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  • Is there an AIR native extension to use GameCenter APIs for turn-based games?

    - by Phil
    I'm planning a turn based game using the iOS 5 GameCenter (GameKit) turn-based functions. Ideally I would program the game with AIR (I'm a Flash dev), but so far I can't seem to find any already available native extension that offers that (only basic GameCenter functions), so my questions are: Does anyone know if that already exists? And secondly how complex a task would it be to create an extension that does that? Are there any pitfalls I should be aware of etc.? ** UPDATE ** There does not seem a solution to the above from Adobe. For anyone who is interested check out the Adobe Gaming SDK. It contains a Game Center ANE which I've read contains options for multiplayer but not turn-based multiplayer, at least it's a start. Comes a bit late for me as I've already learned Obj-c!

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  • How do I interpolate air drag with a variable time step?

    - by Valentin Krummenacher
    So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically depending on how many steps the user's computer can take. To avoid inaccurate positioning of the game's player object I use y=v0*dt+g*dt^2/2 to determine my objects y-position, where dt is the time since the last step, v0 is the velocity of my object in the beginning of my step and g is the gravity. To calculate the velocity in the end of a step I use v=v0+g*dt what also gives me correct results, independent of whether I use 2 steps with a dt of for example 20ms or one step with a dt of 40ms. Now I would like to introduce air drag. For simplicity's sake I use a=k*v^2 where a is the air drag's acceleration (I am aware that it would usually result in a force, but since I assume 1kg for my object's mass the force is the same as the resulting acceleration), k is a constant (in this case I'm using 0.001) and v is the speed. Now in an infinitely small time interval a is k multiplied by the velocity in this small time interval powered by 2. The problem is that v in the next time interval would depend on the drag of the last which again depends on the v of the last interval and so on... In other words: If I use a=k*v^2 I get different results for my position/velocity when I use 2 steps of 20ms than when I use one step of 40ms. I used to have this problem for my position too, but adding +g*dt^2/2 to the formula for my position fixed the problem since it takes into account that the position depends on the velocity which changes slightly in every infinitely small time interval. Does something like that exist for air drag too? And no, I dont mean anything like Adding air drag to a golf ball trajectory equation or similar, for that kind of method only gives correct results when all my steps are the same. (I hope you can understand my intermediate english, it's not my main language so I would like to say sorry for all the silly mistakes I might have made in my question)

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  • Re-sizing the form without scaling the GUI

    - by Bmoore
    I am writing a turn based strategy game in C#. My GUI implementation consists of class that extends Form containing a class that extends Panel. When I render the GUI I draw to the paint method in the panel. I am trying to figure out what is the best way for handling form re-size events. I know I want a minimum window size, but I would prefer to not have a maximum or a set size. Ideally the GUI would reveal more/less of the map as the user changes the window size. I would like to avoid scaling the graphics if at all possible. What is the best way to handle re-size events?

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  • Android - Force Close - Null Pointer on Canvas?

    - by user22241
    Please bear with me. I have a very odd problem. Basically, my app so far, has 3 activities (a main splash screen, an 'options/menu' screen and the main app). If I follow the very specific steps oulined below, I get a 'null pointer exception' in the 2nd activity) and the app force closes...... Here are the steps: Start the app (a game based on Surfaceview), tap through to the third activity so the game is running, then hit the home key so the game is paused and put to the background, the activity/app is ended through DDMS in the SDK then restarted on the device (all OK so far), now if I hit the back key on the device twice in quick succession, it happens. All other sequence of events is fine, even to the point of pressing the back key, waiting for the previous activity to show, then hitting back again - all OK. Only when the back key is pressed twice in quick succession following all the above steps does the problem occur. I'm assuming that the canvas isn't ready as it's showing as 'null' when this happens, but I'm not sure why this is happening as surely it's happening when I'm trying to go back to activity 1, but the logcat shows the error in activity 2. if I stop the activity running my 'doDraw' method (which referenced the canvas), then all is OK - so I can safely assume it is the canvas causing the problem. Also, if I skip my first activity (which is a very basic full-screen button which just displays a splashscreen and waits for the user to tap the screen), and make my 2nd activity the launch activity, again, it is OK. this is the part of the code that I think is probably relevant: @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { vheight = this.getHeight(); vwidth = this.getWidth(); } @Override public void surfaceCreated(SurfaceHolder holder) { vheight = this.getHeight(); vwidth = this.getWidth(); this.viewWidth = vwidth; this.viewHeight = vheight; if (runthread==false){ if (preThread.getState()==Thread.State.TERMINATED){ preThread = new OptionsThread(thisholder, thiscontext, thishandler); } preThread.setRunning(true); preThread.start();} } @Override public void surfaceDestroyed(SurfaceHolder holder) { preThread.setRunning(false); //Stop the loop boolean retry = true; //Stop the thread while (retry) { try { preThread.join(); retry = false; } catch (InterruptedException e) { } } Thank you all for any help you can offer

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  • DirectX 9.0c and C++ GUI

    - by SullY
    Well, I'm trying to code a gui for my engine, but I've got some problems. I know how to make a UI overlay but buttons are still black magic for me. Anything I tried was to compilcated ( if it goes big ). To Example I tried to look if the mouse position is the same as the Pixel that is showing the button. But If I use some bigger areas it's getting to complicated. Now I'm searching for a Tutorial how to implement your own gui. I'm really confused about it. Well I hope you have/ know some good tutorials. By the way, I took a look at the DXUTSample, but it's to big to get overview.

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  • libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

    - by Brandon
    libGDX using Stage and Actor produces different camera angles on desktop and Android Phone. Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq On the desktop version, the image takes up most all the screen. On the Android phone it only takes up a bit of the screen. Here's the code (not my actual project but I isolated the problem): package com.me.mygdxgame2; import com.badlogic.gdx.*; import com.badlogic.gdx.graphics.*; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.*; import com.badlogic.gdx.scenes.scene2d.*; public class MyGdxGame2 implements ApplicationListener { private Stage stage; public void create() { stage = new Stage(); stage.addActor(new ActorHi()); } public void render() { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.draw(); } public void dispose() {} public void resize(int width, int height) {} public void pause() {} public void resume() {} public class ActorHi extends Actor { private Sprite sprite; public ActorHi() { Texture texture = new Texture(Gdx.files.internal("data/hi.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); sprite = new Sprite(new TextureRegion(texture, 0, 0, 128, 128)); sprite.setBounds(0, 0, 300.0f, 300.0f); } public void draw(SpriteBatch batch, float parentAlpha) { sprite.draw(batch); } } } hi.png is included in the above link Thank you very much for answering my question. I've spent 3 days trying to figure it out.

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  • read object from compressed file that generate from actionscript3

    - by Last Chance
    I have made a simple game Map Editor, and I want to save a array that contain map tile info to a file, as below: var arr:Array = [.....2d tile info in it...]; var ba:ByteArray = new ByteArray(); ba.writeObject(arr); ba.compress(); var file:File = new File(); file.save(ba); now I had successful save a compressed object to a file. now the problem is my server side need to read this file and decompress get the arr out from file, then convert it as python list. is that prossible?

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  • Create Adventure Game Scene/Room/Backdrop from Real Photo

    - by Lyuben
    Is there a suitable software or a good tutorial for creating 2D rooms/scenery for adventure games from real photos? Is it possible to achieve good results by using photos, or the hand-drawn style will always be the best choice? Thank you! --- EDIT --- I want to clarify that I'm particularly interested in the art creation process, not on the environment in which to build games. I'm writing the game in Java for Android, but I don't think it matters. Also, I'm not trying to decide if the game will have photo realistic rooms or not - I want to achieve 2d pixelated, old-school style background scenes and I wonder if this can be made from photos, because I cannot draw them myself. For example, can I shoot a scene with my camera and then make it look something like the image in the following link: PIXEL ART FOREST I know that I cannot get the same quality as an absolutely hand-drawn pixel, but I'm looking for some decent technology/tutorial/software to make them somewhat similar.

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  • Text on a model

    - by alecnash
    I am trying to put some text on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public static Texture2D SpriteFontTextToTexture(SpriteFont font, string text, Color backgroundColor, Color textColor) { Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, (int)Size.X, (int)Size.Y); GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.Transparent); Spritbatch.Begin(); //have to redo the ColorTexture Spritbatch.Draw(ColorTexture.Create(GraphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); Spritbatch.DrawString(font, text, Vector2.Zero, textColor); Spritbatch.End(); GraphicsDevice.SetRenderTarget(null); return renderTarget; } When I was working with primitives and not models everything worked fine because I set the texture exactly where I wanted but with the model (RoundedRect 3D button). It now looks like that: Is there a way to have the text centered only on one side?

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  • specifying an object type at runtime

    - by lapin
    I've written a Vbo template class to work with opengl. I'd like to set the type from a config file at runtime. e.g. <vbo type="bump_vt" ... /> Vbo* pVbo = new Vbo(bump_vt, ...); Is there some way I can do this without a large if else block e.g. if( sType.compareTo("bump_vt") == 0 ) Vbo* pVbo = new Vbo(bump_vt, ...); else if ... I'm writing for multiple platforms in c++. thanks

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  • jump pads problem

    - by Pasquale Sada
    I'm trying to make a character jump on a landing pad who stays above him. Here is the formula I've used (everything is pretty much self-explainable, maybe except character_MaxForce that is the total force the character can jump ): deltaPosition = target - character_position; sqrtTerm = Sqrt(2*-gravity.y * deltaPosition.y + MaxYVelocity* character_MaxForce); time = (MaxYVelocity-sqrtTerm) /gravity.y; speedSq = jumpVelocity.x* jumpVelocity.x + jumpVelocity.z *jumpVelocity.z; if speedSq < (character_MaxForce * character_MaxForce) we have the right time so we can store the value jumpVelocity.x = deltaPosition.x / time; jumpVelocity.z = deltaPosition.z / time; otherwise we try the other solution time = (MaxYVelocity+sqrtTerm) /gravity.y; and then store it jumpVelocity.x = deltaPosition.x / time; jumpVelocity.z = deltaPosition.z / time; jumpVelocity.y = MaxYVelocity; rigidbody_velocity = jumpVelocity; The problem is that the character is jumping away from the landing pad or sometime he jumps too far never hitting the landing pad.

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  • Is it unprofessional to leave game resources to the open eye?

    - by ThePlan
    I'm still having problems packing my resources, after going through complicated APIs and basically just zip files which are exhausting my brain, I thought I could also pack the game with the resources visible to the human eye, in a simple folder. Would that be unprofessional? Personally, I've never even seen games do that, it would basically mean that the player could just edit whatever he wants in the game, like go in map1.txt and add an X somewhere to create a wall, or change the player sprite to a pony in MS PAINT.

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  • Problem with SAT collision detection overlap checking code

    - by handyface
    I'm trying to implement a script that detects whether two rotated rectangles collide for my game, using SAT (Separating Axis Theorem). I used the method explained in the following article for my implementation in Google Dart. 2D Rotated Rectangle Collision I tried to implement this code into my game. Basically from what I understood was that I have two rectangles, these two rectangles can produce four axis (two per rectangle) by subtracting adjacent corner coordinates. Then all the corners from both rectangles need to be projected onto each axis, then multiplying the coordinates of the projection by the axis coordinates (point.x*axis.x+point.y*axis.y) to make a scalar value and checking whether the range of both the rectangle's projections overlap. When all the axis have overlapping projections, there's a collision. First of all, I'm wondering whether my comprehension about this algorithm is correct. If so I'd like to get some pointers in where my implementation (written in Dart, which is very readable for people comfortable with C-syntax) goes wrong. Thanks! EDIT: The question has been solved. For those interested in the working implementation: Click here

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  • Character coding / programming

    - by Jery
    Lately I tryed a few times to create characters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your character is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together.

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  • Are there some methodologies to define a game's rules?

    - by bAN
    I would like to write some rules for a game I have in head but I don't know how to do that. So are there some methodologies or modeling tools (like UML) to do that? I'm thinking about a kind of tree of competencies or some kind of map to be sure that the game is well balanced. I always wonder how the team who imagines some powers in magic the gathering for example does it. Do they have some diagrams to be sure the powers or creatures they imagine are well balanced for the entire game? I'm pretty noob in the game creation so I'll be happy with some directions to seek.. Technical terms or basic principles to learn. Thanks for help.

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  • Cheap ways to do scaling ops in shader?

    - by Nick Wiggill
    I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about how to reduce the amount of data uploaded to the GPU. For my terrain, which uses discrete / grid-based vertex positions in x and z, it's pretty clear that I can replace my vec3s (floats, really) with shorts, halving the per-vertex position attribute cost from 12 bytes each to 6 bytes. Considering I've got little enough other vertex data, and an enormous amount of terrain data to push into the world, it's a major gain. Currently in my code, one unit in GLSL shaders is equal to 1m in the world. I like that scale. If I move over to using shorts, though, I won't be able to use the same scale, as I would then have a very blocky world where every step in height is an entire metre. So I see these potential solutions to scale the positional data correctly once it arrives at the vertex shader stage: Use 10:1 scaling, i.e. 1 short unit = 1 decimetre in CPU-side code. Do a division by 10 in the vertex shader to scale incoming decimetre values back to metres. Arbirary (non-PoT) divisions tend to be slow, however. Use (some-power-of-two):1 scaling (eg. 8:1), which enables the use of a bitshift (eg. val >> 3) to do the division... not sure how performant this is in shaders, though. Not as intuitive to read values, but possibly quite a bit faster than div by a non-PoT value. Use a texture as lookup table. I've heard that this is really fast. Or whatever solutions others can offer to achieve the same results -- minimal vertex data with sensible scaling.

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  • DirectX 10 Instancing Problem (objects cannot be seen)

    - by Riffraff
    Right now I'm trying to implement an area that is filled with vegetation. I have tried mesh version and right now I'm trying to implement instancing version but I cannot manage to make it work. I can't see any object. I search for any problem of buffers with FAILED() and D3D10_CREATE_DEVICE_DEBUG but they didn't help me either. Right now I don't even know which part of my code to share to explain my problem.

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  • how get collision callback of two specific objects using bullet physics?

    - by sebap123
    I have got problem implementing collision callback into my project. I would like to have detection between two specific objects. I have got normall collision but I want one object to stop or change color or whatever when colides with another. I wrote code from bullet wiki: int numManifolds = dynamicsWorld->getDispatcher()->getNumManifolds(); for (int i=0;i<numManifolds;i++) { btPersistentManifold* contactManifold = dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i); btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0()); btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1()); int numContacts = contactManifold->getNumContacts(); for (int j=0;j<numContacts;j++) { btManifoldPoint& pt = contactManifold->getContactPoint(j); if (pt.getDistance()<0.f) { const btVector3& ptA = pt.getPositionWorldOnA(); const btVector3& ptB = pt.getPositionWorldOnB(); const btVector3& normalOnB = pt.m_normalWorldOnB; bool x = (ContactProcessedCallback)(pt,fallRigidBody,earthRigidBody); if(x) printf("collision\n"); } } } where fallRigidBody is a dynamic body - a sphere and earthRigiBody is static body - StaticPlaneShape and sphere isn't touching earthRigidBody all the time. I have got also other objects that are colliding with sphere and it works fine. But the program detects collision all the time. It doesn't matter if the objects are or aren't colliding. I have also added after declarations of rigid body: earthRigidBody->setCollisionFlags(earthRigidBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); fallRigidBody->setCollisionFlags(fallRigidBody->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); So can someone tell me what I am doing wrong? Maybe it is something simple?

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  • Help with calculation to steer ship in 3d space

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • What are the pros and cons of non-unique display names?

    - by Davy8
    I know of at least big title game (Starcraft II) that doesn't require unique display names, so it would seem like it can work in at least some circumstance. Under what situations does allowing non-unique display names work well? When does it not work well? Does it come down to whether or not impersonation of someone else is a problem? The reasons I believe it works for Starcraft II is that there isn't any kind of in-game trading of virtual goods and other than "for kicks" there isn't much incentive to impersonate someone else in the game. There's also ladder rankings so even trying to impersonate a pro is easily detectable unless you're on a similar skill level. What are some other cases where it makes sense to specifically allow or disallow duplicate display names?

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  • Developing an AI opponent for Monopoly

    - by Bernhard Zürn
    i want to develop an AI opponent for the Board Game Monopoly. I want to implement the whole Game with Prolog (XPCE). The probability for a field on the Board being hit, can be computed with Markov Chains. I already know some "best practices" like "after 50% of the playing time it does not make sense to buy out of jail because in jail you get renting fees for your fields but you don't have to pay for other fields as long as you stay in prison". The interesting question always is: buy a streetfield ? buy houses / hotels ? how much ? so i think i would have to compute some kind of future liquidity .. does anyone know how to pack that into an algorithm or how to translate it to prolog ?

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  • Adding a short delay between bullets

    - by Sun
    I'm having some trouble simulating bullets in my 2D shooter. I want similar mechanics to Megaman, where the user can hold down the shoot button and a continues stream of bullets are fired but with a slight delay. Currently, when the user fires a bullet in my game a get an almost laser like effect. Below is a screen shot of some bullets being fired while running and jumping. In my update method I have the following: if(gc.getInput().isKeyDown(Input.KEY_SPACE) ){ bullets.add(new Bullet(player.getPos().getX() + 30,player.getPos().getY() + 17)); } Then I simply iterate through the array list increasing its x value on each update. Moreover, pressing the shoot button (Space bar) creates multiple bullets instead of just creating one even though I am adding only one new bullet to my array list. What would be the best way to solve this problem?

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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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  • Constrained A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to Constrained a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • iOS + cocos2d: how to account for sprite's position for the different device dimensions in an universal app?

    - by fuzzlog
    All the questions I've seen regarding iOS universal apps (with or without cocos2d) deal with the "how to add graphics to a universal app". My question is, how does the code need to be written to ensure that the sprites appear appropriately on the screen (given that an iPhone 5's resolution is not proportional to an iPad's resolution)? Is it just a bunch of "if" statements and duplicate code or do iOS/cocos2d provide common function calls that will place the sprites at an appropriate position?

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