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  • Seperating entities from their actions or behaviours

    - by Jamie Dixon
    Hi everyone, I'm having a go at creating a very simple text based game and am wondering what the standard design patterns are when it comes to entities (characters, sentient scenery) and the actions those entities can perform. As an example, I have entity that is a 'person' with various properties such as age, gender, height, etc. This 'person' can also perform some actions such as speaking, walking, jumping, flying, etc etc. How would you seperate out the entity from the actions it can perform and what are some common design patterns that solve this kind of problem?

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  • Box2d too much for Circle/Circle collision detection?

    - by Joey Green
    I'm using cocos2d to program a game and am using box2d for collision detection. Everything in my game is a circle and for some reason I'm having a problem with some times things are not being detected as a collision when they should be. I'm thinking of rolling up my own collision detection since I don't think it would be too hard. Questions are: Would this approach work for collision detection between circles? a. get radius of circle A and circle B. b. get distance of the center of circle A and circle B c. if the distance is greater than or equal to the sum of circle A radius and circle B radius then we have a hit Should box2d be used for such simple collision detection? There are no physics in this game.

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  • Resource not found?

    - by SystemNetworks
    When I write in my terminal, java -jar myJar.jar, it gives me an error "Resource Not found res/playNow.png" When I run it in eclipse, it does not give me any errors about this image. My folder in my eclipse is outside my package called res and inside it are images. This is the full error Exception in thread "main" java.lang.RuntimeException: Resource not found: res/playNow.png at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:169) at org.newdawn.slick.Image.<init>(Image.java:196) at org.newdawn.slick.Image.<init>(Image.java:170) at org.newdawn.slick.Image.<init>(Image.java:158) at org.newdawn.slick.Image.<init>(Image.java:136) at javagame.Menu.init(Menu.java:31) at javagame.Game.initStatesList(Game.java:21) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at javagame.Game.main(Game.java:32) I'm using a terminal in my mac. How do I fix the error Resource Not Found? I'm using slick2d!

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  • How to build a turn-based multiplayer "real time" server

    - by jmosesman
    I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" (within a few seconds). Only one player can play at a time. Server requirements: 1) Continuously listens for input from Player 1 2) As it receives input from Player 1, sends the message to Player 2 I know some PHP, but it seems like unless I had a loop that continued until I broke it (seems like a bad idea) the script would just receive one input and quit. On the mobile side I know I can open sockets using various frameworks, but what language allows a "stream-like" behavior that continuously listens/sends messages on the server? Or if I'm missing something, what would be the best practice here?

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  • A few meta questions about making flash games

    - by idan
    A few questions for a beginner game maker without an artist. Is there a site where flash game creators can download (and use) free art? I don't need character sprites but environments like trees, clouds, platforms, etc. Is there a site where a programmer can collaborate with an artist and a composer? (Even if so, the chances are low for a beginner with no portfolio to find an artist willing to collaborate, right?) Do you have recommended sites for asking action script questions (dedicated solely to flash?) Thanks!

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  • Is it possible to do freelancing with 3dsmax?

    - by Mirror51
    I am learning 3dsmax architecture for building models of houses. Is it possible to do freelancing with house modelling thing? For various reasons I have to stay at home. So I was wondering if I can earn some money by making some house models for someone. I really don't know how this works but may be someone can give some ideas. Would I need to go to construction or real estate companies and ask them if they want something like this?

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  • Flood fill algorithm for Game of Go

    - by Jackson Borghi
    I'm having a hell of a time trying to figure out how to make captured stones disappear. I've read everywhere that I should use the flood fill algorithm, but I haven't had any luck with that so far. Any help would be amazing! Here is my code: package Go; import static java.lang.Math.*; import static stdlib.StdDraw.*; import java.awt.Color; public class Go2 { public static Color opposite(Color player) { if (player == WHITE) { return BLACK; } return WHITE; } public static void drawGame(Color[][] board) { Color[][][] unit = new Color[400][19][19]; for (int h = 0; h < 400; h++) { for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { unit[h][x][y] = YELLOW; } } } setXscale(0, 19); setYscale(0, 19); clear(YELLOW); setPenColor(BLACK); line(0, 0, 0, 19); line(19, 19, 19, 0); line(0, 19, 19, 19); line(0, 0, 19, 0); for (double i = 0; i < 19; i++) { line(0.0, i, 19, i); line(i, 0.0, i, 19); } for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { if (board[x][y] != YELLOW) { setPenColor(board[x][y]); filledCircle(x, y, 0.47); setPenColor(GRAY); circle(x, y, 0.47); } } } int h = 0; } public static void main(String[] args) { int px; int py; Color[][] temp = new Color[19][19]; Color[][] board = new Color[19][19]; Color player = WHITE; for (int i = 0; i < 19; i++) { for (int h = 0; h < 19; h++) { board[i][h] = YELLOW; temp[i][h] = YELLOW; } } while (true) { drawGame(board); while (!mousePressed()) { } px = (int) round(mouseX()); py = (int) round(mouseY()); board[px][py] = player; while (mousePressed()) { } floodFill(px, py, player, board, temp); System.out.print("XXXXX = "+ temp[px][py]); if (checkTemp(temp, board, px, py)) { for (int x = 0; x < 19; x++) { for (int y = 0; y < 19; y++) { if (temp[x][y] == GRAY) { board[x][y] = YELLOW; } } } } player = opposite(player); } } private static boolean checkTemp(Color[][] temp, Color[][] board, int x, int y) { if (x < 19 && x > -1 && y < 19 && y > -1) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (x == 18) { if (temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (y == 18) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y - 1] == YELLOW) { return false; } } if (y == 0) { if (temp[x + 1][y] == YELLOW || temp[x - 1][y] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } if (x == 0) { if (temp[x + 1][y] == YELLOW || temp[x][y - 1] == YELLOW || temp[x][y + 1] == YELLOW) { return false; } } else { if (x < 19) { if (temp[x + 1][y] == GRAY) { checkTemp(temp, board, x + 1, y); } } if (x >= 0) { if (temp[x - 1][y] == GRAY) { checkTemp(temp, board, x - 1, y); } } if (y < 19) { if (temp[x][y + 1] == GRAY) { checkTemp(temp, board, x, y + 1); } } if (y >= 0) { if (temp[x][y - 1] == GRAY) { checkTemp(temp, board, x, y - 1); } } } return true; } private static void floodFill(int x, int y, Color player, Color[][] board, Color[][] temp) { if (board[x][y] != player) { return; } else { temp[x][y] = GRAY; System.out.println("x = " + x + " y = " + y); if (x < 19) { floodFill(x + 1, y, player, board, temp); } if (x >= 0) { floodFill(x - 1, y, player, board, temp); } if (y < 19) { floodFill(x, y + 1, player, board, temp); } if (y >= 0) { floodFill(x, y - 1, player, board, temp); } } } }

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  • Converting 2D Physics to 3D.

    - by static void main
    I'm new to game physics and I am trying to adapt a simple 2D ball simulation for a 3D simulation with the Java3D library. I have this problem: Two things: 1) I noted down the values generated by the engine: X/Y are too high and minX/minY/maxY/maxX values are causing trouble. Sometimes the balls are drawing but not moving Sometimes they are going out of the panel Sometimes they're moving on little area Sometimes they just stick at one place... 2) I'm unable to select/define/set the default correct/suitable values considering the 3D graphics scaling/resolution while they are set with respect to 2D screen coordinates, that is my only problem. Please help. This is the code: public class Ball extends GameObject { private float x, y; // Ball's center (x, y) private float speedX, speedY; // Ball's speed per step in x and y private float radius; // Ball's radius // Collision detected by collision detection and response algorithm? boolean collisionDetected = false; // If collision detected, the next state of the ball. // Otherwise, meaningless. private float nextX, nextY; private float nextSpeedX, nextSpeedY; private static final float BOX_WIDTH = 640; private static final float BOX_HEIGHT = 480; /** * Constructor The velocity is specified in polar coordinates of speed and * moveAngle (for user friendliness), in Graphics coordinates with an * inverted y-axis. */ public Ball(String name1,float x, float y, float radius, float speed, float angleInDegree, Color color) { this.x = x; this.y = y; // Convert velocity from polar to rectangular x and y. this.speedX = speed * (float) Math.cos(Math.toRadians(angleInDegree)); this.speedY = speed * (float) Math.sin(Math.toRadians(angleInDegree)); this.radius = radius; } public void move() { if (collisionDetected) { // Collision detected, use the values computed. x = nextX; y = nextY; speedX = nextSpeedX; speedY = nextSpeedY; } else { // No collision, move one step and no change in speed. x += speedX; y += speedY; } collisionDetected = false; // Clear the flag for the next step } public void collideWith() { // Get the ball's bounds, offset by the radius of the ball float minX = 0.0f + radius; float minY = 0.0f + radius; float maxX = 0.0f + BOX_WIDTH - 1.0f - radius; float maxY = 0.0f + BOX_HEIGHT - 1.0f - radius; double gravAmount = 0.9811111f; double gravDir = (90 / 57.2960285258); // Try moving one full step nextX = x + speedX; nextY = y + speedY; System.out.println("In serializedBall in collision."); // If collision detected. Reflect on the x or/and y axis // and place the ball at the point of impact. if (speedX != 0) { if (nextX > maxX) { // Check maximum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = maxX; nextY = (maxX - x) * speedY / speedX + y; // speedX non-zero } else if (nextX < minX) { // Check minimum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = minX; nextY = (minX - x) * speedY / speedX + y; // speedX non-zero } } // In case the ball runs over both the borders. if (speedY != 0) { if (nextY > maxY) { // Check maximum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = maxY; nextX = (maxY - y) * speedX / speedY + x; // speedY non-zero } else if (nextY < minY) { // Check minimum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = minY; nextX = (minY - y) * speedX / speedY + x; // speedY non-zero } } speedX += Math.cos(gravDir) * gravAmount; speedY += Math.sin(gravDir) * gravAmount; } public float getSpeed() { return (float) Math.sqrt(speedX * speedX + speedY * speedY); } public float getMoveAngle() { return (float) Math.toDegrees(Math.atan2(speedY, speedX)); } public float getRadius() { return radius; } public float getX() { return x; } public float getY() { return y; } public void setX(float f) { x = f; } public void setY(float f) { y = f; } } Here's how I'm drawing the balls: public class 3DMovingBodies extends Applet implements Runnable { private static final int BOX_WIDTH = 800; private static final int BOX_HEIGHT = 600; private int currentNumBalls = 1; // number currently active private volatile boolean playing; private long mFrameDelay; private JFrame frame; private int currentFrameRate; private Ball[] ball = new Ball[currentNumBalls]; private Random rand; private Sphere[] sphere = new Sphere[currentNumBalls]; private Transform3D[] trans = new Transform3D[currentNumBalls]; private TransformGroup[] objTrans = new TransformGroup[currentNumBalls]; public 3DMovingBodies() { rand = new Random(); float angleInDegree = rand.nextInt(360); setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse .getPreferredConfiguration(); Canvas3D c = new Canvas3D(config); add("Center", c); ball[0] = new Ball(0.5f, 0.0f, 0.5f, 0.4f, angleInDegree, Color.yellow); // ball[1] = new Ball(1.0f, 0.0f, 0.25f, 0.8f, angleInDegree, // Color.yellow); // ball[2] = new Ball(0.0f, 1.0f, 0.15f, 0.11f, angleInDegree, // Color.yellow); trans[0] = new Transform3D(); // trans[1] = new Transform3D(); // trans[2] = new Transform3D(); sphere[0] = new Sphere(0.5f); // sphere[1] = new Sphere(0.25f); // sphere[2] = new Sphere(0.15f); // Create a simple scene and attach it to the virtual universe BranchGroup scene = createSceneGraph(); SimpleUniverse u = new SimpleUniverse(c); u.getViewingPlatform().setNominalViewingTransform(); u.addBranchGraph(scene); startSimulation(); } public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); for (int i = 0; i < currentNumBalls; i++) { // Create a simple shape leaf node, add it to the scene graph. objTrans[i] = new TransformGroup(); objTrans[i].setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); Transform3D pos1 = new Transform3D(); pos1.setTranslation(randomPos()); objTrans[i].setTransform(pos1); objTrans[i].addChild(sphere[i]); objRoot.addChild(objTrans[i]); } BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Color3f light1Color = new Color3f(1.0f, 0.0f, 0.2f); Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); objRoot.addChild(light1); // Set up the ambient light Color3f ambientColor = new Color3f(1.0f, 1.0f, 1.0f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); objRoot.addChild(ambientLightNode); return objRoot; } public void startSimulation() { playing = true; Thread t = new Thread(this); t.start(); } public void stop() { playing = false; } public void run() { long previousTime = System.currentTimeMillis(); long currentTime = previousTime; long elapsedTime; long totalElapsedTime = 0; int frameCount = 0; while (true) { currentTime = System.currentTimeMillis(); elapsedTime = (currentTime - previousTime); // elapsed time in // seconds totalElapsedTime += elapsedTime; if (totalElapsedTime > 1000) { currentFrameRate = frameCount; frameCount = 0; totalElapsedTime = 0; } for (int i = 0; i < currentNumBalls; i++) { ball[i].move(); ball[i].collideWith(); drawworld(); } try { Thread.sleep(88); } catch (Exception e) { e.printStackTrace(); } previousTime = currentTime; frameCount++; } } public void drawworld() { for (int i = 0; i < currentNumBalls; i++) { printTG(objTrans[i], "SteerTG"); trans[i].setTranslation(new Vector3f(ball[i].getX(), ball[i].getY(), 0.0f)); objTrans[i].setTransform(trans[i]); } } private Vector3f randomPos() /* * Return a random position vector. The numbers are hardwired to be within * the confines of the box. */ { Vector3f pos = new Vector3f(); pos.x = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 pos.y = rand.nextFloat() * 2.0f + 0.5f; // 0.5 to 2.5 pos.z = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 return pos; } // end of randomPos() public static void main(String[] args) { System.out.println("Program Started"); 3DMovingBodiesbb = new 3DMovingBodies(); bb.addKeyListener(bb); MainFrame mf = new MainFrame(bb, 600, 400); } }

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  • Design pattern for procedural terrain assets

    - by Alex
    I'm developing a procedural terrain class at the moment and am stuck on the correct design pattern. The terrain is 2D and is constructed from a series of (x,y) points. I currently have a method that just randomly adds points to an array of points to generate a random spread of points. However I need a more elaborate system for generating the terrain. The terrain will be built form a series of re-accuring terrain structures eg. a pit, jump, hill etc. Each structure will have some randomness assigned to it, each height of hill will be random, pit size will be random etc. Each terrain structure will have: A property detailing the number of points making up that structure A method for generating the points (not absolutely necessary) My current thinking is to have a class for each terrain structure, create a fixed amount of terrain elements ahead of the player, loop over these and add the corresponding points to the game. What is the best way to create these procedural terrain structures when they are ultimately just a set of functions for generating terrain elements? Is a class for each terrain element excessive? I'm developing the game for iphone so any objective-c related answers would be welcome.

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  • Collision library for bullet hell in Python

    - by darkfeline
    I am making a bullet hell game in Python and am looking for a suitable collision library, taking the following into consideration: The library should do 2D polygon collision. It should be very fast. As a bullet hell game, I expect to do collision checks between hundreds, likely thousands of objects every frame at a consistent 60fps. Good documentation Permissive license (like MIT, not GPL) I am also considering writing my own library in C/C++ and wrapping with python ctypes in the event that no such library exists, though I do not have experience with collision detection algorithms, so I am not sure if this would be more trouble than it's worth. Could someone provide some guidance on this matter?

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  • GLSL Atmospheric Scattering Issue

    - by mtf1200
    I am attempting to use Sean O'Neil's shaders to accomplish atmospheric scattering. For now I am just using SkyFromSpace and GroundFromSpace. The atmosphere works fine but the planet itself is just a giant dark sphere with a white blotch that follows the camera. I think the problem might rest in the "v3Attenuation" variable as when this is removed the sphere is show (albeit without scattering). Here is the vertex shader. Thanks for the time! uniform mat4 g_WorldViewProjectionMatrix; uniform mat4 g_WorldMatrix; uniform vec3 m_v3CameraPos; // The camera's current position uniform vec3 m_v3LightPos; // The direction vector to the light source uniform vec3 m_v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels uniform float m_fCameraHeight; // The camera's current height uniform float m_fCameraHeight2; // fCameraHeight^2 uniform float m_fOuterRadius; // The outer (atmosphere) radius uniform float m_fOuterRadius2; // fOuterRadius^2 uniform float m_fInnerRadius; // The inner (planetary) radius uniform float m_fInnerRadius2; // fInnerRadius^2 uniform float m_fKrESun; // Kr * ESun uniform float m_fKmESun; // Km * ESun uniform float m_fKr4PI; // Kr * 4 * PI uniform float m_fKm4PI; // Km * 4 * PI uniform float m_fScale; // 1 / (fOuterRadius - fInnerRadius) uniform float m_fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found) uniform float m_fScaleOverScaleDepth; // fScale / fScaleDepth attribute vec4 inPosition; vec3 v3ELightPos = vec3(g_WorldMatrix * vec4(m_v3LightPos, 1.0)); vec3 v3ECameraPos= vec3(g_WorldMatrix * vec4(m_v3CameraPos, 1.0)); const int nSamples = 2; const float fSamples = 2.0; varying vec4 color; float scale(float fCos) { float x = 1.0 - fCos; return m_fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main(void) { gl_Position = g_WorldViewProjectionMatrix * inPosition; // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) vec3 v3Pos = vec3(g_WorldMatrix * inPosition); vec3 v3Ray = v3Pos - v3ECameraPos; float fFar = length(v3Ray); v3Ray /= fFar; // Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere) float B = 2.0 * dot(m_v3CameraPos, v3Ray); float C = m_fCameraHeight2 - m_fOuterRadius2; float fDet = max(0.0, B*B - 4.0 * C); float fNear = 0.5 * (-B - sqrt(fDet)); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = m_v3CameraPos + v3Ray * fNear; fFar -= fNear; float fDepth = exp((m_fInnerRadius - m_fOuterRadius) / m_fScaleDepth); float fCameraAngle = dot(-v3Ray, v3Pos) / fFar; float fLightAngle = dot(v3ELightPos, v3Pos) / fFar; float fCameraScale = scale(fCameraAngle); float fLightScale = scale(fLightAngle); float fCameraOffset = fDepth*fCameraScale; float fTemp = (fLightScale + fCameraScale); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * m_fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Attenuate; for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(m_fScaleOverScaleDepth * (m_fInnerRadius - fHeight)); float fScatter = fDepth*fTemp - fCameraOffset; v3Attenuate = exp(-fScatter * (m_v3InvWavelength * m_fKr4PI + m_fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } vec3 first = v3FrontColor * (m_v3InvWavelength * m_fKrESun + m_fKmESun); vec3 secondary = v3Attenuate; color = vec4((first + vec3(0.25,0.25,0.25) * secondary), 1.0); // ^^ that color is passed to the frag shader and is used as the gl_FragColor } Here is also an image of the problem image

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  • Lost transparency in SDL surfaces drawn manually

    - by Christian Ivicevic
    I want to create SDL_Surface objects for each layer of my 2d tile-based map so that I have to render only one surface per layer rather than too many tiles. With normal tiles which do not have transparent areas this works well, however I am not able to create a SDL_Surface with transparent pixels everywhere to be able to draw some tiles on specific parts which should be visible (I do NOT want the whole surface to appear with a specific opacity - I want to create overlaying tiles where one can look through). Currently I am creating my layers like this to draw with SDL_BlitSurface on them: SDL_Surface* layer = SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA, layerWidth, layerHeight, 32, 0, 0, 0, 0); If you have a look at this screenshot I have provided here you can see that the bottom layer with no transparent parts gets rendered correctly. However the overlay with the tree tile (which is transparent in the top left corner) is drawn own its own surface which is black and not transparent as expected. The expected result (concerning the transparency) can be seen here Can anyone explain me how to handle surfaces which are actually transparent rather than drawing all my overlay tiles separately?

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  • How to scroll in the physical world AndEngine?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, this is my world. final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that if the sprite reaches up and hits the wall, as I scroll here?

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  • Exporting .FBX model into XNA - unorthogonal bones

    - by Sweta Dwivedi
    I create a butterfly model in 3ds max with some basic animation, however trying to export it to .FBX format I get the following exception.. any idea how i can transform the wings to be orthogonal.. One or more objects in the scene has local axes that are not perpendicular to each other (non-orthogonal). The FBX plug-in only supports orthogonal (or perpendicular) axes and will not correctly import or export any transformations that involve non-perpendicular local axes. This can create an inaccurate appearance with the affected objects: -Right.Wing I have attached a picture for reference . . .

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  • HTML5 point and click adventure game code structure with CreateJS

    - by user1612686
    I'm a programming beginner. I made a tiny one scene point and click adventure game to try to understand simple game logic and came up with this: CreateJS features prototypes for creating bitmap images, sprites and sounds objects. I create them and define their properties in a corresponding function (for example images(); spritesheets(), sounds()...). I then create functions for each animation sequence and "game level" functions, which handle user interactions and play the according animations and sounds for a certain event (when the level is complete, the current level function calls the next level function). And I end up with quite the mess. What would be the "standard (if something like that exists)" OOP approach to structure simple game data and interactions like that? I thought about making game.images, game.sprites, game.sounds objects, which contain all the game data with its properties using CreateJS constructors. game.spriteAnimations and game.tweenAnimations objects for sprite animations and tweens and a game.levelN object, which communicates with a game.interaction object, processing user interaction. Does this make any sense? How do you structure your simple game code? Thanks in advance!

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  • Direct3D11 and SharpDX - How to pass a model instance's world matrix as an input to a vertex shader

    - by Nathan Ridley
    Using Direct3D11, I'm trying to pass a matrix into my vertex shader from the instance buffer that is associated with a given model's vertices and I can't seem to construct my InputLayout without throwing an exception. The shader looks like this: cbuffer ConstantBuffer : register(b0) { matrix World; matrix View; matrix Projection; } struct VIn { float4 position: POSITION; matrix instance: INSTANCE; float4 color: COLOR; }; struct VOut { float4 position : SV_POSITION; float4 color : COLOR; }; VOut VShader(VIn input) { VOut output; output.position = mul(input.position, input.instance); output.position = mul(output.position, View); output.position = mul(output.position, Projection); output.color = input.color; return output; } The input layout looks like this: var elements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0), new InputElement("INSTANCE", 0, Format.R32G32B32A32_Float, 0, 0, InputClassification.PerInstanceData, 1), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0) }; InputLayout = new InputLayout(device, signature, elements); The buffer initialization looks like this: public ModelDeviceData(Model model, Device device) { Model = model; var vertices = Helpers.CreateBuffer(device, BindFlags.VertexBuffer, model.Vertices); var instances = Helpers.CreateBuffer(device, BindFlags.VertexBuffer, Model.Instances.Select(m => m.WorldMatrix).ToArray()); VerticesBufferBinding = new VertexBufferBinding(vertices, Utilities.SizeOf<ColoredVertex>(), 0); InstancesBufferBinding = new VertexBufferBinding(instances, Utilities.SizeOf<Matrix>(), 0); IndicesBuffer = Helpers.CreateBuffer(device, BindFlags.IndexBuffer, model.Triangles); } The buffer creation helper method looks like this: public static Buffer CreateBuffer<T>(Device device, BindFlags bindFlags, params T[] items) where T : struct { var len = Utilities.SizeOf(items); var stream = new DataStream(len, true, true); foreach (var item in items) stream.Write(item); stream.Position = 0; var buffer = new Buffer(device, stream, len, ResourceUsage.Default, bindFlags, CpuAccessFlags.None, ResourceOptionFlags.None, 0); return buffer; } The line that instantiates the InputLayout object throws this exception: *HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: The parameter is incorrect.* Note that the data for each model instance is simply an instance of SharpDX.Matrix. EDIT Based on Tordin's answer, it sems like I have to modify my code like so: var elements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0, InputClassification.PerVertexData, 0), new InputElement("INSTANCE0", 0, Format.R32G32B32A32_Float, 0, 0, InputClassification.PerInstanceData, 1), new InputElement("INSTANCE1", 1, Format.R32G32B32A32_Float, 0, 0, InputClassification.PerInstanceData, 1), new InputElement("INSTANCE2", 2, Format.R32G32B32A32_Float, 0, 0, InputClassification.PerInstanceData, 1), new InputElement("INSTANCE3", 3, Format.R32G32B32A32_Float, 0, 0, InputClassification.PerInstanceData, 1), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 12, 0) }; and in the shader: struct VIn { float4 position: POSITION; float4 instance0: INSTANCE0; float4 instance1: INSTANCE1; float4 instance2: INSTANCE2; float4 instance3: INSTANCE3; float4 color: COLOR; }; VOut VShader(VIn input) { VOut output; matrix world = { input.instance0, input.instance1, input.instance2, input.instance3 }; output.position = mul(input.position, world); output.position = mul(output.position, View); output.position = mul(output.position, Projection); output.color = input.color; return output; } However I still get an exception.

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  • How do I limit the game loop?

    - by user1758938
    How do I make a game update at a consistent speed? For example, this would loop too fast: while(true) { GetInput(); Render(); } This just wont work (hard to explain): while(true) { GetInput(); Render(); Sleep(16); } How do I sync my game to a certain framerate and still have input and functions going at a consistent rate?

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  • PhysicsMouseJoint problem in andengine + Box2d

    - by Nikhil Lamba
    What we can remove from this code i.e from PhysicsMouseJointExample to remove the functionality of drag and drog of sprite but i need all functionality except this only user move the sprite with some force and velocity of fling but user can't move the ball as like drag and drop like moving a finger on screen and sprite move with finger plz plz help me I am Using Below method for Mouse Joint CODE : public MouseJoint createMouseJoint(final IShape pFace, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { final Body body = (Body) pFace.getUserData(); final MouseJointDef mouseJointDef = new MouseJointDef(); final Vector2 localPoint = Vector2Pool.obtain((pTouchAreaLocalX - pFace.getWidth() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, (pTouchAreaLocalY - pFace.getHeight() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT); this.groundBody.setTransform(localPoint, 0); mouseJointDef.bodyA = this.groundBody; mouseJointDef.bodyB = body; mouseJointDef.dampingRatio = 0.95f; mouseJointDef.frequencyHz = 30; mouseJointDef.maxForce = (200.0f * body.getMass()); mouseJointDef.collideConnected = true; mouseJointDef.target.set(body.getWorldPoint(localPoint)); Vector2Pool.recycle(localPoint); return (MouseJoint)mPhysicsWorld.createJoint(mouseJointDef); }

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  • Compiling Quake 3 in Snow Leopard

    - by Xap87
    First of all I have Xcode 4 installed in Mac OS X Snow Leopard 10.6.8. I have downloaded the Quake 3 source code 1.32b release but I can't open the Xcode project that is inside the /macosx folder since it is in the old .pbproj format and therefore it throws an "incompatible version" error. Has anyone been able to convert this to a Xcode format or is there any other way to compile the source code in Mac OS X Snow Leopard? Thanks

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  • Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)

    - by user22241
    I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further. So, my game loop allows for the rendering to be skipped if game updates and rendering do not fit into my fixed time-slice (16.667ms). This allows my game to run at identically perceived speeds on different devices. And this works great, things do run at the same speed. However, when the gameloop skips a render call for even one frame, the sprite glitches. And thinking about it, why wouldn't it? You're seeing a sprite move say, an average of 10 pixels every 1.6 seconds, then suddenly, there is a pause of 3.2ms, and the sprite then appears to jump 20 pixels. When this happens 3 or 4 times in close succession, the result is very ugly and not something I want in my game. Therfore, my question is how does one deal with these 'pauses' and 'jumps' - I've read every article on game loops I can find (see below) and my loops are even based off of code from these articles. The articles specifically mention frame skipping but they don't make any reference to how to deal with visual glitches that result from it. I've attempted various game-loops. My loop must have a mechanism in-place to allow rendering to be skipped to keep game-speed constant across multiple devices (or alternative, if one exists) I've tried interpolation but this doesn't eliminate this specific problem (although it looks like it may mitigate the issue slightly as when it eventually draws the sprite it 'moves it back' between the old and current positions so the 'jump' isn't so big. I've also tried a form of extrapolation which does seem to keep things smooth considerably, but I find it to be next to completely useless because it plays havoc with my collision detection (even when drawing with a 'display only' coordinate - see extrapolation-breaks-collision-detection) I've tried a loop that uses Thread.sleep when drawing / updating completes with time left over, no frame skipping in this one, again fairly smooth, but runs differently on different devices so no good. And I've tried spawning my own, third thread for logic updates, but this, was extremely messy to deal with and the performance really wasn't good. (upon reading tons of forums, most people seem to agree a 2 thread loops ( so UI and GL threads) is safer / easier). Now if I remove frame skipping, then all seems to run nice and smooth, with or without inter/extrapolation. However, this isn't an option because the game then runs at different speeds on different devices as it falls behind from not being able to render fast enough. I'm running logic at 60 Ticks per second and rendering as fast as I can. I've read, as far as I can see every article out there, I've tried the loops from My Secret Garden and Fix your timestep. I've also read: Against the grain deWITTERS Game Loop Plus various other articles on Game-loops. A lot of the others are derived from the above articles or just copied word for word. These are all great, but they don't touch on the issues I'm experiencing. I really have tried everything I can think of over the course of a year to eliminate these glitches to no avail, so any and all help would be appreciated. A couple of examples of my game loops (Code follows): From My Secret Room public void onDrawFrame(GL10 gl) { //Rre-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } And from Fix your timestep double t = 0.0; double dt2 = 0.01; double currentTime = System.currentTimeMillis()*0.001; double accumulator = 0.0; double newTime; double frameTime; @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*5)) //Allow 5 'skips' frameTime = (dt*5); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(interpolation); }

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  • Bone creation in XNA Content Pipeline

    - by cod3monk3y
    I'm trying to manually create a ModelContent instance that includes custom Bone data in a custom ContentProcessor in the XNA Content Pipeline. I can't seem to create or assign manually created bone data due to either private constructors or read-only collections (at every turn). The code I have right now that creates a single triangle ModelContent that I'd like to create a bone for is: MeshContent mc = new MeshContent(); mc.Positions.Add(new Vector3(-10, 0, 0)); mc.Positions.Add(new Vector3(0, 10, 0)); mc.Positions.Add(new Vector3(10, 0, 0)); GeometryContent gc = new GeometryContent(); gc.Indices.AddRange(new int[] { 0, 1, 2 }); gc.Vertices.AddRange(new int[] { 0, 1, 2 }); mc.Geometry.Add(gc); // Create normals MeshHelper.CalculateNormals(mc, true); // finally, convert it to a model ModelContent model = context.Convert<MeshContent, ModelContent>(mc, "ModelProcessor"); The documentation on XNA is amazingly sparse. I've been referencing the class diagrams created by DigitalRune and Sean Hargreaves blog, but I haven't found anything on creating bone content. Once the ModelContent is created, it's not possible to add bones because the Bones collection is read-only. And it seems the only way to create the ModelContent instance is to call the standard ModelProcessor via ContentProcessorContext.Convert. So it's a bit of a catch-22. The BoneContent class has a constructor but no methods except those inherited from NodeContent... though now (true to form) maybe I've realized the solution by asking the question. Should I create a root NodeContent with two children: one MeshContent and one BoneContent as the root of my skeleton; then pass the root NodeContent to ContentProcessorContext.Convert? Off to try that now...

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  • Geometry instancing in OpenGL ES 2.0

    - by seahorse
    I am planning to do geometry instancing in OpenGL ES 2.0 Basically I plan to render the same geometry(a chair) maybe 1000 times in my scene. What is the best way to do this in OpenGL ES 2.0? I am considering passing model view mat4 as an attribute. Since attributes are per vertex data do I need to pass this same mat4, three times for each vertex of the same triangle(since modelview remains constant across vertices of the triangle). That would amount to a lot of extra data sent to the GPU( 2 extra vertices*16 floats*(Number of triangles) amount of extra data). Or should I be sending the mat4 only once per triangle?But how is that possible using attributes since attributes are defined as "per vertex" data? What is the best and efficient way to do instancing in OpenGL ES 2.0?

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  • Shadow-mapping xna

    - by Kurt Ricci
    I've been trying to implement shadows in my game and I've been following quite a few tutorials online, mainly Riemers, but I'm always getting the same 2 errors when I'm drawing my models and setting the parameters from the effect file. The errors are: This method does not accept null for this parameter. Parameter name: value and Object reference not set to an instance of an object. So I've then downloaded a sample and just replaced my model with the one found in the sample and the same errors occur. I this find very strange as it works with his model. I'm wondering if the problem is with my models (I made them myself). Here's the code where the errors occur (they start to occur after the second foreach loop). Any help would be greatly appreciated, thanks.

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  • Keystone Correction using 3D-Points of Kinect

    - by philllies
    With XNA, I am displaying a simple rectangle which is projected onto the floor. The projector can be placed at an arbitrary position. Obviously, the projected rectangle gets distorted according to the projectors position and angle. A Kinect scans the floor looking for the four corners. Now my goal is to transform the original rectangle such that the projection is no longer distorted by basically pre-warping the rectangle. My first approach was to do everything in 2D: First compute a perspective transformation (using OpenCV's warpPerspective()) from the scanned points to the internal rectangle's points und apply the inverse to the rectangle. This seemed to work but was too slow as it couldn't be rendered on the GPU. The second approach was to do everything in 3D in order to use XNA's rendering features. First, I would display a plane, scan its corners with Kinect and map the received 3D-Points to the original plane. Theoretically, I could apply the inverse of the perspective transformation to the plane, as I did in the 2D-approach. However, in since XNA works with a view and projection matrix, I can't just call a function such as warpPerspective() and get the desired result. I would need to compute the new parameters for the camera's view and projection matrix. Question: Is it possible to compute these parameters and split them into two matrices (view and projection)? If not, is there another approach I could use?

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  • openGL migration from SFML to glut, vertices arrays or display lists are not displayed

    - by user3714670
    Due to using quad buffered stereo 3D (which i have not included yet), i need to migrate my openGL program from a SFML window to a glut window. With SFML my vertices and display list were properly displayed, now with glut my window is blank white (or another color depending on the way i clear it). Here is the code to initialise the window : int type; int stereoMode = 0; if ( stereoMode == 0 ) type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH; else type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STEREO; glutInitDisplayMode(type); int argc = 0; char *argv = ""; glewExperimental = GL_TRUE; glutInit(&argc, &argv); bool fullscreen = false; glutInitWindowSize(width,height); int win = glutCreateWindow(title.c_str()); glutSetWindow(win); assert(win != 0); if ( fullscreen ) { glutFullScreen(); width = glutGet(GLUT_SCREEN_WIDTH); height = glutGet(GLUT_SCREEN_HEIGHT); } GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } glutDisplayFunc(loop_function); This is the only code i had to change for now, but here is the code i used with sfml and displayed my objects in the loop, if i change the value of glClearColor, the window's background does change color : glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(255.0f, 255.0f, 255.0f, 0.0f); glLoadIdentity(); sf::Time elapsed_time = clock.getElapsedTime(); clock.restart(); camera->animate(elapsed_time.asMilliseconds()); camera->look(); for (auto i = objects->cbegin(); i != objects->cend(); ++i) (*i)->draw(camera); glutSwapBuffers(); Is there any other changes i should have done switching to glut ? that would be great if someone could enlighten me on the subject. In addition to that, i found out that adding too many objects (that were well handled before with SFML), openGL gives error 1285: out of memory. Maybe this is related. EDIT : Here is the code i use to draw each object, maybe it is the problem : GLuint LightID = glGetUniformLocation(this->shaderProgram, "LightPosition_worldspace"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialAmbientID = glGetUniformLocation(this->shaderProgram, "MaterialAmbient"); if(LightID ==-1) cout << "LightID not found ..." << endl; GLuint MaterialSpecularID = glGetUniformLocation(this->shaderProgram, "MaterialSpecular"); if(LightID ==-1) cout << "LightID not found ..." << endl; glm::vec3 lightPos = glm::vec3(0,150,150); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); glUniform3f(MaterialAmbientID, MaterialAmbient.x, MaterialAmbient.y, MaterialAmbient.z); glUniform3f(MaterialSpecularID, MaterialSpecular.x, MaterialSpecular.y, MaterialSpecular.z); // Get a handle for our "myTextureSampler" uniform GLuint TextureID = glGetUniformLocation(shaderProgram, "myTextureSampler"); if(!TextureID) cout << "TextureID not found ..." << endl; glActiveTexture(GL_TEXTURE0); sf::Texture::bind(texture); glUniform1i(TextureID, 0); // 2nd attribute buffer : UVs GLuint vertexUVID = glGetAttribLocation(shaderProgram, "color"); if(vertexUVID==-1) cout << "vertexUVID not found ..." << endl; glEnableVertexAttribArray(vertexUVID); glBindBuffer(GL_ARRAY_BUFFER, color_array_buffer); glVertexAttribPointer(vertexUVID, 2, GL_FLOAT, GL_FALSE, 0, 0); GLuint vertexNormal_modelspaceID = glGetAttribLocation(shaderProgram, "normal"); if(!vertexNormal_modelspaceID) cout << "vertexNormal_modelspaceID not found ..." << endl; glEnableVertexAttribArray(vertexNormal_modelspaceID); glBindBuffer(GL_ARRAY_BUFFER, normal_array_buffer); glVertexAttribPointer(vertexNormal_modelspaceID, 3, GL_FLOAT, GL_FALSE, 0, 0 ); GLint posAttrib; posAttrib = glGetAttribLocation(shaderProgram, "position"); if(!posAttrib) cout << "posAttrib not found ..." << endl; glEnableVertexAttribArray(posAttrib); glBindBuffer(GL_ARRAY_BUFFER, position_array_buffer); glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elements_array_buffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); GLuint error; while ((error = glGetError()) != GL_NO_ERROR) { cerr << "OpenGL error: " << error << endl; } disableShaders();

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