest). Here is the code build.settings: settings = { orientation = { default = "portrait", supported = { "portrait", } }, iphone = { plist= { CoronaUseIOS7LandscapeOnlyWorkaround = true, CoronaUseIOS7IPadPhotoPickerLandscapeOnlyWorkaround = true, CoronaUseIOS6LandscapeOnlyWorkaround = true, CoronaUseIOS6IPadPhotoPickerLandscapeOnlyWorkaround = true, UIApplicationExitsOnSuspend = false, UIPrerenderedIcon = true, UIStatusBarHidden = false, CFBundleIconFile = "Icon.png", CFBundleIconFiles = { "Icon.png", "[email protected]", "Icon-60.png", "[email protected]", "Icon-72.png", "[email protected]", "Icon-76.png", "[email protected]", "Icon-Small.png", "[email protected]", "Icon-Small-40.png", "[email protected]", "Icon-Small-50.png", "[email protected]", }, }, }, android = { permissions = { { name = ".permission.C2D_MESSAGE", protectionLevel = "signature" }, }, usesPermissions = { "android.permission.INTERNET", "android.permission.VIBRATE", }, }, } the file that uses the vibration is: local onButtonEvent = function (event ) system.vibrate() end I read all post in Corona page without success. Can I see the android manifest to see if the permissions are there. I've read that is a Corona issue not sure.

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  • Android-Libgdx-ProGuard: Usefulness without DexGuard? [on hold]

    - by Rico Pablo Mince
    So I'm developing a game for Android - using LibGDX - and noticed that the Android SDK (HDK, MDK, WhatTheHellEvarDK) has ProGuard built-in. Browsing the ProGuard page is like searching Google: you get that the idea is to sell some product (in this case, it's DexGuard). That leaves me wondering what features are left out of ProGuard that a game developer targeting Android should worry about. For instance, the ProGuard FAQs answer the question: "Does ProGuard encrypt string constants?" by saying: "No. String encryption in program code has to be perfectly reversible by definition, so it only improves the obfuscation level. It increases the footprint of the code. However, by popular demand, ProGuard's closed-source sibling for Android, DexGuard, does provide string encryption, along with more protection techniques against static and dynamic analysis." Alright. OK. But isn't "...improves the obfuscation level" EXACTLY what ProGuard is supposed to do? Are there better options that can be implemented at build-time in Eclipse using the Gradle options and Libgdx? In particular, the assets folder and res-specific folders will need some protection. The code itself doesn't cure cancer, but I'd prefer if nobody could copy/paste it with different game art and call it "IhAxEdUrGamE"....

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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • PyGame QIX clone, filling areas

    - by astropanic
    I'm playing around with PyGame. Now I'm trying to implement a QIX clone. I have my game loop, and I can move the player (cursor) on the screen. In QIX, the movment of the player leaves a trace (tail) on the screen, creating a polyline. If the polyline with the screen boundaries creates a polygon, the area is filled. How I can accomplish this behaviour ? How store the tail in memory ? How to detect when it build a closed shape that should be filled ? I don't need an exact working solution, some pointers, algo names would be cool.

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  • Low-level GPU code and Shader Compilation

    - by ktodisco
    Bear with me, because I will raise several questions at once. I still feel, though, that overall this can be treated as one question that may be answered succinctly. I recently dove into solidifying my understanding of the assembly language, low-level memory operations, CPU structure, and program optimizations. This also sparked my interest in how higher-level shading languages, GLSL and HLSL in particular, are compiled and optimized, as well as what formats they are reduced to before machine code is generated (assuming they are not converted directly into machine code). After a bit of research into this, the best resource I've found is this presentation from ATI about the compilation of and optimizations for HLSL. I also found sample ARB assembly code. This sort of addressed my original curiosity, but it raised several other questions. The assembler code in the ATI presentation seems like it contains instructions specifically targeted for the GPU, but is this merely a hypothetical example created for the purpose of conceptual understanding, or is this code really generated during shader compilation? If so, is it possible to inspect it, or even write it in place of the higher-level syntax? My initial searches for an answer to the last question tell me that this may be disallowed, but I have not dug too deep yet. Also, along the same lines, are GLSL shader programs compiled into ARB assembly code before machine code is generated, and is it possible to write direct ARB assembly? Lastly, and perhaps what I am most interested in finding out: are there comprehensive resources on shader compilation and low-level GPU code? I have been unable to find any thus far. I ask simply because I am curious :)

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  • Renderbuffer to GLSL shader?

    - by Dan
    I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I bind before calling the shader. The problem I have is that I would like to use this depth in another shader that I call later on. I figured out that the only way to do that is to bind the framebuffer once the raycasting has finished, read the depthmap through something like glReadPixels(0, 0, m_winSize.x , m_winSize.y, GL_DEPTH_COMPONENT, GL_FLOAT, pixels); and write it to a 2D texture as usual glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_winSize.x, m_winSize.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels) and then pass this 2D texture that contains a simple depth map to the other shader. However, I am not entirely sure that what I do is the proper way to do this. Is there anyway to pass the framebuffer that I fill up in my raycasting shader to the other shader?

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  • Circular Bullet Spread not Even

    - by SoulBeaver
    I'm creating a bullet shooter much in the style of Touhou. Right now I want to have a very simple circular shot being fired from the enemy. See this picture: As you can see, the spacing is very uneven, which isn't very good if you want to survive. The code I'm using is this: private function shoot() : void { const BULLETS_PER_WAVE : int = 72; var interval : Number = BULLETS_PER_WAVE / 360; for (var i : int = 0; i < BULLETS_PER_WAVE; ++i { var xSpeed : Number = GameConstants.BULLET_NORMAL_SPEED_X * Math.sin(i * interval); var ySpeed : Number = GameConstants.BULLET_NORMAL_SPEED_Y * Math.cos(i * interval); BulletFactory.createNormalBullet(bulletColor_, alice_.center, xSpeed, ySpeed); } canShoot_ = false; cooldownTimer_.start(); } I imagine my mistake is in the sin, cos functions, but I'm not entirely sure what's wrong.

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  • Ios Game with many animated Nodes,performance issues

    - by user31929
    I'm working in a large map upside-down game(not tiled map),the map i use is a city. I have to insert many node to create the "life of the city",something like people that cross the streets,cars,etc... Some of this characters are involved in physics and game logic but others are only graphic characters. For what i know the only way i can achive this result is to create each character node with or without physic body and animate each character with a texture atlas. In this way i think that i'll have many performance problems, (the characters will be something like 100/150) even if i'll apply all the performance tips that i know... My question is: with large numbers of characters there another programming pattern that i must follow ? What is the approch of game like simcity,simpsons tapped out for ios,etc... that have so many animation at the same time?

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  • GLSL: How Do I cast a float into an int?

    - by dugla
    In a GLSL fragment shader I am trying to cast a float into an int. The compiler has other ideas. It complains thusly: ERROR: 0:60: '=' : cannot convert from 'mediump float' to 'highp int' I am trying to do this: mediump float indexf = floor(2.0 * mixer); highp int index = indexf; I (vainly) tried to raise the precision of the int above the float to appease the GL Gods but no joy. Could someone please school me here? Thanks, Doug

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  • Why is concept art not signed by the author?

    - by Gerald
    I am a starting concept artist who would like to enter the gaming industry. I noticed that some AAA titles show their concept art with no artists signature (only a reference to game the game, such as for Star Wars The Old Republic: 2013 ALL RIGHTS RESERVED BioWare, LucasArts). I asked myself a question, what possible harm could my autograph cause on the public concept art if I am not a well known concept artist such as Adam Adamowicz (who did concepts for Skyrim). Why would a prospective boss tells me not to leave my "finger print" on the picture despite, the fact that I am a very talented artist?

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  • XNA Masking Mayhem

    - by TropicalFlesh
    I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write shaders and manipulate a multi-layered drawing environment, but I've basically stuck to minimalist pixel shaders. I'm working on putting dynamic point light shadows in my 2d sidescroller, and have had it working to a reasonable degree. Just chucking it in without working on serious optimizations outside of basic culling, I can get 50 lights or so onscreen at once and still hover around 100 fps. The only issue is that I'm on a very high end machine and would like to target the game at as many platforms I can, low and high end. The way I'm doing shadows involves a lot of masking before I can finally draw the light to my light layer. Basically, my technique to achieveing such shadows is as follows. See pics in this album http://imgur.com/a/m2fWw#0 The dark gray represents the background tiles, the light gray represents the foreground tiles, and the yellow represents the shadow-emitting foreground tile. I'll draw the light using a radial gradient and a color of choice I'll then exclude light from the mask by drawing some geometry extending through the tile from my point light. I actually don't mask the light yet at this point, but I'm just illustrating the technique in this image Finally, I'll re-include the foreground layer in my mask, as I only want shadows to collect on the background layer and finally multiply the light with it's mask to the light layer My question is simple - How can I go about reducing the amount of render target switches I need to do to achieve the following: a. Draw mask to exclude shadows from the foreground to it's own target once per frame b. For each light that emits shadows, -Begin light mask as full white -Render shadow geometry as transparent with an opaque blendmode to eliminate shadowed areas from the mask -Render foreground mask back over the light mask to reintroduce light to the foreground c. Multiply light texture with it's individual mask to the main light layer.

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  • 2D non-tile based map editor

    - by Jonesy
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • Problem with Ogmo Editor (is Tiled Editor a solution?)

    - by Mentoliptus
    I made a level editor for a puzzle game with Ogmo Editor and gave it to our designer/level designer. When he downloaded and started Ogmo, his CPU went to 100%. I looked at my CPU usage while Ogmo is running, and it goes from 20% to 30% (which is also high for an application alike Ogmo). He has a Windows 7 VM running on his Mac and I have a normal Windows PC, can this be a problem? I found a thread on FlashFunk forum that confirms that Ogmo has CPU usage issues. Has anybody maybe solved this issue? The solution seems to use Tiled Editor, but I never used it before. Is it difficult to change a level editor from Ogmo to Tiled? Can they export in the same format (XML with CSV elements for my puzzle game)?

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. 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