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  • Html5 games, what is the standard dimension to use?

    - by aoi
    I am trying to make html5 games to be played on the browser(not offline apps), and I am trying to support the maximum number of platforms, hence I need to know what dimension should I use for the game canvas so that it works in the most number of places. Also is there anyway to "scale" a large game to fit in the tiny size of iphone(around 320x356px I think). By "scale" I don't mean to actually resize just the canvas, as because that can mess up the coordinate based calculations, and for a large number of objects, re-positioning based on canvas size can be a real hassle.

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  • How to get distance from point to line with distinction between side of line?

    - by tesselode
    I'm making a 2d racing game. I'm taking the nice standard approach of having a set of points defining the center of the track and detecting whether the car is off the track by detecting its distance from the nearest point. The nicest way I've found of doing this is using the formula: d = |Am + Bn + C| / sqrt(A^2 + B^2) Unfortunately, to have proper collision resolution, I need to know which side of the line the car is hitting, but I can't do that with this formula because it only returns positive numbers. So my question is: is there a formula that will give me positive or negative numbers based on which side of the line the point is on? Can I just get rid of the absolute value in the formula or do I need to do something else?

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  • Box2Dweb very slow on node.js

    - by Peteris
    I'm using Box2Dweb on node.js. I have a rotated box object that I apply an impulse to move around. The timestep is set at 50ms, however, it bumps up to 100ms and even 200ms as soon as I add any more edges or boxes. Here are the edges I would like to use as bounds around the playing area: // Computing the corners var upLeft = new b2Vec2(0, 0), lowLeft = new b2Vec2(0, height), lowRight = new b2Vec2(width, height), upRight = new b2Vec2(width, 0) // Edges bounding the visible game area var edgeFixDef = new b2FixtureDef edgeFixDef.friction = 0.5 edgeFixDef.restitution = 0.2 edgeFixDef.shape = new b2PolygonShape var edgeBodyDef = new b2BodyDef; edgeBodyDef.type = b2Body.b2_staticBody edgeFixDef.shape.SetAsEdge(upLeft, lowLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowLeft, lowRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowRight, upRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(upRight, upLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) Can box2d really become this slow for even two bodies or is there some pitfall? It would be very surprising given all the demos which successfully use tens of objects.

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  • FPS camera specification

    - by user1095108
    I remember I once composed a FPS viewing transformation, as a composition of 3 rotations, each with an angle as a parameter. The first angle specified the left/right rotation around the y-axis, the second angle the up/down rotation around the x-axis, and the third around the z-axis. The viewing transformation was therefore specified by 3 angles. Naturally, this transformation had a gimbal lock, depending in what order the transformation were performed. What should I look at to derive my viewing transformation without the gimbal lock? I know the "lookAt" method already, but I consider that cumbersome. EDIT: MY first guess is to do the first 2 transformations to get a viewing direction and then the axis-angle rotation on this axis.

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  • Problems loading Hilva tutorials

    - by Beska
    I'm a newcomer to XNA, and I'm evaluating some libraries. The Hilva Graphics Engine looks interesting, and I'm trying to run their tutorials. However, all of them give me errors. For example, if I download the ParallaxMappingSample demo, and try to build it, I get Error 1 Error loading pipeline assembly "C:\Users\Me\Desktop\ParallaxMappingSample\Hilva.Content.dll". ParallaxMappingSample I get similar errors for all of the samples. Unfortunately, this error isn't very enlightening. I can see the Hilva.Content.dll in the appropriate directory. I tried removing and readding the reference from the content project, but I get the same error. I'm not sure it's relevant, but I'm on Windows 7, I'm using Microsoft Visual Studio 2010, and XNA 4.0. Is there an easy (or difficult) solution? EDIT: If you happen to try this, even if you don't have a solution, let me know about it in a comment. Whether it works for you, or if you get the same problem...either result would be something that might let me know if it's just a problem with the tutorial, or if it's on my end.

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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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  • How to synchronise the acceleration, velocity and position of the monsters on the server with the players?

    - by Nick
    I'm building an MMO using Node.js, and there are monsters roaming around. I can make them move around on the server using vector variables acceleration, velocity and position. acceleration = steeringForce / mass; velocity += acceleration * dTime; position += velocity * dTime; Right now I just send the positions over, and tell the players these are the "target positions" of the monsters, and let the monsters move towards the target positions on the client with a speed dependant on the distance of the target position. It works but looks rather strange. How do I synchronise these properly with the players without looking funny to them, taking into account the server lag? The problem is that I don't know how to make use of the correct acceleration/velocity values here; right now they just move directly in a straight line to the target position instead of accelerating/braking there properly. How can I implement such behaviour?

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  • Architectural advice - websockets javascript/php integration

    - by Ewan Vaentine
    Myself and a friend have started making a game, he's likely to be using impact.js for the user interaction etc, but we need multiplayer functionality so some form of websockets for TCP connections etc. So we were thinking impact.js into socket.io and node.js. However, user accounts, ecommerce, session handling and social media integration will all be handled with Codeigniter (PHP), my question is, is it wise to have node.js running in parallel with Codeigniter, or if this is even possible? If not, if you were to create a multiplayer online game utilising ecomms to buy credits and user accounts, how would you go about this from a structural position and what engines/frameworks would you recommend? I'm new to this site so I apologise in advance if I'm posting something inappropriate. Cheers, Ewan

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  • Box2D `ApplyLinearImpulse` is not working whereas `SetLinearVelocity` works

    - by Narek
    I need to mimic jumping behavior for the player in my game. Player consists of two fixtures with circle and rectangle shapes. Rectangle I use to detect ground and it is a sensor. Is some point for jumping I do this: float impulseY = body->GetMass() * PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180); body->ApplyLinearImpulse(b2Vec2(0, impulseY), body->GetWorldCenter(), true); and player does not jump. But when I do this: body->SetLinearVelocity(b2Vec2(0, PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180))); my player jumps. Also when I change the rectangle shape to be normal (not sensor) shape, its works again. Why? Just in case here are the parameters of my rectangular sensor: b2PolygonShape boxShape; boxShape.SetAsBox(width * 0.5/2/PTM_RATIO, height * 0.2/2/PTM_RATIO, b2Vec2(0, -height * 0.4 /PTM_RATIO), 0); b2FixtureDef boxFixtureDef; boxFixtureDef.friction = 0; boxFixtureDef.restitution = 0; boxFixtureDef.density = 1; boxFixtureDef.isSensor = true; boxFixtureDef.userData = static_cast<void*>(PLAYER_GROUP);

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  • Problem with sprite direction and rotation

    - by user2236165
    I have a sprite called Tool that moves with a speed represented as a float and in a direction represented as a Vector2. When I click the mouse on the screen the sprite change its direction and starts to move towards the mouseclick. In addition to that I rotate the sprite so that it is facing in the direction it is heading. However, when I add a camera that is suppose to follow the sprite so that the sprite is always centered on the screen, the sprite won't move in the given direction and the rotation isn't accurate anymore. This only happens when I add the Camera.View in the spriteBatch.Begin(). I was hoping anyone could maybe shed a light on what I am missing in my code, that would be highly appreciated. Here is the camera class i use: public class Camera { private const float zoomUpperLimit = 1.5f; private const float zoomLowerLimit = 0.1f; private float _zoom; private Vector2 _pos; private int ViewportWidth, ViewportHeight; #region Properties public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < zoomLowerLimit) _zoom = zoomLowerLimit; if (_zoom > zoomUpperLimit) _zoom = zoomUpperLimit; } } public Rectangle Viewport { get { int width = (int)((ViewportWidth / _zoom)); int height = (int)((ViewportHeight / _zoom)); return new Rectangle((int)(_pos.X - width / 2), (int)(_pos.Y - height / 2), width, height); } } public void Move(Vector2 amount) { _pos += amount; } public Vector2 Position { get { return _pos; } set { _pos = value; } } public Matrix View { get { return Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(ViewportWidth * 0.5f, ViewportHeight * 0.5f, 0)); } } #endregion public Camera(Viewport viewport, float initialZoom) { _zoom = initialZoom; _pos = Vector2.Zero; ViewportWidth = viewport.Width; ViewportHeight = viewport.Height; } } And here is my Update and Draw-method: protected override void Update (GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; TouchCollection touchCollection = TouchPanel.GetState (); foreach (TouchLocation tl in touchCollection) { if (tl.State == TouchLocationState.Pressed || tl.State == TouchLocationState.Moved) { //direction the tool shall move towards direction = touchCollection [0].Position - toolPos; if (direction != Vector2.Zero) { direction.Normalize (); } //change the direction the tool is moving and find the rotationangle the texture must rotate to point in given direction toolPos += (direction * speed * elapsed); RotationAngle = (float)Math.Atan2 (direction.Y, direction.X); } } if (direction != Vector2.Zero) { direction.Normalize (); } //move tool in given direction toolPos += (direction * speed * elapsed); //change cameracentre to the tools position Camera.Position = toolPos; base.Update (gameTime); } protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear (Color.Blue); spriteBatch.Begin (SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.View); spriteBatch.Draw (tool, new Vector2 (toolPos.X, toolPos.Y), null, Color.White, RotationAngle, originOfToolTexture, 1, SpriteEffects.None, 1); spriteBatch.End (); base.Draw (gameTime); }

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  • Material System

    - by Towelie
    I'm designing Material/Shader System (target API DX10+ and may be OpenGL3+, now only DX10). I know, there was a lot of topics about this, but i can't find what i need. I don't want to do some kind of compilation/parsing scripts in real-time. So there some artist-created material, written at some analog of CG. After it compiled to hlsl code and after to final shader. Also there are some hard-coded ConstantBuffers, like cbuffer EveryFrameChanging { float4x4 matView; float time; float delta; } And shader use shared constant buffers to get parameters. For each mesh in the scene, getting needs and what it can give (normals, binormals etc.) and finding corresponding permutation of shader or calculating missing parts. Also, during build calculating render states and the permutations or hash for this shader which later will be used for sorting or even giving the ID from 0 to ShaderCount w/o gaps to it for sorting. FinalShader have only 1 technique and one pass. After it for each Mesh setting some shader and it's good to render. some pseudo code SetConstantBuffer(ConstantBuffer::PerFrame); foreach (shader in FinalShaders) SetConstantBuffer(ConstantBuffer::PerShader, shader); SetRenderState(shader); foreach (mesh in shader.GetAllMeshes) SetConstantBuffer(ConstantBuffer::PerMesh, mesh); SetBuffers(mesh); Draw(); class FinalShader { public: UUID m_ID; RenderState m_RenderState; CBufferBindings m_BufferBindings; } But i have no idea how to create this CG language and do i really need it?

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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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  • 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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  • Data for animation

    - by saadtaame
    Say you are using C/SDL for a 2D game project. It's often the case that people use a structure to represent a frame in an animation. The struct consists of an image and how much time the frame is supposed to be visible. Is this data sufficient to represent somewhat complex animatio? Is it a good idea to separate animation management code and animation data? Can somebody provide a link to animations tutorials that store animations in a file and retrieve them when needed. I read this in a book (AI game programming wisdom) but would like to see a real implementation.

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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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  • What is the standard technique for shifting the frames of a sprite according to user input?

    - by virtual__
    From my own experience, I developed two techniques for changing the sprites of a character that's reacting to user input -- this in the context of a classic 2D platformer. The first one is to store all character's pixmaps in a list, putting the index of the currently used pixmap in an ordinary variable. This way, every time the player presses a key -- say the right arrow for moving the character forward -- the graphics engine sees what's the next pixmap to draw, draws it, and increments the index counter. That's a pretty common approach I believe, the problem is that in this case the animation's quality depends not only on the number of sprites available but also on how often your engine listens to user input. The second technique is to actually play an animation every key press event. For this you can use any sort of animation framework you want. It's only necessary to set the timer, the animation steps and to call the animation's play() method on your key press event handler. The problem with that approach is that is lacks responsiveness, since the character won't react to any input while the current animation is still being played. What I want to know is whether you are using one of these techniques -- or something similar -- in your games, or whether there's a standard method for animating sprites out there that's widely known by everybody but me.

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  • Nifty popup fails to register

    - by Snailer
    I'm new to Nifty GUI, so I'm following a tutorial here for making popups. For now, I'm just trying to get a very basic "test" popup to show, but I get multiple errors and none of them make much sense. To show a popup, I believe it is necessary to first have a Nifty Screen already showing, which I do. So here is the ScreenController for the working Nifty Screen: public class WorkingScreen extends AbstractAppState implements ScreenController { //Main is my jme SimpleApplication private Main app; private Nifty nifty; private Screen screen; public WorkingScreen() {} public void equip(String slotstr) { int slot = Integer.valueOf(slotstr); System.out.println("Equipping item in slot "+slot); //Here's where it STOPS working. app.getPlayer().registerPopupScreen(nifty); System.out.println("Registered new popup"); Element ele = nifty.createPopup(app.getPlayer().POPUP); System.out.println("popup is " +ele); nifty.showPopup(nifty.getCurrentScreen(), ele.getId(), null); } @Override public void initialize(AppStateManager stateManager, Application app) { super.initialize(stateManager, app); this.app = (Main)app; } @Override public void update(float tpf) { /** jME update loop! */ } public void bind(Nifty nifty, Screen screen) { this.nifty = nifty; this.screen = screen; } When I call equip(0) the system prints Equipping item in slot 0, then a lot of errors and none of the subsequent println()'s. Clearly it botches somewhere in Player.registerPopupScreen(Nifty nifty). Here's the method: public final String POPUP = "Test Popup"; public void registerPopupScreen(Nifty nifty) { System.out.println("Attempting new popup"); PopupBuilder b = new PopupBuilder(POPUP) {{ childLayoutCenter(); backgroundColor("#000a"); panel(new PanelBuilder() {{ id("List"); childLayoutCenter(); height(percentage(75)); width(percentage(50)); control(new ButtonBuilder("TestButton") {{ label("TestButton"); width("120px"); height("40px"); align(Align.Center); }}); }}); }}; System.out.println("PopupBuilder success."); b.registerPopup(nifty); System.out.println("Registerpopup success."); } Because that first println() doesn't show, it looks like this method isn't even called at all! Edit After removing all calls on the Player object, the popup works. It seems I'm not "allowed" to access the player from the ScreenController. Unfortunate, since I need information on the player for the popup. Is there a workaround?

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  • Handling game logic events by behavior components

    - by chehob
    My question continues on topic discussed here I have tried implementing attribute/behavior design and here is a quick example demonstrating the issue. class HealthAttribute : public ActorAttribute { public: HealthAttribute( float val ) : mValue( val ) { } float Get( void ) const { return mValue; } void Set( float val ) { mValue = val; } private: float mValue; }; class HealthBehavior : public ActorBehavior { public: HealthBehavior( shared_ptr< HealthAttribute > health ) : pHealth( health ) { // Set OnDamage() to listen for game logic event "DamageEvent" } void OnDamage( IEventDataPtr pEventData ) { // Check DamageEvent target entity // ( compare my entity ID with event's target entity ID ) // If not my entity, do nothing // Else, modify health attribute with received DamageEvent data } protected: shared_ptr< HealthAttribute > pHealth; }; My question - is it possible to get rid of this annoying check for game logic events? In the current implementation when some entity must receive damage, game logic just fires off event that contains damage value and the entity id which should receive that damage. And all HealthBehaviors are subscribed to the DamageEvent type, which leads to any entity possesing HealthBehavior call OnDamage() even if he is not the addressee.

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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 to apply Data Oriented Design with Object Oriented Programming?

    - by Pombal
    Hi. I've read lots of articles about DOD and I understand it but I can't design an Object Oriented system with DOD in mind, I think my OOP education is blocking me. How should I think to mix the two? The objective is to have a nice OO interface while using DOD behind the scenes. I saw this too but didn't help much: http://stackoverflow.com/questions/3872354/how-to-apply-dop-and-keep-a-nice-user-interface

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  • Best approach to get clicked objects from a display list (2D)

    - by Ixx
    I'm implementing a display list to manage my visuals on screen. I want to know which object is clicked. My objects already have z-order variable. With my current knowledge (almost nothing) the only thing which comes to my mind is make a linear search and get all the objects which contains the clicked point. And then select the object with the highest z-order. But I know there are far better approaches. I think it's something with trees (binary search?). - container display objects and search recursively? just don't know where to start looking, for this concrete case. Any hint link or concrete solution is welcome.

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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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  • How many textures can usually I bind at once?

    - by Avi
    I'm developing a game engine, and it's only going to work on modern (Shader model 4+) hardware. I figure that, by the time I'm done with it, that won't be such an unreasonable requirement. My question is: how many textures can I bind at once on a modern graphics card? 16 would be sufficient. Can I expect most modern graphics cards to support that amount? My GTX 460 appears to support 32, but I have no idea if that's representative of most modern video cards.

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  • Android Loading Screen: How do I go about using a stack to load elements, and the option of incrementing the size counter?

    - by tom_mai78101
    I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been researching about loading screens and how to use them. Some examples I've seen have implemented Thread.sleep() in a Handler.post(new Runnable()) function. To me, I got most of that concept of using the Handler to update the ProgressBar, while pretending to do some heavy crunching work. So, I kept looking. I have read this thread here: How do I load chunks of data from an assest manager during a loading screen? It said that I can try using a stack it needs to load, and adding a size counter as I add elements to the stack. What does it mean? This is the part where I'm totally stumped. If anyone would provide some hints, I'll gladly appreciate it. Thanks in advance.

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  • Updating "Inactive" Chunks

    - by Conner Bryan
    In my game, the only chunks (4x4 areas of tiles) in memory are the ones that the player is in. However, chunks need to have updates applied to them over time. A (likely) well-known example would be MineCraft: even if the player isn't in a chunk, the wheat still needs to grow over time. My current solution is to call a method and pass in the time since the chunk was active.. but what if the chunk depends on nearby chunks for information, i.e. vines spreading or similar? Is there any reasonable solutions to this problem, or should I simply not depend on nearby chunks?

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