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  • Threading iPhone

    - by bobobobo
    Say I have a group of large meshes that I have to intersect rays against. Assume also, for whatever reason, I cannot further simplify/reduce poly check count by spatial subdivisioning. I can do this in parallel: bool intersects( list of meshes ) // a mesh is a group of triangles { create n threads foreach mesh in meshes assign to a thread in threads wait until ( threads.run() ) ; // run asynchronously // when they're all done // pull out intersected triangles // from per-thread context data } Can you do this in ios for games? Or is the overhead of thread creation and mutex waiting going to beat-out the benefit of multithreading?

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  • 2d ball collision code problem XNA, over accelerated balls and stick together sometimes. help please? [closed]

    - by Sivan
    public static void Collision(Ball ball1, Ball ball2) { Vector3 x = new Vector3((ball1.BallPosition.X - ball2.BallPosition.X), (ball1.BallPosition.Y - ball2.BallPosition.Y), 0); x.Normalize(); Vector3 v1 = new Vector3(ball1.Speed, 0); float x1 = Vector3.Dot(x, v1); Vector3 v1x = x * x1; Vector3 v1y = v1 - v1x; x = -x; Vector3 v2 = new Vector3(ball2.Speed, 0); float x2 = Vector3.Dot(x, v2); Vector3 v2x = x * x2; Vector3 v2y = v2 - v2x; float m1 = 12, m2 = 4; float combinedMass = m1 + m2; Vector3 newVelA = (v1x * ((m1 - m2) / combinedMass)) + (v2x * ((2f * m2) / combinedMass)) + v1y; Vector3 newVelB = (v1x * ((2f * m1) / combinedMass)) + (v2x * ((m2 - m1) / combinedMass)) + v2y; ball1.Speed = new Vector2(newVelA.X, newVelA.Y); ball2.Speed = new Vector2(newVelB.X,newVelB.Y ); }

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  • Using allocators for different systems

    - by chadb
    I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need several allocators (for systems such as audio, rendering, etc) but I am unsure of how they will be accessed. I do not use singletons, so I can't just have something such as AudioManager::GetInstance().get_allocator(). Instead, I need to find a different method of usage but I am not sure of how. How can I store and call my allocators needed for several different systems over engine in an efficient manner?

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  • Set Position of multiple bodies

    - by philipp
    I have a character composed of five bodies which are tied together by a lot of joints. On of them is the overall chassis, to which all forces and impulses are applied to move the whole Character. All in all that works very fine, except one thing: I need to set the Position of the Character so that it get Beamed from one place to the other in one single frame. Unfortunately I cannot get this to work. I tried the following code, without any success… playerbodies.forEach(function (bd) { bd.SetLinearVelocity(new b2.Vec2()); var t = bd.GetTransform(); t.p.x -= 10; bd.SetTransform(t, bd.GetAngle()); }); How can I make that happen?

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  • Will we see a trend of "3d" games coming up in the near future?

    - by Vish
    I've noticed that the trend of movies is diving into the world of movies with 3-dimensional camera.For me it provoked a thought as if it was the same feeling people got when they saw a colour movie for the first time, like in the transition from black and white to colour it is a whole new experience. For the first time we are experiencing the Z(depth) factor and I really mean when I said "experiencing". So my question is or maybe if not a question, but Is there a possibility of a genre of 3d camera games upcoming?

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  • I have an "amoeba" game mechanic. Any idea on how to implement it?

    - by Jason
    Outside of a tetris clone, a crappy 2D top-down shooter, and some messing around with stuff like Unity and Flixel, I realize that I have yet to complete a single, polished, bells-and-whistles game. I want to change this, and I have an idea for my next project. The idea is that you're an amoeba. Amoebas have these eye-like cores (or something like that, I don't know biology), and you have two of 'em. You control one with WASD and the other with IJKL. There has to be a constant radius of stuff around each of the cores: And the area of the amoeba has to stay constant. So if you move a core in one direction, you increase the amoeba's area, but that increase is compensated by a decrease somewhere else: Aaaaaand I'd like to implement a vagination mechanic. You absorb things by engulfing them, like a boss. Maybe even an extra core, or a needle that pops you and causes all your inner stuff to start gushing out: But here's the problem: I don't know how to make this. However, I would like some ideas on how to implement it. Should I explore physics libraries like Box2D? Or maybe something involving fluid physics? Any help would be much appreciated. P.S. Feel free to steal this idea. I have plenty of ideas. If you do, please tell me how you made it so I can try it myself.

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  • Fixing a collision detection bug in Slick2D

    - by Jesse Prescott
    My game has a bug with collision detection. If you go against the wall and tap forward/back sometimes the game thinks the speed you travelled at is 0 and the game doesn't know how to get you out of the wall. My collision detection works by getting the speed you hit the wall at and if it is positive it moves you back, if it is negative it moves you forward. It might help if you download it: https://rapidshare.com/files/1550046269/game.zip Sorry if I explained badly, it's hard to explain. float maxSpeed = 0.3f; float minSpeed = -0.2f; float acceleration = 0.002f; float deacceleration = 0.001f; float slowdownSpeed = 0.002f; float rotateSpeed = 0.08f; static float currentSpeed = 0; boolean up = false; boolean down = false; boolean noKey = false; static float rotate = 0; //Image effect system static String locationCarNormal; static String locationCarFront; static String locationCarBack; static String locationCarBoth; static boolean carFront = false; static boolean carBack = false; static String imageRef; boolean collision = false; public ComponentPlayerMovement(String id, String ScarNormal, String ScarFront, String ScarBack, String ScarBoth) { this.id = id; playerBody = new Rectangle(900/2-16, 700/2-16, 32, 32); locationCarNormal = ScarNormal; locationCarFront = ScarFront; locationCarBack = ScarBack; locationCarBoth = ScarBoth; imageRef = locationCarNormal; } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { Input input = gc.getInput(); playerBody.transform(Transform.createRotateTransform(2)); float hip = currentSpeed * delta; float unstuckspeed = 0.05f * delta; if(carBack && !carFront) { imageRef = locationCarBack; ComponentImageRender.updateImage(); } else if(carFront && !carBack) { imageRef = locationCarFront; ComponentImageRender.updateImage(); } else if(carFront && carBack) { imageRef = locationCarBoth; ComponentImageRender.updateImage(); } if(input.isKeyDown(Input.KEY_RIGHT)) { rotate += rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_LEFT)) { rotate -= rotateSpeed * delta; owner.setRotation(rotate); } if(input.isKeyDown(Input.KEY_UP)) { if(!collision) { up = true; noKey = false; if(currentSpeed < maxSpeed) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 1; } } else if(input.isKeyDown(Input.KEY_DOWN) && !collision) { down = true; noKey = false; if(currentSpeed > minSpeed) { currentSpeed -= slowdownSpeed; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } else { noKey = true; if(currentSpeed > 0) { currentSpeed -= deacceleration; } else if(currentSpeed < 0) { currentSpeed += acceleration; } MapCoordStorage.mapX += hip * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= hip * Math.cos(Math.toRadians(rotate)); } if(entityCollisionWith()) { collision = true; if(currentSpeed > 0 || up) { up = true; currentSpeed = 0; carFront = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate-180)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate-180)); } else if(currentSpeed < 0 || down) { down = true; currentSpeed = 0; carBack = true; MapCoordStorage.mapX += unstuckspeed * Math.sin(Math.toRadians(rotate)); MapCoordStorage.mapY -= unstuckspeed * Math.cos(Math.toRadians(rotate)); } else { currentSpeed = 0; } } else { collision = false; up = false; down = false; } if(currentSpeed >= -0.01f && currentSpeed <= 0.01f && noKey && !collision) { currentSpeed = 0; } } public static boolean entityCollisionWith() throws SlickException { for (int i = 0; i < BlockMap.entities.size(); i++) { Block entity1 = (Block) BlockMap.entities.get(i); if (playerBody.intersects(entity1.poly)) { return true; } } return false; } }

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  • Getting the front buffer into a gfx mem surface (Dx9)

    - by lapin
    I'm using DirectX 9 to acquire the frontbuffer. There are a couple of ways I know of to get at the front buffer: GetRenderTargetData() GetFrontBufferData() The MSDN page on both of these API calls state that the data is copied from device memory to system memory. I'd like to copy the front buffer surface directly to another graphics memory surface, as I have other manipulations to perform on the acquired surface before returning it to system memory. I'm creating a D3DUSAGE_DYNAMIC texture (gfx mem texture) and calling GetFrontBufferData() to write the front buffer to my textures surface0. Is this valid? Will the operation remain in gfx memory, or will it need to move to system memory and then back to graphics memory? If this is the case, is what I'm trying to achieve possible?

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  • How do I properly center Nifty GUI elements on screen?

    - by Jason Crosby
    I am new to JME3 game engine but I know Android XML GUI layouts pretty good. I have a simple layout here and I cant figure out what is wrong. Here is my XML code: <?xml version="1.0" encoding="UTF-8"?> <nifty xmlns="http://nifty-gui.sourceforge.net/nifty-1.3.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://nifty-gui.sourceforge.net/nifty-1.3.xsd http://nifty-gui.sourceforge.net/nifty-1.3.xsd"> <useControls filename="nifty-default-controls.xml" /> <useStyles filename="nifty-default-styles.xml" /> <screen id="start" controller="com.jasoncrosby.game.farkle.gui.MenuScreenGui"> <layer id="layer" backgroundColor="#66CD00" childLayout="center"> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <image filename="Textures/wood_floor.png" height="95%" width="95%"/> <panel id="panel" align="center" valign="center" childLayout="center" visibleToMouse="true"> <text text="test" font="Interface/Fonts/Eraser.fnt"></text> </panel> </panel> </layer> </screen> Everything works well until I get to displaying the text. I have tried different alignments and tried moving the text into different panels but no matter what I do the text is never in the center of the screen. It's always in the upper left corner, so far I can only see the lower right part of the text. How can I center the text element in the center of the screen?

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  • How to detect collisions between sprite and a user generated shape of some sort?

    - by Huwell
    How to detect a collision between a sprite and a user generated shape of some sort. For example. There are some objects on the screen. The user takes their finger and draws an circle shape around a object (The selection rule is painting circle around the sprite, but the painting shapes may be various). I need to detect which object selected, which just like: (demo images) http://i52.tinypic.com/28h0t1g.png

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  • Drawing flaming letters in 3d on OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What i want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to have a Path in where i should add many particle emitters along the path that will "be emitting flames"? I understand the concept for 2d, but for 3d are the particles (that are quads) always supposed to be facing the user? Edit: Something else im worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time. And each of these elements will have many particle emitters.

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  • How should I choose quadtree depth?

    - by Evpok
    I'm using a quadtree to prune collision detection pairs in a 2d world. How should I choose to what depth said quadtree is calculated? The world is made mostly of moving objects1, so the cost of dispatching the objects between the quadtree cells matters. What is the relationship between the gain from less collision checking and the loss from more dispatching? How can I strike a balance that performs optimally? 1 To be completely explicit, they are autonomous self-replicating cells competing for food sources. This is an attempt to show my pupils predator-prey dynamics and genetic evolution at work.

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  • XNA Sprite Clipping Incorrectly During Rotation

    - by user1226947
    I'm having a bit of trouble getting my sprites in XNA to draw. Seemingly if you use SpriteBatch to draw then XNA will not draw it if for example (mPosition.X + mSpriteTexture.Width < 0) as it assumes it is offscreen. However, it seems to make this decision before it applies a rotation. This rotation can mean that even though (mPosition.X + mSpriteTexture.Width < 0), some of the sprite is still visible on screen. My question is, is there a way to get it to draw further outside the viewport or temporarily disable sprite clipping during a certain spriteBatch.draw(...)? sb.Draw(mSpriteTexture, mPosition, new Rectangle(0, 0, mSpriteTexture.Width, mSpriteTexture.Height), Color.White, Globals.VectorToAngle(mOrientation), new Vector2(halfWidth, halfHeight), scale, SpriteEffects.None, 0);

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  • Sprite Body can not stop

    - by Diken
    Hey i have issue regarding jump sprite body. In my code i am using moveLeft and moveRight Button and when i am press moveRight Button using following code if (moveRight.active==YES) { b2Vec2 force=b2Vec2(4,0); ballBody->SetLinearVelocity(force); } Its move perfectly and When i release this Button than sprite body stop using following code else { b2Vec2 force=b2Vec2(0,0); ballBody->SetLinearVelocity(force); } But when i put this else part then jump can not done. My jump code is following if (jumpSprite.active==YES) { NSLog(@"Jump Sprite"); b2Vec2 locationWorld; locationWorld=b2Vec2(0.0f,4.0f); double force=ballBody->GetMass(); ballBody->ApplyLinearImpulse(force*locationWorld, ballBody->GetWorldCenter()); } If i remove else part then jump will perform complete but sprite body can not stop after release button. So what to do?? Thanks in advance

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  • Writing a basic shader for large input files

    - by Zoltan Varadi
    I started writing a shader for my iOS app and instead of starting from scratch i used this tutorial here: http://www.raywenderlich.com/3664/opengl-es-2-0-for-iphone-tutorial I wrote an import function, first to import wavefront .obj models. My problem is that with I can't handle larger inputs (with a simple cube it was working). I realized that the indices array is an array of GLubyte values, which is unsigned char, so as a result i cant have more than 256 indexes. I modified it to GLuint, but then only get a blank screen. What else needs to me modified? p.s.: the source can be downloaded from here: http://d1xzuxjlafny7l.cloudfront.net/downloads/HelloOpenGL.zip

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  • How to design a game engine in an object-oriented language?

    - by chuzzum
    Whenever I try and write a game in any object-oriented language, the first problem I always face (after thinking about what kind of game to write) is how to design the engine. Even if I'm using existing libraries or frameworks like SDL, I still find myself having to make certain decisions for every game, like whether to use a state machine to manage menus, what kind of class to use for resource loading, etc. What is a good design and how would it be implemented? What are some tradeoffs that have to be made and their pros/cons?

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  • Camera placement sphere for an always fully visible object

    - by BengtR
    Given an object: With the bounds [x, y, z, width, height, depth] And an orthographic projection [left, right, bottom, top, near, far] I want to determine the radius of a sphere which allows me to randomly place my camera on so that: The object is fully visible from all positions on this sphere The sphere radius is the smallest possible value while still satisfying 1. Assume the object is centered around the origin. How can I find this radius? I'm currently using sqrt(width^2 + height^2 + depth^2) but I'm not sure that's the correct value, as it doesn't take the camera into account. Thanks for any advice. I'm sorry for confusing a few things here. My comments below should clarify what I'm trying to do actually.

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  • How can I get textures on edge of walls like in Super Metroid and Aquaria?

    - by meds
    Games like Super Metroid and Aquaria present the terrain with the other facing parts having rocks and stuff while deeper behind them (i.e. underground) there's different detail or just black. I would like to do something similar using polygons. Terrain is created in my current level as a set of overlapping square boxes. I'm not sure if this rendering method will work such a system for creating terrain but if anyone has ideas I'd love to hear them. Otherwise I'd like to know how I should re-write the terrain rendering system so it actually works to draw terrain in this manner...

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  • Octrees and Vertex Buffer Objects

    - by sharethis
    As many others I want to code a game with a voxel based terrain. The data is represented by voxels which are rendered using triangles. I head of two different approaches and want to combine them. First, I could once divide the space in chunks of a fixed size like many games do. What I could do now is to generate a polygon shape for each chunk and store that in a vertex buffer object (vbo). Each time a voxel changes, the polygon and vbo of its chunk is recreated. Additionally it is easy to dynamically load and reload parts of the terrain. Another approach would be to use octrees and divide the space in eight cubes which are divided again and again. So I could efficiently render the terrain because I don't have to go deeper in a solid cube and can draw that as a single one (with a repeated texture). What I like to use for my game is an octree datastructure. But I can't imagine how to use vbos with that. How is that done, or is this impossible?

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  • DirectX 10 Instancing Problem (objects cannot be seen)

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

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  • Help with calculation to steer ship in 3d space

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

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  • applyAngularVelocity causes error when called right after object instantiation

    - by Appeltaart
    I'm trying to make a physicsBody rotate as soon as it is instantiated. CCNode* ball = [CCBReader load:@"Ball"]; [ball.physicsBody applyForce:force]; [ball.physicsBody applyAngularImpulse:arc4random_uniform(360) - 180]; Applying force works fine, the last line however throws an error in cpBody.c line 123: cpAssertHard(body->w == body->w && cpfabs(body->w) != INFINITY, "Body's angular velocity is invalid."); When I don't apply force and merely rotate the problem persists. If I send applyAngularImpulse at some later point (in this case on a touch) it does work. Is this function not supposed to be called right after instantiation, or is this a bug?

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  • Collision detection - player gets stuck in platform when jumping

    - by Sun
    So I'm having some problems with my collision detection with my platformer. Take the image below as an example. When I'm running right I am unable to go through the platform, but when I hold my right key and jump, I end up going through the object as shown in the image, below is the code im using: if(shapePlatform.intersects(player.getCollisionShape())){ Vector2f vectorSide = new Vector2f(shapePlatform.getCenter()[0] - player.getCollisionShape().getCenter()[0], shapePlatform.getCenter()[1] - player.getCollisionShape().getCenter()[1]); player.setVerticleSpeed(0f); player.setJumping(false); if(vectorSide.x > 0 && !(vectorSide.y > 0)){ player.getPosition().set(player.getPosition().x-3, player.getPosition().y); }else if(vectorSide.y > 0){ player.getPosition().set(player.getPosition().x, player.getPosition().y); }else if(vectorSide.x < 0 && !(vectorSide.y > 0)){ player.getPosition().set(player.getPosition().x+3, player.getPosition().y); } } I'm basically getting the difference between the centre of the player and the centre of the colliding platform to determine which side the player is colliding with. When my player jumps and walks right on the platform he goes right through. The same can also be observed when I jump on the actual platform, should I be resetting the players y in this situation?

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  • Best way to calculate unit deaths in browser game combat?

    - by MikeCruz13
    My browser game's combat system is written and mechanically functioning well. It's written in PHP and uses a SQL database. I'm happy with the unit balance in relation to one another. I am, however, a little worried about how I'm calculating unit deaths when one player attacks another because the deaths seem to pile up a little fast for my taste. For this system, a battle doesn't just trigger, calculate winner, and end. Instead, it is allowed to go for several rounds (say one round every 15 mins.) until one side passes a threshold of being too strong for the other player and allows players to send reinforcements between rounds. Each round, units pair up and attack each other. Essentially what I do is calculate the damage: AP = Attack Points HP = Hit Points Units AP * Quantity * Random Factors * other factors (such as attrition) I take that and divide by the defending unit's HP to find the number of casualties of defending units. So, for example (simplified to take out some factors), if I have: 500 attackers with 50 AP vs 1000 defenders with 100 HP = 250 deaths. I wonder if that last step could be handled better to reduce the deaths piling up. Some ideas: I just change all the units with more HP? I make sure to set the Attacking unit's AP to be a max of the defender's HP to make sure they only kill 1 unit. (is that fair if I have less huge units vs many small units?) I spread the damage around more by including the defending unit's quantity more? i.e. in that scenario some are dead and some are 50% damage. (How would I track this every round?) Other better mathematical approaches?

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  • Learning C++ but wanting to develop iOS Apps

    - by DiscreteGenius
    I'm a computer engineering student and taking my second programming class. I'm learning C++ using "C++ Primer Plus" 5th edition by Prata. I want to develop for iOS. I understand the main language for Xcode is Objective-C. Am I hurting myself by learning C++ before any other language (notably before my desired lang Objective-C)? There's got to be a reason the university requires C++ to learn as a basis language. Please offer any helpful guidance or how I should go about this. Thanks//

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