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  • Best way to load rigid bodies from file

    - by Mel
    I'm trying to switch to bullet for physics simulation. Lemme just say first that I am so pleased with bullet's accuracy and performance. After messing around it for a bit, I'm now trying to load rigid bodies from files. Most of my models are in blender and with some searching, I was able to export them in .bullet format. However, loading the files into bullet doesn't look like an easy task. I've come across this page that points me to a sample application that loads bullet files. But then it goes and says that this loader is just a starting point. Is there any open source library out there that will allow me to load rigid bodies from a file? I don't really wanna spend that much time trying to create my own loader.

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  • Alternatives to multiple sprite batches for achieving 2D particle system depth

    - by Ergwun
    In my 2D XNA game, I render all my sprites with a single sprite batch using SpriteSortMode.BackToFront and BlendState.AlphaBlend. I'm adding a particle system based on the App Hub particles sample. Since this uses SpriteSortMode.Deferred and BlendState.Additive, I will need to have two SpriteBatch.Begin / SpriteBatch.End pairs: one for 'regular' sprites, and one for particles. In my top-down shooter, If I want to have explosions appear under planes, but above the ground, then I believe I will have to have three Begin/End pairs, first to draw everything under the explosions, then to draw the explosions, then to draw everything above the explosions. If I want to have particle effects at multiple different depths, then I'm going to need even more Begin/Endpairs. This is all easy to code, but I'm wondering if there is an alternative way to handle this?

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  • Finding shapes in 2D Array, then optimising

    - by assemblism
    I'm new so I can't do an image, but below is a diagram for a game I am working on, moving bricks into patterns, and I currently have my code checking for rotated instances of a "T" shape of any colour. The X and O blocks would be the same colour, and my last batch of code would find the "T" shape where the X's are, but what I wanted was more like the second diagram, with two "T"s Current result      Desired Result [X][O][O]                [1][1][1] [X][X][_]                [2][1][_] [X][O][_]                [2][2][_] [O][_][_]                [2][_][_] My code loops through x/y, marks blocks as used, rotates the shape, repeats, changes colour, repeats. I have started trying to fix this checking with great trepidation. The current idea is to: loop through the grid and make note of all pattern occurrences (NOT marking blocks as used), and putting these to an array loop through the grid again, this time noting which blocks are occupied by which patterns, and therefore which are occupied by multiple patterns. looping through the grid again, this time noting which patterns obstruct which patterns That much feels right... What do I do now? I think I would have to try various combinations of conflicting shapes, starting with those that obstruct the most other patterns first.How do I approach this one? use the rational that says I have 3 conflicting shapes occupying 8 blocks, and the shapes are 4 blocks each, therefore I can only have a maximum of two shapes. (I also intend to incorporate other shapes, and there will probably be score weighting which will need to be considered when going through the conflicting shapes, but that can be another day) I don't think it's a bin packing problem, but I'm not sure what to look for. Hope that makes sense, thanks for your help

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  • Position Reconstruction from Depth by inverting Perspective Projection

    - by user1294203
    I had some trouble reconstructing position from depth sampled from the depth buffer. I use the equivalent of gluPerspective in GLM. The code in GLM is: template GLM_FUNC_QUALIFIER detail::tmat4x4 perspective ( valType const & fovy, valType const & aspect, valType const & zNear, valType const & zFar ) { valType range = tan(radians(fovy / valType(2))) * zNear; valType left = -range * aspect; valType right = range * aspect; valType bottom = -range; valType top = range; detail::tmat4x4 Result(valType(0)); Result[0][0] = (valType(2) * zNear) / (right - left); Result[1][2] = (valType(2) * zNear) / (top - bottom); Result[2][3] = - (zFar + zNear) / (zFar - zNear); Result[2][4] = - valType(1); Result[3][5] = - (valType(2) * zFar * zNear) / (zFar - zNear); return Result; } There doesn't seem to be any errors in the code. So I tried to invert the projection, the formula for the z and w coordinates after projection are: and dividing z' with w' gives the post-projective depth (which lies in the depth buffer), so I need to solve for z, which finally gives: Now, the problem is I don't get the correct position (I have compared the one reconstructed with a rendered position). I then tried using the respective formula I get by doing the same for this Matrix. The corresponding formula is: For some reason, using the above formula gives me the correct position. I really don't understand why this is the case. Have I done something wrong? Could someone enlighten me please?

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  • CW/CCW Rotation of a Vector

    - by user23132
    Considering that I have a vector A, and after an arbitrary rotation I get vector B. I want to use this rotation operation in others vectors as well, but I'm having problems in doing that. My idea do that is to calculate the perpendicular vector C of the plane AB (by calculating AxB). This vector C is the axis that I'll need to rotate. To discover the angle I used the dot product between A and B, the acos of the dot product will return the lowest angle between A and B, the angle ang. The rotation I need to do is then: -rotate *ang*º around the C axis. The problem is that I dont know if this rotation is a CW or CCW rotation, since the cos of the dot product does not give me information of the sign of the angle. There's a tip discover that in 2D ( A.x * B.y - A.y * B.x) that you can use to discover if the vector A is at left/right of vector B. But I dont know how to do this in 3D space. Can anyone help me?

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  • Pixmaps, ByteBuffers, and Textures....Oh my

    - by odaymichael
    My ultimate goal is to take a specific region of the screen, and redraw it somewhere else. For example, take a square from the upper left hand corner of the screen and redraw it on the lower right hand corner, so that it is basically a copy of that screen section; kind of like a minimap, but at the same scale as the original. I have looked in to pixmaps and bytebuffers. Also maybe copying that region from the backbuffer somehow. Wondering the best way to go about this. Any help is appreciated. I am using opengl es and libgdx for what it's worth.

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  • Any significant performance cost to using BlendState.Premultiplied?

    - by Donutz
    Normally I guess you'd use BlendState.AlphaBlend because normally when you load your textures through the pipeline they're already premultiplied. However, if you're loading textures at runtime from PNGs or some such, you have to loop through the pixels and premultiply them, which can take a long time if you've got a lot of textures to load. So it looks (haven't tried it) like using BlendState.Premultiplied instead of BlendState.AlphaBlend should handle non-premultiplied textures and produce the same visual result, without all the startup costs. I have to wonder if there's a non-obvious cost to doing this, like a huge drop in performance or something. Anyone know?

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  • How to implement soft edge areas with particles

    - by OpherV
    My game is created using Phaser, but the question itself is engine-agnostic. In my game I have several environments, essentially polygonal areas that player characters can move into and be affected by. For example ice, fire, poison etc' The graphic element of these areas is the color filled polygon area itself, and particles of the suitable type (in this example ice shards). This is how I'm currently implementing this - with a polygon mask covering a tilesprite with the particle pattern: The hard edge looks bad. I'd like to improve by doing two things: 1. Making the polygon fill area to have a soft edge, and blend into the background. 2. Have some of the shards go out of the polygon area, so that they are not cut in the middle and the area doesn't have a straight line for example (mockup): I think 1 can be achieved with blurring the polygon, but I'm not sure how to go about with 2. How would you go about implementing this?

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  • Need a bounding box for CCSprite that includes all children/subchildren

    - by prototypical
    I have a CCSprite that has CCSprite children, and those CCSprite children have CCSprite children. The contentSize property doesn't seem to include all children/subchildren, and seems to only work for the base node. I could write a recursive method to traverse a CCSprite for all children/subchildren and calculate a proper boundingbox, but am curious as to if I am missing something and it's possible to get that information without doing so. I'l be a little surprised if such a method doesn't exist, but I can't seem to find it.

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  • How is constant buffer allocation handled in DX11?

    - by Marek
    I'm starting with DX11 and I'm not sure if I'm doing the things right. I want to have both pixel and vertex shader program in one file. Both use some shared and some different constant buffers. So it looks like this: Shader.fx cbuffer ForVS : register(b0) { float4x4 wvp; }; cbuffer ForVSandPS : register(b1) { float4 stuff; float4 stuff2; }; cbuffer ForVS2 : register(b2) { float4 stuff; float4 stuff2; }; cbuffer ForPS : register(b3) { float4 stuff; float4 stuff2; }; .... And in code I use mContext->VSSetConstantBuffers( 0, 1, bufferVS); mContext->VSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->VSSetConstantBuffers( 2, 1, bufferVS2); mContext->PSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->PSSetConstantBuffers( 3, 1, bufferPS); The numbering of buffers in PS is what bugs me, is it alright to bind random slots to shaders (in this example 1 and 3)? Does that mean it still uses just two buffers or does it initialize 0 and 2 buffer pointers to empty? Thank you.

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  • How to make the Angry Birds "shot arch" dotted line? [duplicate]

    - by unexpected62
    This question already has an answer here: Show path of a body of where it should go after linear impulse is applied 2 answers I am making a game that includes 2D projectile flight paths like that of Angry Birds. Angry Birds employs the notion that a previous shot is shown with a dotted line "arch" showing the player where that last shot went. I think recording that data is simple enough once a shot is fired, but in my game, I want to show it preemptively, ie: before the shot. How would I go about calculating this dotted line? The other caveat is I have wind in my game. How can you determine a projectile preemptively when wind will affect it too? This seems like a pretty tough problem. My wind right now just applies a constant force every step of animation in the direction of the wind flow. I'm using Box2D and AndEngine if it matters.

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  • What causes Box2D revolute joints to separate?

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

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

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

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  • Any ideas on reducing lag in terrain generation?

    - by l5p4ngl312
    Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm having. I will try to explain how I am doing this so that maybe someone can spot where I am going wrong. I know it should not be this laggy. There is the abstract class Block which right now just contains render(). BlockGrass, etc. extend this class and each has code in the render function to create a textured quad at the given position. Then there is the class Chunk which has the function Generate() and setBlocksInArea(). Generate uses 2D perlin noise to make a height map and stores the heights in a 2D array. It stores the positions of each block it generates in blockarray[x][y][z]. The chunks are 8x8x128. In the main game class there is a 3D array called blocksInArea. The blocks in this array are what gets rendered. When a chunk generates, it adds its blocks to this array at the correct index. It is like this so chunks can be saved to the hard drive (even though they aren't yet) but there can still be optimization with the rendering that you wouldn't have if you rendered each chunk separately. Here's where the laggy part comes in: When the camera moves to a new chunk, a row of chunks generates on the end of the axis that the camera moved on. But it still has to move the other chunks up/down in the blocksInArea (render) array. It does this by calculating the new position in the array and doing the Chunk.setBlocksInArea(): for(int x = 0; x < 8; x++){ for(int y = 0; y < 8; y++){ nx = x+(coordX - camCoordX)*8 ny = y+(coordY - camCoordY)*8 for(int z = 0; z < height[x][y]; z++){ blockarray[x][y][z] = Game.blocksInArea[nx][ny][z]; } } } My reasoning was that this would be much faster than doing the perlin noise all over again, but there are still little spikes of lag when you move in between chunks. Edit: Would it be possible to create a 3 dimensional array list so that shifting of chunks within the array would not be neccessary?

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  • How do I draw video frames onto the screen permanently using XNA?

    - by izb
    I have an app that plays back a video and draws the video onto the screen at a moving position. When I run the app, the video moves around the screen as it plays. Here is my Draw method... protected override void Draw(GameTime gameTime) { Texture2D videoTexture = null; if (player.State != MediaState.Stopped) videoTexture = player.GetTexture(); if (videoTexture != null) { spriteBatch.Begin(); spriteBatch.Draw( videoTexture, new Rectangle(x++, 0, 400, 300), /* Where X is a class member */ Color.White); spriteBatch.End(); } base.Draw(gameTime); } The video moves horizontally acros the screen. This is not exactly as I expected since I have no lines of code that clear the screen. My question is why does it not leave a trail behind? Also, how would I make it leave a trail behind?

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  • Why can't a blendShader sample anything but the current coordinate of the background image?

    - by Triynko
    In Flash, you can set a DisplayObject's blendShader property to a pixel shader (flash.shaders.Shader class). The mechanism is nice, because Flash automatically provides your Shader with two input images, including the background surface and the foreground display object's bitmap. The problem is that at runtime, the shader doesn't allow you to sample the background anywhere but under the current output coordinate. If you try to sample other coordinates, it just returns the color of the current coordinate instead, ignoring the coordinates you specified. This seems to occur only at runtime, because it works properly in the Pixel Bender toolkit. This limitation makes it impossible to simulate, for example, the Aero Glass effect in Windows Vista/7, because you cannot sample the background properly for blurring. I must mention that it is possible to create the effect in Flash through manual composition techniques, but it's hard to determine when it actually needs updated, because Flash does not provide information about when a particular area of the screen or a particular display object needs re-rendered. For example, you may have a fixed glass surface with objects moving underneath it that don't dispatch events when they move. The only alternative is to re-render the glass bar every frame, which is inefficient, which is why I am trying to do it through a blendShader so Flash determines when it needs rendered automatically. Is there a technical reason for this limitation, or is it an oversight of some sort? Does anyone know of a workaround, or a way I could provide my manual composition implementation with information about when it needs re-rendered? The limitation is mentioned with no explanation in the last note in this page: http://help.adobe.com/en_US/as3/dev/WSB19E965E-CCD2-4174-8077-8E5D0141A4A8.html It says: "Note: When a Pixel Bender shader program is run as a blend in Flash Player or AIR, the sampling and outCoord() functions behave differently than in other contexts.In a blend, a sampling function will always return the current pixel being evaluated by the shader. You cannot, for example, use add an offset to outCoord() in order to sample a neighboring pixel. Likewise, if you use the outCoord() function outside a sampling function, its coordinates always evaluate to 0. You cannot, for example, use the position of a pixel to influence how the blended images are combined."

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  • setPosition of Sprite onUpdate in AndEngine

    - by SSH This
    I am trying to get a "highlighter" circle to follow around a sprite, but I am having trouble, I thought I could use the onUpdate method that's available to me in SequenceEntityModifier but it's not working for me. Here is my code: // make sequence mod with move modifier SequenceEntityModifier modifier = new SequenceEntityModifier(myMovemod) { @Override protected void onModifierFinished(IEntity pItem) { // animation finished super.onModifierFinished(pItem); } public float onUpdate(float pSecondsElapsed, IEntity pItem) { highlighter.setPosition(player2.getX() - highlighterOffset, player2.getY() - highlighterOffset); return pSecondsElapsed; } }; When onUpdate is completely commented out, the sprite moves like I want it to, everything is ok. When I put the onUpdate in, the sprite doesn't move at all. I have a feeling that I am overriding the original onUpdate's actions? Am I going about this the wrong way? I am new to Java, so please feel free to advise if this isn't going to work. UPDATE: The player2 is the sprite that I'm trying to get the highlighter to follow.

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  • Issues glVertexAttribPointer last 2 parameters?

    - by NoobScratcher
    Introduction Hello I will start out by explaining my setup, showing samples as I go along explaining the situation. I'm using these tools: OpenGL 3.3 GLSL 330 C++ Problem The problem is when I render the wavefront obj 3d model it gives a very weird visual glitch the model was supposed to be a square but instead its a triangluated mess with parts of the vertexes pointing in a stretched direction in massive amounts towards the bottom left side of the frustum.... Explanation: I'm using std::vectors to store my wavefront .obj model data using sscanf to get the floating point values into the structure members x,y,z and store them into the Points structure variable p; int index = IndexAssigner(1, 1); ifstream file (list[index].c_str() ); points.push_back(Point()); Point p; int face[4]; while (!file.eof() ) { char modelbuffer[10000]; file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } //Turn on FileReader aka "RENDER CODE" FileReader = true; } then I render the Points vector using the .data() member of std::vectors to the frustum. Other declarations: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); Vector declarations: struct Point {float x, y , z; }; std::vector<int>faces; std::vector<Point>points; Render code: glGenBuffers(1, &vertexbuffer); glGenTextures(1, &ModelTexture); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBindTexture(GL_TEXTURE_3D, ModelTexture); glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, ModelSurface->w, ModelSurface->h, 0, GL_BGR, GL_UNSIGNED_BYTE, ModelSurface->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBufferData(GL_ARRAY_BUFFER, sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); glEnableVertexAttribArray(3); //Translation Process GLfloat TranslationMatrix[] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0 }; //Send Translation Matrix up to the vertex shader glUniformMatrix4fv(translation, 1, TRUE, TranslationMatrix); glDrawElements( GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); I tried looking at what was causing this and went through every function every parameter ,etc looked at the man pages. Then found out that it could be my glVertexAttribPointer. Here are the man pages for glVertexAttribPointer http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml The last 2 parameters is my problem How do I write those 2 last parameters do I try putting the data from Points into it?. glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); How does it work with vectors? Is it fast?* if you can not be bothered too look at the man pages here is the scripts coming from the man pages directly. Stride Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0. Pointer Specifies a pointer to the first component of the first generic vertex attribute in the array. The initial value is 0. If you want my full source - http://ideone.com/fPfkg Thanks Again if you do read this.

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  • Checking for alternate keys with XNA IsKeyDown

    - by jocull
    I'm working on picking up XNA and this was a confusing point for me. KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Left) || keyState.IsKeyDown(Keys.A)) { //Do stuff... } The book I'm using (Learning XNA 4.0, O'Rielly) says that this method accepts a bitwise OR series of keys, which I think should look like this... KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Left | Keys.A)) { //Do stuff... } But I can't get it work. I also tried using !IsKeyUp(... | ...) as it said that all keys had to be down for it to be true, but had no luck with that either. Ideas? Thanks.

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  • Ogre3D : seeking advices about game files management

    - by Tibor
    I'm working on a new game, and its related level editor, based on Ogre3D. I was thinking about how i could manage the game files, knowing that Ogre use .mesh files for models, .material for materials/texture information etc... . At first i thought about a common .zip folder decompressed at runtime (the same way Torchlight and Ogre samples do). But this way the game assets become a monolithic archive, loading takes time, and could be difficult to eventually patch them. So, let's say i have a game object named "Cube" i want to load in my program. Going for modularity, what if i create a compressed file (using zlib compression routines) named Cube.extname, containing its sub-files Cube.mesh, Cube.material and so on ? Are there any alternatives or should i stick with compressed objects? PS: Just to clear things, the answer is unrelated to my program code, at the moment i'm using "resources.cfg" pointing to the OgreSDK media directory.

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  • Question about JPanel "transition" for Java Swing

    - by user16778
    I want to make like a sort of main menu (in GUI). When the user clicks the start button, the screen transition into another "screen" (JPanel). This image will make it easier to understand. http://i.imgur.com/Cfdry.png Currently, I have a MainMenu extends JPanel and that gets added into a driver class with a JFrame. I can't figure how to switch to another class like Game extends JPanel. So when the user clicks the start button in MainMenu, I want it to somehow hide itself and the Game to show itself. Thanks.

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  • How to code Time Stop or Bullet Time in a game?

    - by David Miler
    I am developing a single-player RPG platformer in XNA 4.0. I would like to add an ability that would make the time "stop" or slow down, and have only the player character move at the original speed(similar to the Time Stop spell from the Baldur's Gate series). I am not looking for an exact implementation, rather some general ideas and design-patterns. EDIT: Thanks all for the great input. I have come up with the following solution public void Update(GameTime gameTime) { GameTime newGameTime = new GameTime(gameTime.TotalGameTime, new TimeSpan(gameTime.ElapsedGameTime.Ticks / DESIRED_TIME_MODIFIER)); gameTime = newGameTime; or something along these lines. This way I can set a different time for the player component and different for the rest. It certainly is not universal enough to work for a game where warping time like this would be a central element, but I hope it should work for this case. I kinda dislike the fact that it litters the main Update loop, but it certainly is the easiest way to implement it. I guess that is essentialy the same as tesselode suggested, so I'm going to give him the green tick :)

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  • Actor and Sprite, who should own these properties?

    - by Gerardo Marset
    I'm writing sort of a 2D game engine for making the process of creating games easier. It has two classes, Actor and Sprite. Actor is used for interactive elements (the player, enemies, bullets, a menu, an invisible instance that controls score, etc) and Sprite is used for animated (or not) images with transparency (or not). The actor may have an assigned sprite that represents it on the screen, which may change during the game. E.g. in a top-down action game you may have an actor with a sprite of a little guy that changes when attacking, walking, and facing different directions, etc. Currently the actor has x and y properties (its coordinates in the screen), while the sprite has an index property (the number of the frame currently being shown by the sprite). Since the sprite doesn't know which actor it belongs to (or if it belongs to an actor at all), the actor must pass its x and y coordinates when drawing the sprite. Also, since a actors may reset its sprite each frame (and usually do), the sprite's index property must be passed from the old to the new sprite like so (pseudocode): function change_sprite(new_sprite) old_index = my.sprite.index my.sprite = new_sprite() my.sprite.index = old_index % my.sprite.frames end I always thought this was kind of cumbersome, but it never was a big problem. Now I decided to add support for more properties. Namely a property to draw the sprite rotated, a property to draw it flipped, it a property draw it stretched, etc. These should probably belong to the sprite and not the actor, but if they do, the actor would have to pass them from the old to the new sprite each time it changes... On the other hand, if they belonged to the actor, the actor would have to pass each property to the sprite when drawing it (since the sprite doesn't know which actor it belongs to, and it shouldn't, since sprites aren't just meant to be used by actors, really). Another option I thought of would be having an extra class that owns all these properties (plus index, x and y) and links an actor with a sprite, but that doesn't come without drawbacks. So, what should I do with all these properties? Thanks!

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  • What's a viable way to get public properties from child objects?

    - by Raven Dreamer
    I have a GameObject (RoomOrganizer in the picture below) with a "RoomManager" script, and one or more child objects, each with a 'HasParallelagram' component attached, likeso: I've also got the following in the aforementioned "RoomManager" void Awake () { Rect tempRect; HasParallelogram tempsc; foreach (Transform child in transform) { try { tempsc = child.GetComponent<HasParallelogram>(); tempRect = tempsc.myRect; blockedZoneList.Add(new Parallelogram(tempRect)); Debug.Log(tempRect.ToString()); } catch( System.NullReferenceException) { Debug.Log("Null Reference Caught"); } } } Unfortunately, attempting to assign tempRect = tempsc.myRect causes a null pointer at run time. Am I missing some crucial step? HasParallelgram is an empty script with a public Rect set in the editor and nothing else. What's the proper way to get a child's component?

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  • Using two joysticks in Cocos2D

    - by Blade
    Here is what I am trying to do: With the left joystick the player can steer the figure and with the right joystick it can attack. Problem is that the left joystick seems to get all the input, the right one does not even register anything. I enabled multipletouch after the eagleView and gone thoroughly over the code. But I seem to miss something. I initiliaze both sticks and it shows me both of them in game, but like I said, only the left one works. I initialize them both. From the h. file: SneakyJoystick *joystick; SneakyJoystick *joystickRight; And in m.file I synthesize, deallocate and initialize them. In order to use one for controlling and the other for attacking I put this: -(void)updateStateWithDeltaTime:(ccTime)deltaTime andListOfGameObjects:(CCArray*)listOfGameObjects { if ((self.characterState == kStateIdle) || (self.characterState == kStateWalkingBack) || (self.characterState == kStateWalkingLeft) || (self.characterState == kStateWalkingRight)|| (self.characterState == kStateWalkingFront) || (self.characterState == kStateAttackingFront) || (self.characterState == kStateAttackingBack)|| (self.characterState == kStateAttackingRight)|| (self.characterState == kStateAttackingLeft)) { if (joystick.degrees > 60 && joystick.degrees < 120) { if (self.characterState != kStateWalkingBack) [self changeState:kStateWalkingBack]; }else if (joystick.degrees > 1 && joystick.degrees < 59) { if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 211 && joystick.degrees < 300) { if (self.characterState != kStateWalkingFront) [self changeState:kStateWalkingFront]; } else if (joystick.degrees > 301 && joystick.degrees < 360){ if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 121 && joystick.degrees < 210) { if (self.characterState != kStateWalkingLeft) [self changeState:kStateWalkingLeft]; } if (joystickRight.degrees > 60 && joystickRight.degrees < 120) { if (self.characterState != kStateAttackingBack) [self changeState:kStateAttackingBack]; }else if (joystickRight.degrees > 1 && joystickRight.degrees < 59) { if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 211 && joystickRight.degrees < 300) { if (self.characterState != kStateAttackingFront) [self changeState:kStateAttackingFront]; } else if (joystickRight.degrees > 301 && joystickRight.degrees < 360){ if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 121 && joystickRight.degrees < 210) { if (self.characterState != kStateAttackingLeft) [self changeState:kStateAttackingLeft]; } [self applyJoystick:joystick forTimeDelta:deltaTime]; [self applyJoystick:joystickRight forTimeDelta:deltaTime]; } Maybe it has something to do with putting them both to time delta? I tried working around it, but it did not work. So I am thankful for any input you guys can give me :)

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