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  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D

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  • Repeat a part of spritesheet as background

    - by Moiblpadde
    So I'm trying to repeat a part of my spritesheet as a background (js, canvas). My code so far: var canvas = $("#board")[0], ctx = canvas.getContext("2d"), sprite = new Image(); sprite.src = "spritesheet.png"; sprite.onload = function(){ ctx.fillStyle = ctx.createPattern(spriteBg, "repeat"); ctx.fillRect(0, 25, 500, 500); } This is fine, but as you can see, it repeat the whole sprite, not just a part of it, and I just can't figure out how to do it D:

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  • In an Entity/Component system, can component data be implemented as a simple array of key-value pairs? [on hold]

    - by 010110110101
    I'm trying to wrap my head around how to organize components in an Entity Component Systems once everything in the current scene/level is loaded in memory. (I'm a hobbyist BTW) Some people seem to implement the Entity as an object that contains a list of of "Component" objects. Components contain data organized as an array of key-value pairs. Where the value is serialized "somehow". (pseudocode is loosely in C# for brevity) class Entity { Guid _id; List<Component> _components; } class Component { List<ComponentAttributeValue> _attributes; } class ComponentAttributeValue { string AttributeName; object AttributeValue; } Others describe Components as an in-memory "table". An entity acquires the component by having its key placed in a table. The attributes of the component-entity instance are like the columns in a table class Renderable_Component { List<RenderableComponentAttributeValue> _entities; } class RenderableComponentAttributeValue { Guid entityId; matrix4 transformation; // other stuff for rendering // everything is strongly typed } Others describe this actually as a table. (and such tables sound like an EAV database schema BTW) (and the value is serialized "somehow") Render_Component_Table ---------------- Entity Id Attribute Name Attribute Value and when brought into running code: class Entity { Guid _id; Dictionary<string, object> _attributes; } My specific question is: Given various components, (Renderable, Positionable, Explodeable, Hideable, etc) and given that each component has an attribute with a particular name, (TRANSLATION_MATRIX, PARTICLE_EMISSION_VELOCITY, CAN_HIDE, FAVORITE_COLOR, etc) should: an entity contain a list of components where each component, in turn, has their own array of named attributes with values serialized somehow or should components exist as in-memory tables of entity references and associated with each "row" there are "columns" representing the attribute with values that are specific to each entity instance and are strongly typed or all attributes be stored in an entity as a singular array of named attributes with values serialized somehow (could have name collisions) or something else???

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  • How can I resolve collisions at different speeds, depending on the direction?

    - by Raven Dreamer
    I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram). My collision detection and resolution code works fine for the purposes of preventing a gameobject from entering into the space of the Triangle, instead directing the movement along the edge. The trouble is, the maximum speed along the x and y axis is not equivalent in my game, and moving along the Y axis (up or down) should take twice as long as an equivalent distance along the X axis (left or right). Unfortunately, these speeds apply to the collision resolution too, and movement along the blue path above progresses twice as fast. What can I do in my collision resolution to make sure that the speedlimit for Y axis movement is obeyed in the latter case? Collision Resolution for this case below (vecInput and velocity are the position and velocity vectors of the game object): // y = mx+c // solve for y. M = 2, x = input's x coord, c = rightYIntercept lowY = 2*vecInput.x + parag.rightYIntercept ; ... else { // y = mx+c // vecInput.y = 2(x) + RightYIntercept // (vecInput.y - RightYIntercept) / 2 = x; //if velocity.Y (positive) greater than velocity.X (negative) //pushing from bottom, so push right. if(velocity.y > -1*velocity.x) { //change the input vector's x position to match the //y position on the shape's edge. Formula for line: Y = MX+C // M is 2, C is rightYIntercept, y is the input y, solve for X. vecInput = new Vector2((vecInput.y - parag.rightYIntercept)/2, vecInput.y); Debug.Log("adjusted rightwards"); } else { vecInput = new Vector2( vecInput.x, lowY); Debug.Log("adjusted downwards"); } }

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  • Camera Collision inside the room model

    - by sanddy
    I am having a problem in Calculating the camera collision for my Room model which consists of sofa, tables and other models. The users shall be moving the camera front, back, rotating so i need to make sure that the camera does not collide with any of the models with in the room. I have treated all my models inside the room by BoundingBox[] and the camera by BoundingSphere. So, far i have implemented collision by looking into the tutorial from http://www.toymaker.info/Games/XNA/html/xna_model_collisions.html which was great. But, I guess the problem lies in the Transformation part. I debugged and found some points to be at Vector(-XXX,-XXX,-XXX) where X is digit. Also i found my radius of some models where too large(in thousand, i just looked into its radius value before converting to BoundingBox). Do I need to scale the model for collision??? Below are my code:- On My LoadContent(): Matrix[] transforms = new Matrix[myModel.Bones.Count]; myModel.CopyAbsoluteBoneTransformsTo(transforms); int index = 0; box = new List<BoundingBox>(); BoundingBox worldModel = Utility.CalculateBoundingBox(myModel); foreach (ModelMesh mesh in myModel.Meshes) { Vector3[] obb = new Vector3[8]; worldModel.GetCorners(obb); Vector3[] asdf = (Vector3[])obb.Clone(); Vector3.Transform(obb, ref transforms[mesh.ParentBone.Index], obb); BoundingBox worldBox = BoundingBox.CreateFromPoints(obb); box.Add(worldBox); index++; } On CameraPosition Update: BoundingSphere bs = new BoundingSphere(this.cameraPos, 5.0f); if (RoomWalkthrough.Utility.CheckCollision(bs, bb)) { // Do Something } Please Help.

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  • What platform were old TV video games developed on?

    - by Mihir
    I am very eager to know how TV video games (which we all used to play in our childhood) were developed and on which platform. I know how games are developed for mobile devices, Windows PC's and Mac but I'm not getting how (in those days) Contra, Duck Hunt and all those games were developed. As they have high graphics and a large number of stages. So how did they manage to develop games in such a small size environment and with lower configuration platform?

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  • How to remove seams from a tile map in 3D?

    - by Grimshaw
    I am using my OpenGL custom engine to render a tilemap made with Tiled, using a well spread tileset from the web. There is nothing fancy going on. I load the TMX file from Tiled and generate vertex arrays and index arrays to render the tilemap. I am rendering this tilemap as a wall in my 3D world, meaning that I move around with a fly camera in my 3D world and at Z=0 there is a plane showing me my tiles. Everything is working correctly but I get ugly seems between the tiles. I've tried orthographic and perspective cameras and with either I found particular sets of parameters for the projection and view matrices where the artifacts did not show, but otherwise they are there 99% of the time in multiple patterns, depending on the zoom and camera parameters like field of view. Here's a screenshot of the artifact being shown: http://i.imgur.com/HNV1g4M.png Here's the tileset I am using (which Tiled also uses and renders correctly): http://i.imgur.com/SjjHK4q.png My tileset has no mipmaps and is set to GL_NEAREST and GL_CLAMP_TO_EDGE values. I've looked around many articles in the internet and nothing helped. I tried uv correction so the uv fall at half of the texel, rather than the end of the texel to prevent interpolating with the neighbour value(which is transparency). I tried debugging with my geometry and I verified that with no texture and a random color in each tile, I don't seem to see any seams. All vertices have integer coordinates, i.e, the first tile is a quad from (0,0) to (1,1) and so on. Tried adding a little offset both to the UV and to the vertices to see if the gaps cease to exist. Disabled multisampling too. Nothing fixed it so far. Thanks.

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  • library for octree or kdtree

    - by Will
    Are there any robust performant libraries for indexing objects? It would need frustum culling and visiting objects hit by a ray as well as neighbourhood searches. I can find lots of articles showing the math for the component parts, often as algebra rather than simple C, but nothing that puts it all together (apart from perhaps Ogre, which has rather more involved and isn't so stand-alone). Surely hobby game makers don't all have to make their own octrees? (Python or C/C++ w/bindings preferred)

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  • Is it possible to calculate or mathematically prove if a game is balanced / fair?

    - by Lurca
    This question is not focussed on video games but games in general. I went to a boardgame trade fair yesterday and asked myself if there is a way to calculate the fairness of a game. Sure, some of them require a good portion of luck, but it might be possible to calculate if some character is overpowered. Especially in role-playing games and trading card games. How, for example, can the creators of "Magic: The Gathering" make sure that there isn't the "one card that beats them all", given the impressive number of available cards?

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  • Circular motion on low powered hardware

    - by Akroy
    I was thinking about platforms and enemies moving in circles in old 2D games, and I was wondering how that was done. I understand parametric equations, and it's trivial to use sin and cos to do it, but could an NES or SNES make real time trig calls? I admit heavy ignorance, but I thought those were expensive operations. Is there some clever way to calculate that motion more cheaply? I've been working on deriving an algorithm from trig sum identities that would only use precalculated trig, but that seems convoluted.

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  • Overriding component behavior

    - by deft_code
    I was thinking of how to implement overriding of behaviors in a component based entity system. A concrete example, an entity has a heath component that can be damaged, healed, killed etc. The entity also has an armor component that limits the amount of damage a character receives. Has anyone implemented behaviors like this in a component based system before? How did you do it? If no one has ever done this before why do you think that is. Is there anything particularly wrong headed about overriding component behaviors? Below is rough sketch up of how I imagine it would work. Components in an entity are ordered. Those at the front get a chance to service an interface first. I don't detail how that is done, just assume it uses evil dynamic_casts (it doesn't but the end effect is the same without the need for RTTI). class IHealth { public: float get_health( void ) const = 0; void do_damage( float amount ) = 0; }; class Health : public Component, public IHealth { public: void do_damage( float amount ) { m_damage -= amount; } private: float m_health; }; class Armor : public Component, public IHealth { public: float get_health( void ) const { return next<IHealth>().get_health(); } void do_damage( float amount ) { next<IHealth>().do_damage( amount / 2 ); } }; entity.add( new Health( 100 ) ); entity.add( new Armor() ); assert( entity.get<IHealth>().get_health() == 100 ); entity.get<IHealth>().do_damage( 10 ); assert( entity.get<IHealth>().get_health() == 95 ); Is there anything particularly naive about the way I'm proposing to do this?

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  • Unity Occlusion Portals: What and How?

    - by Nick Wiggill
    (Here I eat my words on Meta about posting Unity questions on Unity Answers... since that site is less responsive than this one.) Unity provides cell-based Occlusion Culling (via Umbra, I believe). However, a newer feature that it supports is Occlusion Portals. The question is, if BSP-based occlusion culling is already a feature of Unity, what do portals add, and how? PS. This question is not "What are portals?" -- I'm aware of the original Quake BSP-style portals -- which is partly why I find the explicit portal concept in Unity odd, since it uses BSP anyway.

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  • creating a pre-menu level select screen

    - by Ephiras
    Hi I am working on creating a tower Defence java applet game and have come to a road block about implementing a title screen that i can select the level and difficulty of the rest of the game. my title screen class is called Menu. from this menu class i need to pass in many different variables into my Main class. i have used different classes before and know how to run them and such. but if both classes extend applet and each has its individual graphics method how can i run things from Main even though it was created in Menu. what i essentially want to do is run the Menu class withits action listeners and graphics until a Difficulty button has been selected, run the main class (which 100% works without having to have the Menu class) and pretty much terminate Menu so that i cannot go back to it, do not see its buttons or graphics menus. can i run one applet annd when i choose a button close that one and launch the other one? IF you would like to download the full project you can find it here, i had to comment out all the code that wasn't working my Menu class import java.awt.*; import java.awt.event.*; import java.applet.*; public class Menu extends Applet implements ActionListener{ Button bEasy,bMed,bHard; Main m; public void init(){ bEasy= new Button("Easy"); bEasy.setBounds(140,200,100,50); add(bEasy); bMed = new Button("Medium");bMed.setBounds(280,200,100,50); add(bMed); bHard= new Button("Hard");bHard.setBounds(420,200,100,50); add(bHard); setLayout(null); } public void actionPerformed(ActionEvent e){ Main m = new Main(20,10,3000,mapMed);//break; switch (e.getSource()){ case bEasy: Main m = new Main(6000,20,"levels/levelEasy.png");break;//enimies tower money world case bMed: Main m = new Main(4000,15,"levels/levelMed.png");break; case bHard: Main m = new Main(2000,10,"levels/levelEasy.png");break; default: break; } } public void paint(){ //m.draw(g) } } and here is my main class initialising code. import java.awt.*; import java.awt.event.*; import java.applet.*; import java.io.IOException; public class Main extends Applet implements Runnable, MouseListener, MouseMotionListener, ActionListener{ Button startButton, UpgRange, UpgDamage; //set up the buttons Color roadCol,startCol,finCol,selGrass,selRoad; //set up the colors Enemy e[][]; Tower t[]; Image towerpic,backpic,roadpic,levelPic; private Image i; private Graphics doubleG; //here is the world 0=grass 1=road 2=start 3=end int world[][],eStartX,eStartY; boolean drawMouse,gameEnd; static boolean start=false; static int gridLength=15; static int round=0; int Mx,My,timer=1500; static int sqrSize=31; int towers=0,towerSelected=-10; static int castleHealth=2000; String levelPath; //choose the level Easy Med or Hard int maxEnemy[] = {5,7,12,20,30,15,50,30,40,60};//number of enimies per round int maxTowers=15;//maximum number of towers allowed static int money =2000,damPrice=600,ranPrice=350,towerPrice=700; //money = the intial ammount of money you start of with //damPrice is the price to increase the damage of a tower //ranPrice is the price to increase the range of a tower public void main(int cH,int mT,int mo,int dP,int rP,int tP,String path,int[] mE)//constructor 1 castleHealth=cH; maxTowers=mT; money=mo; damPrice=dP; ranPrice=rP; towerPrice=tP; String levelPath=path; maxEnemy = mE; buildLevel(); } public void main(int cH,int mT,String path)//basic constructor castleHealth=cH; maxTowers=mT; String levelPath=path; maxEnemy = mE; buildLevel(); } public void init(){ setSize(sqrSize*15+200,sqrSize*15);//set the size of the screen roadCol = new Color(255,216,0);//set the colors for the different objects startCol = new Color(0,38,255); finCol = new Color(255,0,0); selRoad = new Color(242,204,155);//selColor is the color of something when your mouse hovers over it selGrass = new Color(0,190,0); roadpic = getImage(getDocumentBase(),"images/road.jpg"); towerpic = getImage(getDocumentBase(),"images/tower.png"); backpic = getImage(getDocumentBase(),"images/grass.jpg"); levelPic = getImage(getDocumentBase(),"images/level.jpg"); e= new Enemy[maxEnemy.length][];//activates all of the enimies for (int r=0;r<e.length;r++) e[r] = new Enemy[maxEnemy[r]]; t= new Tower[maxTowers]; for (int i=0;i<t.length;i++) t[i]= new Tower();//activates all the towers for (int i=0;i<e.length; i++)//sets all of the enimies starting co ordinates for (int j=0;j<e[i].length;j++) e[i][j] = new Enemy(eStartX,eStartY,world); initButtons();//initialise all the buttons addMouseMotionListener(this); addMouseListener(this); }

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  • Car animations in Frogger on Javascript

    - by Mijoro Nicolas Rasoanaivo
    I have to finish a Frogger game in Javascript for my engineering school degree, but I don't know how to animate the cars. Right now I tried to manipulate the CSS, the DOM, I wrote a script with a setTimeout(), but none of them works.Can I have some help please? Here's my code and my CSS: <html> <head> <title>Image d&eacute;filante</title> <link rel="stylesheet" type="text/css" href="map_style.css"/> </head> <body onload="start()"> <canvas id="jeu" width="800" height="450"> </canvas> <img id="voiture" class="voiture" src="car.png" onload="startTimerCar()"> <img id="voiture2" class="voiture" src="car.png" onload="startTimerCar()"> <img id="voiture3" class="voiture" src="car.png" onload="startTimerCar()"> <img id="bigrig" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="bigrig2" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="bigrig3" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="hotrod" src="hotrod.png" onload="startTimerHotrod()"> <img id="hotrod2" src="hotrod.png" onload="startTimerHotrod()"> <img id="turtle" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="turtle2" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="turtle3" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="small" src="log_small.png" onload="startTimerSmall()"> <img id="small2" src="log_small.png" onload="startTimerSmall()"> <img id="small3" src="log_small.png" onload="startTimerSmall()"> <img id="small4" src="log_small.png" onload="startTimerSmall()"> <img id="med" src="log_medium.png" onload="startTimerMedium()"> <img id="med2" src="log_medium.png" onload="startTimerMedium()"> <img id="med3" src="log_medium.png" onload="startTimerMedium()"> <script type="text/javascript"> var X = 1; var timer; function start(){ setInterval(init,10); document.onkeydown = move; var canvas = document.getElementById('jeu'); var context = canvas.getContext('2d'); var frog = document.getElementById('frog'); var posX_frog = 415; var posY_frog = 400; var voiture = [document.getElementById('voiture'),document.getElementById('voiture2'),document.getElementById('voiture3')]; var bigrig = [document.getElementById('bigrig'),document.getElementById('bigrig2'),document.getElementById('bigrig3')]; var hotrod = [document.getElementById('hotrod'),document.getElementById('hotrod2')]; var turtle = [document.getElementById('turtle'),document.getElementById('turtle2'),document.getElementById('turtle3')]; var small = [document.getElementById('small'),document.getElementById('small2'),document.getElementById('small3'),document.getElementById('small4')]; var med = [document.getElementById('med'),document.getElementById('med2'),document.getElementById('med3')]; function init() { context.fillStyle = "#AEEE00"; context.fillRect(0,0,800,50); context.fillRect(0,200,800,50); context.fillRect(0,400,800,50); context.fillStyle = "#046380"; context.fillRect(0,50,800,150); context.fillStyle = "#000000"; context.fillRect(0,250,800,150); var img= new Image(); img.src="./frog.png"; context.drawImage(img,posX_frog, posY_frog, 46, 38); } function move(event){ if (event.keyCode == 39){ if( posX_frog < 716 ){ posX_frog += 50; } } if(event.keyCode == 37){ if( posX_frog >25 ){ posX_frog -= 50; } } if (event.keyCode == 38){ if( posY_frog > 10 ){ posY_frog -= 50; } } if(event.keyCode == 40){ if( posY_frog <400 ){ posY_frog += 50; } } } } </script> </body> And my map_css: #jeu{ z-index:10; width: 800px; height: 450px; border: 2px black solid; overflow: hidden; position: relative; transition:width 2s; -moz-transition:width 2s; /* Firefox 4 */ -webkit-transition:width 2s; /* Safari and Chrome */ } #voiture{ z-index: 100; position: absolute; top: 315px; left: 48px; transition-timing-function: linear; -webkit-transition-timing-function: linear; -moz-transition-timing-function: linear; } #voiture2{ z-index: 100; position: absolute; top: 315px; left: 144px; } #voiture3{ z-index: 100; position: absolute; top: 315px; left: 240px; } #bigrig{ z-index: 100; position: absolute; top: 365px; left: 200px; } #bigrig2{ z-index: 100; position: absolute; top: 365px; left: 400px; } #bigrig3{ z-index: 100; position: absolute; top: 365px; left: 600px; } #hotrod{ z-index: 100; position: absolute; top: 265px; left: 200px; } #hotrod2{ z-index: 100; position: absolute; top: 265px; left: 500px; } #hotrod3{ z-index: 100; position: absolute; top: 265px; left: 750px; } #turtle{ z-index: 100; position: absolute; top: 175px; left: 50px; } #turtle2{ z-index: 100; position: absolute; top: 175px; left: 450px; } #turtle3{ z-index: 100; position: absolute; top: 175px; left: 250px; } #small{ z-index: 100; position: absolute; top: 125px; left: 20px; } #small2{ z-index: 100; position: absolute; top: 125px; left: 220px; } #small3{ z-index: 100; position: absolute; top: 125px; left: 420px; } #small4{ z-index: 100; position: absolute; top: 125px; left: 620px; } #med{ z-index: 100; position: absolute; top: 75px; left: 120px; } #med2{ z-index: 100; position: absolute; top: 75px; left: 320px; } #med3{ z-index: 100; position: absolute; top: 75px; left: 520px; } I had to say that I'm in the obligation to code in HTML5, CSS3, and Javascript but not jQuery, who is way more easier, I already created games in jQuery... It takes me too much time and too much code lines right here.

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  • Trouble exporting Maya models to Panda3D?

    - by Aerovistae
    Having issues here. I added the Panda3D exporter script thing to Maya. 2 things: When I go to export to a .egg, no .egg is formed. Instead a fileToBeExported_temp.mb appears next to the original fileToBeExported.ma. My models use curving meshes with many subdivisions, easily in the thousands, like on the smoothed tentacles of an octopus. Will Panda be able to handle this in the first place? I can't find out on my own since it won't export.

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  • How to visually "connect" skybox edges with terrain model

    - by David
    I'm working on a simple airplane game where I use skybox cube rendered using disabled depth test. Very close to the bottom side of the skybox is my terrain model. What bothers me is that the terrain is not connected to the skybox bottom. This is not visible while the plane flies low, but as it gets some altitude, the terrain looks smaller because of the perspective. Since the skybox center is always same as the camera position, the skybox moves with the plane, but the terrain goes into the distance. Ok, I think you understand the problem. My question is how to fix it. It's an airplane game so limiting max altitude is not possible. I thought about some way to stretch terrain to always cover whole bottom side of the skybox cube, but that doesn't feel right and I don't even know how would I calculate new terrain dimensions every frame. Here are some screenshot of games where you can clearly see the problem: (oops, I cannot post images yet) darker brown is the skybox bottom here: http://i.stack.imgur.com/iMsAf.png untextured brown is the skybox bottom here: http://i.stack.imgur.com/9oZr7.png

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  • Can SpriteBatch be used to fill a polygon with a texture?

    - by can poyrazoglu
    I basically need to fill a texture into a polygon using the SpriteBatch. I've done some research but couldn't find anything useful except polygon triangulation method, which works well only with convex polygons (without diving into super math which is definitely not something I'm pretty good at). Are there any solutions for filling in a polygon in a basic way? I of course need something dynamic (I'll have a map editor that you can define polygons, and the game will render them (and collision detection will also use them but that's off topic), basically I can't accept solutions like "pre-calculated" bitmaps or anything like that. I need to draw a polygon with the segments provided, to the screen, using the SpriteBatch.

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  • Using Google App Engine to Perform World Updates vs an Authoritative Server

    - by Error 454
    I am considering different game server architectures that use GAE. The types of games I am considering are turn-based where the world status would need to be updated about once per minute. I am looking for an answer that persuades me to either perform the world update on the google servers OR an authoritative server that syncs with the datastore. The main goal here would be to minimize GAE daily quotas. For some rough numbers, I am assuming 10,000 entities requiring updates. Each entity update would require: Reading 5 private entity variables (fetched from datastore) Fetching as many as 20 static variables (from datastore or persisted in server memory) Writing 5 entity variables Clients of the game would authenticate and set state directly against GAE as well as pull the latest world state from GAE. Running the update on GAE would consist of a cron job launched every minute. This would update all of the entities and save the results to the datastore. This would be more CPU intensive for GAE. Running the update on an authoritative server would consist of fetching entity data from the GAE datastore, calculating the new entity states and pushing the new state variables back to the datastore. This would be more bandwidth intensive for the datastore.

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  • Improving Click and Drag with C++

    - by Josh
    I'm currently using SFML 2.0 to develop a game in C++. I have a game sprite class that has a click and drag method. The method works, but there is a slight problem. If the mouse moves too fast, the object the user selected can't keep up and is left behind in the spot where the mouse left its bounds. I will share the class definition and the given function implementation. Definition: class codePeg { protected: FloatRect bounds; CircleShape circle; int xPos, yPos, xDiff, yDiff, once; int xBase, yBase; Vector2i mousePos; Vector2f circlePos; public: void init(RenderWindow& Window); void draw(RenderWindow& Window); void drag(RenderWindow& Window); void setPegPosition(int x, int y); void setPegColor(Color pegColor); void mouseOver(RenderWindow& Window); friend int isPegSelected(void); }; Implementation of the "drag" function: void codePeg::drag(RenderWindow& Window) { mousePos = Mouse::getPosition(Window); circlePos = circle.getPosition(); if(Mouse::isButtonPressed(Mouse::Left)) { if(mousePos.x > xPos && mousePos.y > yPos && mousePos.x - bounds.width < xPos && mousePos.y - bounds.height < yPos) { if(once) { xDiff = mousePos.x - circlePos.x; yDiff = mousePos.y - circlePos.y; once = 0; } xPos = mousePos.x - xDiff; yPos = mousePos.y - yDiff; circle.setPosition(xPos, yPos); } } else { once = 1; xPos = xBase; yPos = yBase; xDiff = 0; yDiff = 0; circle.setPosition(xBase, yBase); } Window.draw(circle); } Like I said, the function works, but to me, the code is very ugly and I think it could be improved and could be more efficient. The only thing I can think of as to why the object cannot keep up with the mouse is that there are too many function calls and/or checks. The user does not really have to mouse the mouse "fast" for it to happen, I would say at an average pace the object is left behind. How can I improve the code so that the object remains with the mouse when it is selected? Any help improving this code or giving advice is greatly appreciated.

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  • What is the best way to generate income from mobile games?

    - by Thomas
    As the title states, what is the best way to get income from mobile games? (taking into consideration that creating the games only costs a lot of time and the games are relatively simple) As I see it, there are multiple ways of getting money from mobile games, Selling them for a fixed price (seems like a high threshold for potential buyers) In-game purchases (I can imagine this only works for several types of games, I don't see this working well for monopoly unless you like really fancy hotels ;) Ingame advertisements / sponsorships Which way will most likely bring the most profit?

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  • php+mysql account management software?

    - by kdavis8
    I need an account system added to my website as a plugin to all of my HTML pages. The account system plugin needs to,register new users, log in current users, remove users who want to disconnect service, and manipulate all of these things via database on my web server. However, I do not know how to program in the PHP language or create and manipulate MySQL databases. I want a program that can create and manipulate the MySQL database automatically for my website and handle also PHP calls automatically. Are there any open source freeware programs out there that i can use? If so what are the names of these freeware?

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  • What exactly can shaders be used for?

    - by Bane
    I'm not really a 3D person, and I've only used shaders a little in some Three.js examples, and so far I've got an impression that they are only being used for the graphical part of the equation. Although, the (quite cryptic) Wikipedia article and some other sources lead me to believe that they can be used for more than just graphical effects, ie, to program the GPU (Wikipedia). So, the GPU is still a processor, right? With a larger and a different instruction set for easier and faster vector manipulation, but still a processor. Can I use shaders to make regular programs (provided I've got access to the video memory, which is probable)? Edit: regular programs == "Applications", ie create windows/console programs, or at least have some way of drawing things on the screen, maybe even taking user input.

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  • How to control a spaceship near a planet in Unity3D?

    - by tyjkenn
    Right now I have spaceship orbiting a small planet. I'm trying to make an effective control system for that spaceship, but it always end up spinning out of control. After spinning the ship to change direction, the thrusters thrust the wrong way. Normal airplane controls don't work, since the ship is able to leave the atmosphere and go to other planets, in the journey going "upside-down". Could someone please enlighten me on how to get thrusters to work the way they are supposed to?

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  • How can I implement an Iris Wipe effect?

    - by Vandell
    For those who doesn't know: An iris wipe is a wipe that takes the shape of a growing or shrinking circle. It has been frequently used in animated short subjects, such as those in the Looney Tunes and Merrie Melodies cartoon series, to signify the end of a story. When used in this manner, the iris wipe may be centered around a certain focal point and may be used as a device for a "parting shot" joke, a fourth wall-breaching wink by a character, or other purposes. Example from flasheff.com Your answer may or may not include a coding sample, a language agnostic explanation is considered enough.

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  • What's the difference between Canvas and WebGL?

    - by gadr90
    I'm thinking about using CAAT as a part of a HTML5 game engine. One of it's features is the ability to render to Canvas and WebGL without changing anything in the client code. That is a good thing, but I haven't found precisely: what are the differences between those two technologies? I would specially like to know the differences of Canvas and WebGL in the following regards: Framerate Desktop browser support Mobile browser support Futureproofability (TM)

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