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  • Best peer-to-peer game architecture

    - by Dejw
    Consider a setup where game clients: have quite small computing resources (mobile devices, smartphones) are all connected to a common router (LAN, hotspot etc) The users want to play a multiplayer game, without an external server. One solution is to host an authoritative server on one phone, which in this case would be also a client. Considering point 1 this solution is not acceptable, since the phone's computing resources are not sufficient. So, I want to design a peer-to-peer architecture that will distribute the game's simulation load among the clients. Because of point 2 the system needn't be complex with regards to optimization; the latency will be very low. Each client can be an authoritative source of data about himself and his immediate environment (for example bullets.) What would be the best approach to designing such an architecture? Are there any known examples of such a LAN-level peer-to-peer protocol? Notes: Some of the problems are addressed here, but the concepts listed there are too high-level for me. Security I know that not having one authoritative server is a security issue, but it is not relevant in this case as I'm willing to trust the clients. Edit: I forgot to mention: it will be a rather fast-paced game (a shooter). Also, I have already read about networking architectures at Gaffer on Games.

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  • openGL managing images, VBOs and shaders

    - by roxlu
    I'm working on a game where I use shaders with vertex attributes (so not immediate mode). I'm drawing lots of images and changing the width/height of the quads I use to draw them a lot. To optimize this it's probably a good idea to have one buffer but then one needs to update the complete buffer when one image changes (or only a part of the buffer using glBufferSubData...) I was just wondering what kind of strategies you guys are using?

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  • Creating an interactive grid for a puzzle game

    - by Noupoi
    I am trying to make a slitherlink game, and am not too sure how to approach creating the game, more specifically the grid structure on which the puzzle will be played on. This is what a empty and completed slitherlink grid would look like: The numbers in the squares are sort of clues and the areas between the dots need to be clickable: I would like to create the game in VB .NET. What data structures should I try to use, and would it be beneficial using any frameworks such as XNA?

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  • Wrong faces culled in OpenGL when drawing a rectangular prism

    - by BadSniper
    I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also when viewing from front and also sometimes when rotating sides are vanishing. Can someone point me in right direction? glPolygonMode(GL_FRONT,GL_LINE); // draw wireframe polygons glColor3f(0,1,0); // set color green glCullFace(GL_BACK); // don't draw back faces glEnable(GL_CULL_FACE); // don't draw back faces glTranslatef(-10, 1, 0); // position glBegin(GL_QUADS); // face 1 glVertex3f(0,-1,0); glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,-1,0); // face 2 glVertex3f(2,-1,2); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(2,5,2); // face 3 glVertex3f(0,5,0); glVertex3f(0,5,2); glVertex3f(2,5,2); glVertex3f(2,5,0); // face 4 glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,5,2); glVertex3f(0,5,2); // face 5 glVertex3f(0,-1,2); glVertex3f(0,-1,0); glVertex3f(0,5,0); glVertex3f(0,5,2); // face 6 glVertex3f(0,-1,0); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(0,5,0); glEnd();

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  • cocos2d/OpenGL multitexturing problem

    - by Gajoo
    I've got a simple shader to test multitextureing the problem is both samplers are using same image as their reference. the shader code is basically just this : vec4 mid = texture2D(u_texture,v_texCoord); float g = texture2D(u_guide,v_guideCoord); gl_FragColor = vec4(g , mid.g,0,1); and this is how I'm calling draw function : int last_State; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_State); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, getTexture()->getName()); glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, mGuideTexture->getName()); ccGLEnableVertexAttribs( kCCVertexAttribFlag_TexCoords |kCCVertexAttribFlag_Position); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, texCoord); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_TEXTURE_2D); I've already check mGuideTexture->getName() and getTexture()->getName() are returning correct textures. but looking at the result I can tell, both samplers are reading from getTexture()->getName(). here are some screen shots showing what is happening : The image rendered Using above codes The image rendered when I change textures passed to samples I'm expecting to see green objects from the first picture with red objects hanging from the top.

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  • Better way to load level content in XNA?

    - by user2002495
    Currently I loaded all my assets in XNA in the main Game class. What I want to achieve later is that I only load specific assets for specific levels (the game will consist of many levels). Here is how I load my main assets into the main class: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); plane = new Player(Content.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; lvl1 = new Level1(Content.Load<Texture2D>(@"Levels/bgLvl1"), Content.Load<Texture2D>(@"Levels/bgLvl1-other"), new Vector2(0, 0), new Vector2(0, -600)); CommonBullet.LoadContent(Content); CommonEnemyBullet.LoadContent(Content); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); plane.Update(gameTime); lvl1.Update(gameTime); foreach (CommonEnemy ce in cel) { if (ce.CollidesWith(plane)) { ce.hasSpawn = false; } foreach (CommonBullet b in plane.commonBulletList) { if (b.CollidesWith(ce)) { ce.hasSpawn = false; } } ce.Update(gameTime); } LoadCommonEnemy(); base.Update(gameTime); } private void LoadCommonEnemy() { int randY = rand.Next(-600, -10); int randX = rand.Next(0, 750); if (cel.Count < 3) { cel.Add(new CommonEnemy(Content.Load<Texture2D>(@"Enemy/Common/commonEnemySprite"), 7, 2, "left", randX, randY)); } for (int i = 0; i < cel.Count; i++) { if (!cel[i].hasSpawn) { cel.RemoveAt(i); i--; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); lvl1.Draw(spriteBatch); plane.Draw(spriteBatch); foreach (CommonEnemy ce in cel) { ce.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } I wish to load my players, enemies, all in Level1 class. However, when I move my player & enemy code into the Level1 class, the gameTime returns null. Here is my Level1 class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Input; using SpaceShooter_Beta.Animation.PlayerCollection; using SpaceShooter_Beta.Animation.EnemyCollection.Common; namespace SpaceShooter_Beta.Levels { public class Level1 { public Texture2D bgTexture1, bgTexture2; public Vector2 bgPos1, bgPos2; public float speed = 5f; Player plane; public Level1(Texture2D texture1, Texture2D texture2, Vector2 pos1, Vector2 pos2) { this.bgTexture1 = texture1; this.bgTexture2 = texture2; this.bgPos1 = pos1; this.bgPos2 = pos2; } public void LoadContent(ContentManager cm) { plane = new Player(cm.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; } public void Draw(SpriteBatch sb) { sb.Draw(bgTexture1, bgPos1, Color.White); sb.Draw(bgTexture2, bgPos2, Color.White); plane.Draw(sb); } public void Update(GameTime gt) { bgPos1.Y += speed; bgPos2.Y += speed; if (bgPos1.Y >= 600) { bgPos1.Y = -600; } if (bgPos2.Y >= 600) { bgPos2.Y = -600; } plane.Update(gt); } } } Of course when I did this, I delete all my player's code in the main Game class. All of that works fine (no errors) except that the game cannot start. The debugger says that plane.Update(gt); in Level 1 class has null GameTime, same thing with the Draw method in the Level class. Please help, I appreciate for the time. [EDIT] I know that using switch in the main class can be a solution. But I prefer a cleaner solution than that, since using switch still means I need to load all the assets through the main class, the code will be A LOT later on for each levels

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  • What is wrong with my game loop/mechanic?

    - by elias94xx
    I'm currently working on a 2d sidescrolling game prototype in HTML5 canvas. My implementations so far include a sprite, vector, loop and ticker class/object. Which can be viewed here: http://elias-schuett.de/apps/_experiments/2d_ssg/js/ So my game essentially works well on todays lowspec PC's and laptops. But it does not on an older win xp machine I own and on my Android 2.3 device. I tend to get ~10 FPS with these devices which results in a too high delta value, which than automaticly gets fixed to 1.0 which results in a slow loop. Now I know for a fact that there is a way to implement a super smooth 60 or 30 FPS loop on both devices. Best example would be: http://playbiolab.com/ I don't need all the chunk and debugging technology impact.js offers. I could even write a super simple game where you just control a damn square and it still wouldn't run on a equally fast 30 or 60 fps. Here is the Loop class/object I'm using. It requires a requestAnimationFrame unify function. Both devices I've tested my game on support requestAnimationFrame, so there is no interval fallback. var Loop = function(callback) { this.fps = null; this.delta = 1; this.lastTime = +new Date; this.callback = callback; this.request = null; }; Loop.prototype.start = function() { var _this = this; this.request = requestAnimationFrame(function(now) { _this.start(); _this.delta = (now - _this.lastTime); _this.fps = 1000/_this.delta; _this.delta = _this.delta / (1000/60) > 2 ? 1 : _this.delta / (1000/60); _this.lastTime = now; _this.callback(); }); }; Loop.prototype.stop = function() { cancelAnimationFrame(this.request); };

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  • Struct Method for Loops Problem

    - by Annalyne
    I have tried numerous times how to make a do-while loop using the float constructor for my code but it seems it does not work properly as I wanted. For summary, I am making a TBRPG in C++ and I encountered few problems. But before that, let me post my code. #include <iostream> #include <string> #include <ctime> #include <cstdlib> using namespace std; int char_level = 1; //the starting level of the character. string town; //town string town_name; //the name of the town the character is in. string charname; //holds the character's name upon the start of the game int gems = 0; //holds the value of the games the character has. const int MAX_ITEMS = 15; //max items the character can carry string inventory [MAX_ITEMS]; //the inventory of the character in game int itemnum = 0; //number of items that the character has. bool GameOver = false; //boolean intended for the game over scr. string monsterTroop [] = {"Slime", "Zombie", "Imp", "Sahaguin, Hounds, Vampire"}; //monster name float monsterTroopHealth [] = {5.0f, 10.0f, 15.0f, 20.0f, 25.0f}; // the health of the monsters int monLifeBox; //life carrier of the game's enemy troops int enemNumber; //enemy number //inventory[itemnum++] = "Sword"; class RPG_Game_Enemy { public: void enemyAppear () { srand(time(0)); enemNumber = 1+(rand()%3); if (enemNumber == 1) cout << monsterTroop[1]; //monster troop 1 else if (enemNumber == 2) cout << monsterTroop[2]; //monster troop 2 else if (enemNumber == 3) cout << monsterTroop[3]; //monster troop 3 else if (enemNumber == 4) cout << monsterTroop[4]; //monster troop 4 } void enemDefeat () { cout << "The foe has been defeated. You are victorious." << endl; } void enemyDies() { //if the enemy dies: //collapse declaration cout << "The foe vanished and you are victorious!" << endl; } }; class RPG_Scene_Battle { public: RPG_Scene_Battle(float ini_health) : health (ini_health){}; float getHealth() { return health; } void setHealth(float rpg_val){ health = rpg_val;}; private: float health; }; //---------------------------------------------------------------// // Conduct Damage for the Scene Battle's Damage //---------------------------------------------------------------// float conductDamage(RPG_Scene_Battle rpg_tr, float damage) { rpg_tr.setHealth(rpg_tr.getHealth() - damage); return rpg_tr.getHealth(); }; // ------------------------------------------------------------- // void RPG_Scene_DisplayItem () { cout << "Items: \n"; for (int i=0; i < itemnum; ++i) cout << inventory[i] <<endl; }; In this code I have so far, the problem I have is the battle scene. For example, the player battles a Ghost with 10 HP, when I use a do while loop to subtract the HP of the character and the enemy, it only deducts once in the do while. Some people said I should use a struct, but I have no idea how to make it. Is there a way someone can display a code how to implement it on my game? Edit: I made the do-while by far like this: do RPG_Scene_Battle (player, 20.0f); RPG_Scene_Battle (enemy, 10.0f); cout << "Battle starts!" <<endl; cout << "You used a blade skill and deducted 2 hit points to the enemy!" conductDamage (enemy, 2.0f); while (enemy!=0) also, I made something like this: #include <iostream> using namespace std; int gems = 0; class Entity { public: Entity(float startingHealth) : health(startingHealth){}; // initialize health float getHealth(){return health;} void setHealth(float value){ health = value;}; private: float health; }; float subtractHealthFrom(Entity& ent, float damage) { ent.setHealth(ent.getHealth() - damage); return ent.getHealth(); }; int main () { Entity character(10.0f); Entity enemy(10.0f); cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; }; Struct method, they say, should solve this problem. How can I continously deduct hp from the enemy? Whenever I deduct something, it would return to its original value -_-

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  • Techniques for separating game model from presentation

    - by liortal
    I am creating a simple 2D game using XNA. The elements that make up the game world are what i refer to as the "model". For instance, in a board game, i would have a GameBoard class that stores information about the board. This information could be things such as: Location Size Details about cells on the board (occupied/not occupied) etc This object should either know how to draw itself, or describe how to draw itself to some other entity (renderer) in order to be displayed. I believe that since the board only contains the data+logic for things regarding it or cells on it, it should not provide the logic of how to draw things (separation of concerns). How can i achieve a good partitioning and easily allow some other entity to draw it properly? My motivations for doing so are: Allow multiple "implementations" of presentation for a single game entity Easier porting to other environments where the presentation code is not available (for example - porting my code to Unity or other game technology that does not rely on XNA).

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  • Multithreading 2D gravity calculations

    - by Postman
    I'm building a space exploration game and I've currently started working on gravity ( In C# with XNA). The gravity still needs tweaking, but before I can do that, I need to address some performance issues with my physics calculations. This is using 100 objects, normally rendering 1000 of them with no physics calculations gets well over 300 FPS (which is my FPS cap), but any more than 10 or so objects brings the game (and the single thread it runs on) to its knees when doing physics calculations. I checked my thread usage and the first thread was killing itself from all the work, so I figured I just needed to do the physics calculation on another thread. However when I try to run the Gravity.cs class's Update method on another thread, even if Gravity's Update method has nothing in it, the game is still down to 2 FPS. Gravity.cs public void Update() { foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { Vector2 Force = new Vector2(); foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { if (e2.Key != e.Key) { float distance = Vector2.Distance(entityEngine.Entities[e.Key].Position, entityEngine.Entities[e2.Key].Position); if (distance > (entityEngine.Entities[e.Key].Texture.Width / 2 + entityEngine.Entities[e2.Key].Texture.Width / 2)) { double angle = Math.Atan2(entityEngine.Entities[e2.Key].Position.Y - entityEngine.Entities[e.Key].Position.Y, entityEngine.Entities[e2.Key].Position.X - entityEngine.Entities[e.Key].Position.X); float mult = 0.1f * (entityEngine.Entities[e.Key].Mass * entityEngine.Entities[e2.Key].Mass) / distance * distance; Vector2 VecForce = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)); VecForce.Normalize(); Force = Vector2.Add(Force, VecForce * mult); } } } entityEngine.Entities[e.Key].Position += Force; } } Yeah, I know. It's a nested foreach loop, but I don't know how else to do the gravity calculation, and this seems to work, it's just so intensive that it needs its own thread. (Even if someone knows a super efficient way to do these calculations, I'd still like to know how I COULD do it on multiple threads instead) EntityEngine.cs (manages an instance of Gravity.cs) public class EntityEngine { public Dictionary<string, Entity> Entities = new Dictionary<string, Entity>(); public Gravity gravity; private Thread T; public EntityEngine() { gravity = new Gravity(this); } public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { Entities[e.Key].Update(); } T = new Thread(new ThreadStart(gravity.Update)); T.IsBackground = true; T.Start(); } } EntityEngine is created in Game1.cs, and its Update() method is called within Game1.cs. I need my physics calculation in Gravity.cs to run every time the game updates, in a separate thread so that the calculation doesn't slow the game down to horribly low (0-2) FPS. How would I go about making this threading work? (any suggestions for an improved Planetary Gravity system are welcome if anyone has them) I'm also not looking for a lesson in why I shouldn't use threading or the dangers of using it incorrectly, I'm looking for a straight answer on how to do it. I've already spent an hour googling this very question with little results that I understood or were helpful. I don't mean to come off rude, but it always seems hard as a programming noob to get a straight meaningful answer, I usually rather get an answer so complex I'd easily be able to solve my issue if I understood it, or someone saying why I shouldn't do what I want to do and offering no alternatives (that are helpful). Thank you for the help!

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  • How to do a multishot in xna?

    - by DeVonte
    I am trying to simulate a gun in which shoots multiple bullets at the same time(similar to a spread out shot). I am thinking I have to create another bullet array then do the same as I have below but in a different direction. Here is what I have so far: foreach (GameObject bullet in bullets) { // Find a bullet that isn't alive if (!bullet.alive) { //And set it to alive bullet.alive = true; if (flip == SpriteEffects.FlipHorizontally) //Facing right { float armCos = (float)Math.Cos(arm.rotation - MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation - MathHelper.PiOver2); // Set the initial position of our bullets at the end of our gun arm // 42 is obtained by taking the width of the Arm_Gun texture / 2 // and subtracting the width of the Bullet texture / 2. ((96/2)=(12/2)) bullet.position = new Vector2( arm.position.X + 42 * armCos, arm.position.Y + 42 * armSin); // And give it a velocity of the direction we're aiming. // Increae/decrease speed by changeing 15.0f bullet.Velocity = new Vector2( (float)Math.Cos(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2), (float)Math.Sin(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2)) * 15.0f; } else //Facing left { float armCos = (float)Math.Cos(arm.rotation + MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation + MathHelper.PiOver2); //Set the initial position of our bullet at the end of our gun arm //42 is obtained be taking the width of the Arm_Gun texture / 2 //and subtracting the width of the Bullet texture / 2. ((96/2)-(12/2)) bullet.position = new Vector2( arm.position.X - 42 * armCos, arm.position.Y - 42 * armSin); //And give it a velocity of the direction we're aiming. //Increase/decrease speed by changing 15.0f bullet.Velocity = new Vector2( -armCos, -armSin) * 15.0f; } return; }// End if }// End foreach

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  • Simple Math Multiplayer game - is Ajax sufficient?

    - by Christian Strang
    I'm planning to create a simple math multiplayer game and I plan to just use Ajax for the server/client communication but I'm not sure if this is sufficient or if I need a socket server. The game will look like this: 2-4 users all get a simple math task (like: "37 + 14") they have to solve it as fast as possible first user who solves it is the winner I will track the time for each user, since the game started, on the client side and everytime a user gives an answer, the answer and the passed time will be send to the server. Additionally I'll add a function which will check every 3 seconds if the other users finished, how much time they needed and who won. Do you think this is possible just using Ajax? What alternatives are there?

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  • Does SFML render graphics outside the window?

    - by ThePlan
    While working on a tile-based map I figured it would be a good idea if I would only render what the player sees on the game window, but then it occurred to me that SFML could already be optimized enough to know when it doesn't have to render those things. Let's say I draw a 30x30 squared maps (A medium one) but the player only sees a bunch of them, not entirely. Would SFML automatically hide what the player doesn't see, or should I hide it myself?

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  • How to break out of if statement

    - by TheBroodian
    I'm not sure if the title is exactly an accurate representation of what I'm actually trying to ask, but that was the best I could think of. I am experiencing an issue with my character class. I have developed a system so that he can perform chain attacks, and something that was important to me was that 1)button presses during the process of an attack wouldn't interrupt the character, and 2) at the same time, button presses should be stored so that the player can smoothly queue up chain attacks in the middle of one so that gameplay doesn't feel rigid or unresponsive. This all begins when the player presses the punch button. Upon pressing the punch button, the game checks the state of the dpad at the moment of the button press, and then translates the resulting combined buttons into an int which I use as an enumerator relating to a punch method for the character. The enumerator is placed into a List so that the next time the character's Update() method is called, it will execute the next punch in the list. It only executes the next punch if my character is flagged with acceptInput as true. All attacks flag acceptInput as false, to prevent the interruption of attacks, and then at the end of an attack, acceptInput is set back to true. While accepting input, all other actions are polled for, i.e. jumping, running, etc. In runtime, if I attack, and then queue up another attack behind it (by pressing forward+punch) I can see the second attack visibly execute, which should flag acceptInput as false, yet it gets interrupted and my character will stop punching and start running if I am still holding down the dpad. Included is some code for context. This is the input region for my character. //Placed this outside the if (acceptInput) tree because I want it //to be taken into account whether we are accepting input or not. //This will queue up attacks, which will only be executed if we are accepting input. //This creates a desired effect that helps control the character in a // smoother fashion for the player. if (Input.justPressed(buttonManager.Punch)) { int dpadPressed = Input.DpadState(0); if (attackBuffer.Count() < 1) { attackBuffer.Add(CheckPunch(dpadPressed)); } else { attackBuffer.Clear(); attackBuffer.Add(CheckPunch(dpadPressed)); } } if (acceptInput) { if (attackBuffer.Count() > 0) { ExecutePunch(attackBuffer[0]); attackBuffer.RemoveAt(0); } //If D-Pad left is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Left)) { flipped = false; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X - acceleration, velocity.Y); if (walking == true && velocity.X <= -walkSpeed) { velocity.X = -walkSpeed; } else if (walking == false && velocity.X <= -maxSpeed) { velocity.X = -maxSpeed; } } //If D-Pad right is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Right)) { flipped = true; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X + acceleration, velocity.Y); if (walking == true && velocity.X >= walkSpeed) { velocity.X = walkSpeed; } else if (walking == false && velocity.X >= maxSpeed) { velocity.X = maxSpeed; } } //If jump/accept button is pressed. if (Input.justPressed(buttonManager.JumpAccept)) { if (onGround) { Jump(); } } //If toggle element next button is pressed. if (Input.justPressed(buttonManager.ToggleElementNext)) { if (elements.Count != 0) { elementInUse++; if (elementInUse >= elements.Count) { elementInUse = 0; } } } //If toggle element last button is pressed. if (Input.justPressed(buttonManager.ToggleElementLast)) { if (elements.Count != 0) { elementInUse--; if (elementInUse < 0) { elementInUse = Convert.ToSByte(elements.Count() - 1); } } } //If character is in the process of jumping. if (jumping == true) { if (Input.heldDown(buttonManager.JumpAccept)) { velocity.Y -= fallSpeed.Y; maxJumpTime -= elapsed; } if (Input.justReleased(buttonManager.JumpAccept) || maxJumpTime <= 0) { jumping = false; maxJumpTime = 0; } } //Won't execute abilities if input isn't being accepted. foreach (PlayerAbility ability in playerAbilities) { if (buffer.Matches(ability)) { if (onGround) { ability.Activate(); } if (!onGround && ability.UsableInAir) { ability.Activate(); } else if (!onGround && !ability.UsableInAir) { buffer.Clear(); } } } } When the attackBuffer calls ExecutePunch(int) method, ExecutePunch() will call one of the following methods: private void NeutralPunch1() //0 { acceptInput = false; busy = true; newAnimation = "punch1"; numberOfAttacks++; timeSinceLastAttack = 0; } private void ForwardPunch2(bool toLeft) //true == 7, false == 4 { forwardPunch2Timer = 0f; acceptInput = false; busy = true; newAnimation = "punch2begin"; numberOfAttacks++; timeSinceLastAttack = 0; if (toLeft) { velocity.X -= 800; } if (!toLeft) { velocity.X += 800; } } I assume the attack is being interrupted due to the fact that ExecutePunch() is in the same if statement as running, but I haven't been able to find a suitable way to stop this happening. Thank you ahead of time for reading this, I apologize for it having become so long winded.

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  • OpenGL VertexBuffer won'e render in GLFW3

    - by sm81095
    So I have started to try to learn OpenGL, and I decided to use GLFW to assist in window creation. The problem is, since GLFW3 is so new, there are no tutorials on it yet and how to use it with modern OpenGL (3.3, specifically). Using the GLFW3 tutorial found on the website, which uses older OpenGL rendering (glBegin(GL_TRIANGLES), glVertex3f()), and such, I can get a triangle to render to the screen. The problem is, using new OpenGL, I can't get the same triangle to render to the screen. I am new to OpenGL, and GLFW3 is new to most people, so I may be completely missing something obvious, but here is my code: static const GLuint g_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; int main(void) { GLFWwindow* window; if(!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW."); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(800, 600, "Test Window", NULL, NULL); if(!window) { glfwTerminate(); fprintf(stderr, "Failed to create a GLFW window"); return -1; } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; GLenum err = glewInit(); if(err != GLEW_OK) { glfwTerminate(); fprintf(stderr, "Failed to initialize GLEW"); fprintf(stderr, (char*)glewGetErrorString(err)); return -1; } GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); GLuint programID = LoadShaders("SimpleVertexShader.glsl", "SimpleFragmentShader.glsl"); GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); while(!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteBuffers(1, &vertexBuffer); glDeleteProgram(programID); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); } I know it is not my shaders, they are super simple and I've checked them against GLFW 2.7 so I know that they work. I'm assuming that I've missed something crucial to using the OpenGL context with GLFW3, so any help locating the problem would be greatly appreciated.

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  • projected textures not appear on the "back" of the mesh as well?

    - by user975135
    I want to create blood wounds on my character's bodies by using projected textures. I've watched some commentaries on games like Left 4 Dead and they say they use projected textures for the blood. But the way projected textures work is that if you project a texture on a rigged character, say his chest, it will also appear on his back. So what's the trick? How to get projected textures appear only on one "side" of the mesh? I use the Panda3D game engine, if that will help.

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  • AI to move custom-shaped spaceships (shape affecting movement behaviour)

    - by kaoD
    I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set the question. What I aim for is the ability to create your own fleet of ships with custom shapes and attached modules (propellers, tractor beams...) which would give advantages and disadvantages to each ship, so you have lots of different fleet distributions. E.g., long ship with two propellers at the side would let the ship spin around that plane easily, bigger ships would move slowly unless you place lots of propellers at the back (therefore spending more "construction" points and energy when moving, and it will only move fast towards that direction.) I plan to balance all the game around this feature. The game would revolve around two phases: orders and combat phase. During the orders phase, you command the different ships. When all players finish the order phase, the combat phase begins and the ship orders get resolved in real-time for some time, then the action pauses and there's a new orders phase. The problem comes when I think about player input. To move a ship, you need to turn on or off different propellers if you want to steer, travel forward, brake, rotate in place... These propellers don't have to work at their whole power, so you can achieve more movement combinations with less propellers. I think this approach is a bit boring. The player doesn't want to fiddle with motors or anything, you just want to MOVE and KILL. The way I intend the player to give orders to these ships is by a destination and a rotation, and then the AI would calculate the correct propeller power to achive that movement and rotation. Propulsion doesn't have to be the same throught the entire turn calculation (after the orders have been given) so it would be cool if the ships reacted as they move, adjusting the power of the propellers for their needs dynamically, but it may be too hard to implement and it's not really needed for the game to work. In both cases, how would that AI decide which propellers to activate for the best (or at least not worst) trajectory to be achieved? I though about some approaches: Learning AI: The ship types would learn about their movement by trial and error, adjusting their behaviour with more uses, and finally becoming "smart". I don't want to get involved THAT far in AI coding, and I think it can be frustrating for the player (even if you can let it learn without playing.) Pre-calculated timestep movement: Upon ship creation, ALL possible movements are calculated for each propeller configuration and power for a given delta-time. Memory intensive, ugly, bad. Pre-calculated trajectories: The same as above but not for each delta-time but the whole trajectory, which would then be fitted as much as possible. Requires a fixed propeller configuration for the whole combat phase and is still memory intensive, ugly and bad. Continuous brute forcing: The AI continously checks ALL possible propeller configurations throughout the entire combat phase, precalculates a few time steps and decides which is the best one based on that. Con: what's good now might not be that good later, and it's too CPU intensive, ugly, and bad too. Single brute forcing: Same as above, but only brute forcing at the beginning of the simulation, so it needs constant propeller configuration throughout the entire combat phase. Coninuous angle check: This is not a full movement method, but maybe a way to discard "stupid" propeller configurations. Given the current propeller's normal vector and the final one, you can approximate the power needed for the propeller based on the angle. You must do this continuously throughout the whole combat phase. I figured this one out recently so I didn't put in too much thought. A priori, it has the "what's good now might not be that good later" drawback too, and it doesn't care about the other propellers which may act together to make a better propelling configuration. I'm really stuck here. Any ideas?

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  • How to scroll hex tiles?

    - by Chris Evans
    I don't seem to be able to find an answer to this one. I have a map of hex tiles. I wish to implement scrolling. Code at present: drawTilemap = function() { actualX = Math.floor(viewportX / hexWidth); actualY = Math.floor(viewportY / hexHeight); offsetX = -(viewportX - (actualX * hexWidth)); offsetY = -(viewportY - (actualY * hexHeight)); for(i = 0; i < (10); i++) { for(j = 0; j < 10; j++) { if(i % 2 == 0) { x = (hexOffsetX * i) + offsetX; y = j * sourceHeight; } else { x = (hexOffsetX * i) + offsetX; y = hexOffsetY + (j * sourceHeight); } var tileselected = mapone[actualX + i][j]; drawTile(x, y, tileselected); } } } The code I've written so far only handles X movement. It doesn't yet work the way it should do. If you look at my example on jsfiddle.net below you will see that when moving to the right, when you get to the next hex tile along, there is a problem with the X position and calculations that have taken place. It seems it is a simple bit of maths that is missing. Unfortunately I've been unable to find an example that includes scrolling yet. http://jsfiddle.net/hd87E/1/ Make sure there is no horizontal scroll bar then trying moving right using the - right arrow on the keyboard. You will see the problem as you reach the end of the first tile. Apologies for the horrid code, I'm learning! Cheers

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  • 2-d lighting day/night cycle

    - by Richard
    Off the back of this post in which I asked two questions and received one answer, which I accepted as a valid answer. I have decided to re-ask the outstanding question. I have implemented light points with shadow casting as shown here but I would like an overall map light with no point/light source. The map setup is a top-down 2-d 50X50 pixel grid. How would I go about implementing a day/night cycle lighting across a map?

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  • Unity 3D - Error BCE0019 , " 'paused' is not a member of PauseScript"

    - by user3666251
    I am trying to make a game for Android in Unity. Came to the part where I have to make a pause menu option. Made a GUITexture and placed it on the top right side of the screen then I attached this script to it : #pragma strict function OnMouseDown(){ this.paused = !this.paused; } function OnGUI(){ if(this.paused){ if (GUI.Button(Rect(10,10,100,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); } // Insert the rest of the pause menu logic } } It gives me this error : "Assets/Scripts/PauseScript.js(4,10): BCE0019: 'paused' is not a member of 'PauseScript'. " "PauseScript" is the name of my pause script. Thank you.

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  • Xna, after mouse click cpu usage goes 100%

    - by kosnkov
    Hi i have following code and it is enough just if i click on blue window then cpu goes to 100% for like at least one minute even with my i7 4 cores. I just check even with empty project and is the same !!! public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; private Texture2D cursorTex; private Vector2 cursorPos; GraphicsDevice device; float xPosition; float yPosition; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { Viewport vp = GraphicsDevice.Viewport; xPosition = vp.X + (vp.Width / 2); yPosition = vp.Y + (vp.Height / 2); device = graphics.GraphicsDevice; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); cursorTex = Content.Load<Texture2D>("strzalka"); } protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(cursorTex, cursorPos, Color.White); spriteBatch.End(); base.Draw(gameTime); } }

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  • Super-quick MIDI generator with nonrestrictive license?

    - by Ricket
    I'm working on my Ludum Dare entry and trying to figure out how in the world I'm ever going to get background music. I found WolframTones, but the license is too restrictive: Unless otherwise specified, this Site and content presented on this Site are for your personal and noncommercial use. You may not modify, copy, distribute, transmit, display, perform, reproduce, publish, license, create derivative works from, transfer, or sell any information or content obtained from this Site. For commercial and other uses, contact us. But I really like the interface! It's a lot like sfxr - click a genre and download a song. That's so cool. Is there another program that does this same sort of thing but without a restrictive license, so that I can generate a bgm and use it in my game?

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  • How do produce a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • OpenGL quake 3 shader file for objects (for trees)

    - by mlodziaszka
    I decided to add to my game few trees, I already quake 3 model loader (md3) its for characters and method for texture drawing is store in *.ini file. I found a package of trees in MD3 and I have no problem with loading model alone, but there is a *.shader file and i have no idea how to load it to draw texture properly. Tree pack: http://www.custommapmakers.org/wiki/index.php/Models:GR_Trees_set I do not have to use exactly this format, I can write another loader, but trees in *.obj or .3ds look even harder

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