Search Results

Search found 25496 results on 1020 pages for 'development fabric'.

Page 528/1020 | < Previous Page | 524 525 526 527 528 529 530 531 532 533 534 535  | Next Page >

  • Using ImpactJS: How to set a publicly available variable

    - by Dave Voyles
    I'm trying to get an entity (a bullet, a grenade, and an explosive) from my player player. Specifically, I want the shootingRate of my bullet (how frequently it can be fired). How can I do this without having to call getEntityByType each time I fire this projectile? There has got to be a cleaner way from what I'm doing right now.... // Shooting var isShooting = ig.input.state('shoot'); if (isShooting && this.lastShootTimer.delta() > 0) { switch (this.activeWeapon) { case("EntityBullet"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y - 10); var equipedWeap = ig.game.getEntitiesByType(EntityBullet); this.lastShootTimer.set(equippedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; case("EntityGrenade"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5); var equipedWeap = ig.game.getEntitiesByType(EntityGrenade); this.lastShootTimer.set(equipedWeap.shootingRate); console.log(EquipedWeap.shootingRate); break; case("EntityExplosiveBomb"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5 ); var equipedWeap = ig.game.getEntitiesByType(EntityExplosiveBomb)[0]; this.lastShootTimer.set(equipedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; } }

    Read the article

  • Help with timebased scoring algorithm

    - by Dave
    Im trying to devise an appropriate scoring system for my game. The game in essense has a finite number of tasks to complete (say 20) and the quicker you complete these task, the more points you get. I had devised a basic way of doing this using bands of time multiplied by a score for that band multiplied by the number of tasks solved within that time band i.e. (Time Band) = (Points) 1-5 sec = 15, 5-10 secs = 10, 10-20 secs = 5, 20-30 secs = 3, 40 secs onwards = 1, So for example if I did 3 tasks in the 1-5sec band i'd get 15*3=45points, if i found 10 in the 20-30sec band i'd get 3*10=30 points. Im sure there is a more mathematical way of doing this using powers of some kind but I just can't think how and hoping someone has already done something smilar.. Many thanks in advance

    Read the article

  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

    Read the article

  • How to animate the sprite along with action in Cocos2d?

    - by user1201239
    Cocos2d-android - I have an animation which has 5 Frames they are close cropped images. Now I want Sprite to do animation as well as Move in X direction.i.e. I have a player running which gets collided with obstacle and falls down .. Now I want sprite to run animation as well as moveBy in -ve x direction gameOverAnimation =CCSprite.sprite("gmovr00") gameOverAnimation.setAnchorPoint(0, 0); gameOverAnimation.setPosition(340.0f, 200.0f); addChild(gameOverAnimation,10); CCIntervalAction action1 = CCAnimate.action(mEndAnimation, false); action1.setDuration(1.0f); CCIntervalAction delay = CCDelayTime.action(0.68f); CCMoveBy actionBy = CCMoveBy.action(1.0f, CGPoint.ccp(-340,0)); CCIntervalAction seq1 = CCSpawn.actions(action1,actionBy); //CCSpawn spawn = CCSpawn.actions(action1, actionBy); CCSequence sequence1 = CCSequence.actions(seq1,CCCallFuncN.action(this,"gameOver")); gameOverAnimation.runAction(sequence1); Above code makes animation run first then moved in y direction Thanks for the help.. And can some one explaing me the concept of time with frame Animation or good example ?

    Read the article

  • How do I implement input and movement with characters that get into vehicles?

    - by Xkynar
    I'm making a game similar to GTA2. When the player enters the vehicle, what happens in terms of logic? Does the player becomes the vehicle? Does the vehicle override the player movement? The main question is how should it look at a vehicle? I want to understand if the player becomes the car or if the player has a "motion state" like "driving, walking, flying" depending on what he is doing in a moment, I know there are tons of ways to implement vehicles in a game.

    Read the article

  • 3d js map rendering

    - by gotha
    In the past I've done a 2D tile map using HTML, CSS and Javascript. Now I have the task of creating a 3D version using the same technologies - think of it like a space map where all planets have x/y/z positions. Currently, I have no idea to do this. Is there an existing library or something I can modify to do my job? If not, what method of rendering the map should I use? It needs to be as browser independent as possible, so I can't use webgl, flash or canvas. I'm considering plain JS & HTML or SVG (using Raphael for compatibility).

    Read the article

  • Does it make the game more fun when the user is forced to progress through the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will probably just quit playing the game and delete the app. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from, I'm concerned I might be making them feel like it's a lot of work they have to do and that's bad. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is actually motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

    Read the article

  • How to place rooms proceduraly (rule based) on in a game word

    - by gardian06
    I am trying to design the algorithm for my level generation which is a rule driven system. I have created all the rules for the system. I have taken care to insure that all rooms make sense in a grid type setup. for example: these rooms could make this configuration The logic flow code that I have so far Door{ Vector3 position; POD orient; // 5 possible values (up is not an option) bool Open; } Room{ String roomRule; Vector3 roomPos; Vector3 dimensions; POD roomOrient; // 4 possible values List doors<Door>; } LevelManager{ float scale = 18f; List usedRooms<Room>; List openDoors<Door> bool Grid[][][]; Room CreateRoom(String rule, Vector3 position, POD Orient){ place recieved values based on rule fill in other data } Vector3 getDimenstions(String rule){ return dimensions of the room } RotateRoom(POD rotateAmount){ rotate all items in the room } MoveRoom(Room toBeMoved, POD orientataion, float distance){ move the position of the room based on inputs } GenerateMap(Vector3 size, Vector3 start, Vector3 end){ Grid = array[size.y][size.x][size.z]; Room floatingRoom; floatingRoom = Room.CreateRoom(S01, start, rand(4)); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } // fill used grid spaces floatingRoom = Room.CreateRoom(S02, end, rand(4); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } Vector3 nRoomLocation; Door workingDoor; string workingRoom; // fill used grid spaces // pick random door on the openDoors list workingDoor = /*randomDoor*/ // get a random rule nRoomLocation = workingDoor.position; // then I'm lost } } I know that I have to make sure for convergence (namely the end is reachable), and to do this until there are no more doors on the openDoors list. right now I am simply trying to get this to work in 2D (there are rules that introduce 3D), but I am working on a presumption that a rigorous algorithm can be trivially extended to 3D. EDIT: my thought pattern so far is to take an existing open door and then pick a random room (restrictions can be put in later) place that room's center at the doors location move the room in the direction of the doors orientation half the rooms dimension w/respect to that axis then test against the 3D array to see if all the grid points are open, or have been used, or if there is even space to put the room (caseEdge) if caseEdge (which can also occur in between rooms) then put the door on a toBeClosed list, and remove it from the open list (placing a wall or something there). then to do some kind of test that both the start, and the goal are connected, and reachable from each other (each room has nodes for AI, but I don't want to "have" to pull those out to accomplish this). but this logic has the problem for say the U, or L shaped rooms in my example, and then I also have a problem conceptually if the room needs to be rotated.

    Read the article

  • What is the correct way to implement hit detection with non-rectangular sprites?

    - by hogni89
    What is the correct way to implement hit or touch detection for non-rectangular sprites in Cocos2d? I am working on a jigsaw puzzle, so our sprites have some strange forms (jigsaw puzzle bricks). As of now, we have implemented the "detection" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, or is it a limitation when using sprites based on .png's? If so, how should I proceed?

    Read the article

  • Fast lighting with multple lights

    - by codymanix
    How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is that shaders which contain dynamic loops which would be necessary to calculate the lighting tend to be very slow. I had the idea that if it could be possible at compiletime to compile a shader n times where n is the number of lights. If the number n is known at compiletime, the loops can be unrolled automatically. Is this possible to generate n versions of the same shader with just a different number of lights? At runtime I could then decide which shader to use for which part of the level.

    Read the article

  • How often should multiplayer games communicate with the server?

    - by Bane
    I once heard that Runescape "ticks" every 0.3s, and that seemed like a very long period of time, although Runescape is kind of a slow game. I'm building a more dynamic top-down shooter game, and I'm wandering, how often should I communicate with the server? ASAP, or every 0.1s? How do shooter games usually do it? Both the server and the client are written in Javascript, node.js and socket.io are being used.

    Read the article

  • How do I draw a texture to a MSTerrain object?

    - by Brad
    I'm using Farseer to make a game in XNA and I can't seem to figure this out. I've decided to use MSTerrain for making my game's terrain because I wanted destructible terrain and MSTerrain seemed like the best bet. Unfortunately, I'm stumped on how to actually show the terrain. When I generate the terrain it's visible in debug view, but MSTerrain does not have a Draw method, so I'm wondering how it is supposed to be drawn to the screen? Is it worth pursuing? I'm starting to think that MSTerrain is more trouble than it's worth, is there another better way to do this with bodies?

    Read the article

  • Trying to use stencils in 2D while retaining layer depth

    - by Steve
    This is a screen of what's going on just so you can get a frame of reference. http://i935.photobucket.com/albums/ad199/fobwashed/tilefloors.png The problem I'm running into is that my game is slowing down due to the amount of texture swapping I'm doing during my draw call. Since walls, characters, floors, and all objects are on their respective sprite sheet containing those types, per tile draw, the loaded texture is swapping no less than 3 to 5+ times as it cycles and draws the sprites in order to layer properly. Now, I've tried throwing all common objects together into their respective lists, and then using layerDepth drawing them that way which makes things a lot better, but the new problem I'm running into has to do with the way my doors/windows are drawn on walls. Namely, I was using stencils to clear out a block on the walls that are drawn in the shape of the door/window so that when the wall would draw, it would have a door/window sized hole in it. This is the way my draw was set up for walls when I was going tile by tile rather than grouped up common objects. first it would check to see if a door/window was on this wall. If not, it'd skip all the steps and just draw normally. Otherwise end the current spriteBatch Clear the buffers with a transparent color to preserve what was already drawn start a new spritebatch with stencil settings draw the door area end the spriteBatch start a new spritebatch that takes into account the previously set stencil draw the wall which will now be drawn with a hole in it end that spritebatch start a new spritebatch with the normal settings to continue drawing tiles In the tile by tile draw, clearing the depth/stencil buffers didn't matter since I wasn't using any layerDepth to organize what draws on top of what. Now that I'm drawing from lists of common objects rather than tile by tile, it has sped up my draw call considerably but I can't seem to figure out a way to keep the stencil system to mask out the area a door or window will be drawn into a wall. The root of the problem is that when I end a spriteBatch to change the DepthStencilState, it flattens the current RenderTarget and there is no longer any depth sorting for anything drawn further down the line. This means walls always get drawn on top of everything regardless of depth or positioning in the game world and even on top of each other as the stencil has to happen once for every wall that has a door or window. Does anyone know of a way to get around this? To boil it down, I need a way to draw having things sorted by layer depth while also being able to stencil/mask out portions of specific sprites.

    Read the article

  • Loading Texture2D is extremly slow on XBOX360

    - by AvrDragon
    I have ~100 sprites for each level im my XNA game. On windows it takes ~2 seconds to load them all. Unfortunately on XBOX360 it takes ~30-60 seconds. Am i doing something wrong? Essentially the loading code ist just like this: Texture2D sprite1 = levelContent.Load<Texture2D>("images/level_1/my_sprite_1"); ... Texture2D sprite100 = levelContent.Load<Texture2D>("images/level_1/my_sprite_100"); (i use an own content manager for each level to release all level-specific textures at once) Of course i can reduse the ammount of sprites using a spritesheet, but it's extremly painfull for me now. Do i have a better option? And just curious - why is there such huge difference in image loading time?

    Read the article

  • How can I stop my Jitter physics meshes being offset?

    - by ben1066
    I'm developing a C# game engine and have hit a snag trying to add physics. I'm using XNA for graphics and Jitter for physics. I am trying to split the XNA model into it's meshes, then create a ConvexHull for each mesh. I then attempt to combine those into a CompoundObject, this however isn't working and depending upon the model the meshes are offset by different amounts. This is the code I'm currently using and it gives me: Any ideas?

    Read the article

  • Random enemy placement on a 2d grid

    - by Robb
    I want to place my items and enemies randomly (or as randomly as possible). At the moment I use XNA's Random class to generate a number between 800 for X and 600 for Y. It feels like enemies spawn more towards the top of the map than in the middle or bottom. I do not seed the generator, maybe that is something to consider. Are there other techniques described that can improve random enemy placement on a 2d grid?

    Read the article

  • Calculating angle between 2 vectors

    - by Error 454
    I am working on some movement AI where there are no obstacles and movement is restricted to the XY plane. I am calculating 2 vectors: v - the direction of ship 1 w - the vector pointing from the position of ship 1 to ship 2 I am then calculating the angle between these two vectors using the standard formula: arccos( v . w / ( |v| |w| ) ) The problem I'm having is the nature of arccos only returning values between 0 and 180. This makes it impossible to determine whether I should turn left or right to face the other ship. Is there a better way to do this?

    Read the article

  • Memory is full with vertex buffer

    - by Christian Frantz
    I'm having a pretty strange problem that I didn't think I'd run into. I was able to store a 50x50 grid in one vertex buffer finally, in hopes of better performance. Before I had each cube have an individual vertex buffer and with 4 50x50 grids, this slowed down my game tremendously. But it still ran. With 4 50x50 grids with my new code, that's only 4 vertex buffers. With the 4 vertex buffers, I get a memory error. When I load the game with 1 grid, it takes forever to load and with my previous version, it started up right away. So I don't know if I'm storing chunks wrong or what but it stumped me -.- for (int x = 0; x < 50; x++) { for (int z = 0; z < 50; z++) { for (int y = 0; y <= map[x, z]; y++) { SetUpVertices(); SetUpIndices(); cubes.Add(new Cube(device, new Vector3(x, map[x, z] - y, z), grass)); } } } vertexBuffer = new VertexBuffer(device, typeof(VertexPositionTexture), vertices.Count(), BufferUsage.WriteOnly); vertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); indexBuffer = new IndexBuffer(device, typeof(short), indices.Count(), BufferUsage.WriteOnly); indexBuffer.SetData(indices.ToArray()); Thats how theyre stored. The array I'm reading from is a byte array which defines the coordinates of my map. Now with my old version, I used the same loading from an array so that hasn't changed. The only difference is the one vertex buffer instead of 2500 for a 50x50 grid. cubes is just a normal list that holds all my cubes for the vertex buffer. Another thing that just came to mind would be my draw calls. If I'm setting an effect for each cube in my cube list, that's probably going to take a lot of memory. How can I avoid doing this? I need the foreach method to set my cubes to the right position foreach (Cube block in cube.cubes) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(block.cubePosition); effect.World = center * scale * translate; effect.View = cam.view; effect.Projection = cam.proj; effect.FogEnabled = false; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); noc++; }

    Read the article

  • Why is my primitive xna square not drawn/shown?

    - by Mech0z
    I have made this class to draw a rectangle, but I cant get it to be drawn, I have no issues displaying a 3d model created in 3dmax, but shown these primitives seems much harder I use this to create it board = new Board(Vector3.Zero, 1000, 1000, Color.Yellow); And here is the implementation using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Shapes; using Quadro.Models; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Quadro { public class Board : IGraphicObject { //Private Fields private Vector3 modelPosition; private BasicEffect effect; private VertexPositionColor[] vertices; private Matrix rotationMatrix; private GraphicsDevice graphicsDevice; private Matrix cameraProjection; //Constructor public Board(Vector3 position, float length, float width, Color color) { var _color = color; vertices = new VertexPositionColor[6]; vertices[0].Position = new Vector3(position.X, position.Y, position.Z); vertices[1].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[2].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[3].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[4].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[5].Position = new Vector3(position.X + length, position.Y + width, position.Z); for(int i = 0; i < vertices.Length; i++) { vertices[i].Color = color; } initFields(); } private void initFields() { graphicsDevice = SharedGraphicsDeviceManager.Current.GraphicsDevice; effect = new BasicEffect(graphicsDevice); modelPosition = Vector3.Zero; float screenWidth = (float)graphicsDevice.Viewport.Width; float screenHeight = (float)graphicsDevice.Viewport.Height; float aspectRatio = screenWidth / screenHeight; this.cameraProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); this.rotationMatrix = Matrix.Identity; } //Public Methods public void Update(GameTimerEventArgs e) { } public void Draw(Vector3 cameraPosition, GameTimerEventArgs e) { Matrix cameraView = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); effect.World = rotationMatrix * Matrix.CreateTranslation(modelPosition); effect.View = cameraView; effect.Projection = cameraProjection; graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionColor.VertexDeclaration); } } public void Rotate(Matrix rotationMatrix) { this.rotationMatrix = rotationMatrix; } public void Move(Vector3 moveVector) { this.modelPosition += moveVector; } } }

    Read the article

  • webgame engine how does it works

    - by TWCrap
    Hy all, first off all, don't yell that i shouldn't start with it, i just want to know how that works... The thing is, how does the engine of an webgame works. A game like tribalwars, grepolis and forge of empires. How does that keeping alive work. I mean, a user is building an building, and quit the browser... The building is build even when the session of the user is expired. but the points of the user is updated when the building is finished... So how does that works. What do you guys think? do they have some kind of cronjob that is fired every second, and that walks throug the database, and search for finished buildings, and update's the stuff? or do you guys think that they do it difrent?!? I hope that i was clear. -NOTE- i don't need anny code, i'm just intrested in the progress behind the game... Greetingz Marc

    Read the article

  • Java getResourceAsStream as local resource

    - by Dajgoro Labinac
    Before using LWJGL, I used the Graphic method, and there I displayed imageicons, and I had the picture file located in the resources. I used: ImageIcon tcard = new ImageIcon(this.getClass().getResource("RCA.png")); to load the image. Now when I load textures in LWJGL, I have to use absolute paths to locate the file: tcard = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("C:/RCA.png")); I tried Googling, but I didn't find anything helpful. How can I load the image from the local resources like in the first example?

    Read the article

  • How to prevent one account from unlocking products on other devices using Apple StoreKit?

    - by reapz
    We are currently wrapping up a free-to-play game on iOS in which you can purchase non-consumable products. We have been discussing this case internally and are not quite sure what the best practices are as this is our first title. For example, if a user downloads our app, and makes some purchases. These can be restored should the app ever be deleted and reinstalled as long as the user uses the same Apple ID. What is to stop him from making a fake Apple account, purchasing items and then posting this account on the web allowing everyone to get the items for free? That is obviously a worst case situation. But a smaller case would be a user unlocking items for his friends. We do not want this to be an always online game but have considered doing a check on startup if there is internet available. If the currently logged in account doesn't own the products do we lock them again? Probably not because people may simply sign into the device with different Game Center logins at which point we don't want to constantly lock and unlock items. At some point we will be adding multiplayer at which point we can definately do a check with the currently logged in account. This is because A, they will be online when attempting multiplayer, and B, they will want to use their own account for multiplayer. Unfortunately we aren't quite ready for this yet. Has anyone tackled this issue. Are we overthinking here?

    Read the article

  • Mouse pointer position to screen space

    - by Ylisar
    If I have a mouse pointer position in pixels of canvas, I can easily convert it to the -1..1 range for both X & Y by lerping by dividing with canvas dimensions. However, the problem is what I should put in Z & W if I want my screen space position to be on the near plane? The step afterwards would be for me to multiply by the inverse of view-projection to take me to world space, where I easily can construct a ray from the cameras world space position.

    Read the article

  • More smaller maps among which player can travel

    - by davidv
    I am developing 2d game, where maps are tile based, small about 20x20 tiles and player can travel between a lot of maps (in my game rooms) like this. The maps are connected sometimes verticaly and sometimes horizontaly and together they make one big cave. Should I create a class where one 2d array holds all the maps (another 2d arrays), or is there any other way? Whats the most efficient way to create them in this class? Thank you for your help.

    Read the article

  • Pygame - CollideRect - But How Do They Collide?

    - by Chakotay
    I'm having some trouble figuring out how I can handle collisions that are specifically colliding on the top or bottom a rect. How can specify those collisions? Here's a little code snippet to give you an idea of my approach. As it is now it doesn't matter where it collides. # the ball has hit one of the paddles. send it back in another direction. if paddleRect.colliderect(ballRect) or paddle2Rect.colliderect(ballRect): ballHitPaddle.play() if directionOfBall == 'upleft': directionOfBall = 'upright' elif directionOfBall == 'upright': directionOfBall = 'upleft' elif directionOfBall == 'downleft': directionOfBall = 'downright' elif directionOfBall == 'downright': directionOfBall = 'downleft' Thanks in advance. **EDIT** Paddle rect: top ____ | | | | | | Sides | | ---- bottom I need to know if the ball has hit either the top or the bottom.

    Read the article

< Previous Page | 524 525 526 527 528 529 530 531 532 533 534 535  | Next Page >