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  • Space Invaders-type game: Keeping the enemies aligned with each other as they turn around?

    - by CorundumGames
    OK, so here's the lowdown of the problem I'm trying to solve. I'm developing a game in PyGame that's a cross between Space Invaders and Columns. I'm trying to make the motion of the enemies similar to that of the aliens in Space Invaders; that is, they're all clustered in a grid, and if even one hits the side of the screen, the entire formation moves down and turns around. However, the motion of these aliens is continuous (as continuous as a monitor can be, anyway), not on a discrete grid like in the original. The enemies are instances of an Enemy class, and in turn they're held by a 2D array in a enemysquadron module (which, if you don't use Python, is in this case essentially a singleton due to the way Python modules work). Inside the Enemy class I have a class-scope velocity vector that is reversed every time an Enemy object touches the edge of the screen. This won't do, though, because as time goes on the enemies just become disorganized and jumbled (i.e. not in a grid as planned). I haven't implemented the Enemies going downward yet, so let's not worry about that right now. Any tips?

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  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

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  • Understanding implementation of glu.PickMatrix()

    - by stoney78us
    I am working on an OpenGL project which requires object selection feature. I use OpenTK framework to do this; however OpenTK doesn't support glu.PickMatrix() method to define the picking region. I ended up googling its implementation and here is what i got: void GluPickMatrix(double x, double y, double deltax, double deltay, int[] viewport) { if (deltax <= 0 || deltay <= 0) { return; } GL.Translate((viewport[2] - 2 * (x - viewport[0])) / deltax, (viewport[3] - 2 * (y - viewport[1])) / deltay, 0); GL.Scale(viewport[2] / deltax, viewport[3] / deltay, 1.0); } I totally fail to understand this piece of code. Moreover, this doesn't work with my following code sample: //selectbuffer private int[] _selectBuffer = new int[512]; private void Init() { float[] triangleVertices = new float[] { 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f }; float[] _triangleColors = new float[] { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; GL.GenBuffers(2, _vBO); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleVertices.Length), _triangleVertices, BufferUsageHint.StaticDraw); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[1]); GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * _triangleColors.Length), _triangleColors, BufferUsageHint.StaticDraw); GL.ColorPointer(3, ColorPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); //Selectbuffer set up GL.SelectBuffer(512, _selectBuffer); } private void glControlWindow_Paint(object sender, PaintEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); float[] eyes = { 0.0f, 0.0f, -10.0f }; float[] target = { 0.0f, 0.0f, 0.0f }; Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); //45 degree = 0.785398163 rads Matrix4 view = Matrix4.LookAt(eyes[0], eyes[1], eyes[2], target[0], target[1], target[2], 0, 1, 0); Matrix4 model = Matrix4.Identity; Matrix4 MV = view * model; //First Clear Buffers GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.DepthBufferBit); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.LoadMatrix(ref MV); GL.Viewport(0, 0, glControlWindow.Width, glControlWindow.Height); GL.Enable(EnableCap.DepthTest); //Enable correct Z Drawings GL.DepthFunc(DepthFunction.Less); //Enable correct Z Drawings GL.MatrixMode(MatrixMode.Modelview); GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); DrawTriangle(); GL.PopMatrix(); //Finally... GraphicsContext.CurrentContext.VSync = true; //Caps frame rate as to not over run GPU glControlWindow.SwapBuffers(); //Takes from the 'GL' and puts into control } private void DrawTriangle() { GL.BindBuffer(BufferTarget.ArrayBuffer, _vBO[0]); GL.VertexPointer(3, VertexPointerType.Float, 0, 0); GL.EnableClientState(ArrayCap.VertexArray); GL.DrawArrays(BeginMode.Triangles, 0, 3); GL.DisableClientState(ArrayCap.VertexArray); } //mouse click event implementation private void glControlWindow_MouseClick(object sender, System.Windows.Forms.MouseEventArgs e) { //Enter Select mode. Pretend drawing. GL.RenderMode(RenderingMode.Select); int[] viewport = new int[4]; GL.GetInteger(GetPName.Viewport, viewport); GL.PushMatrix(); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GluPickMatrix(e.X, e.Y, 5, 5, viewport); Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView(0.785398163f, 4.0f / 3.0f, 0.1f, 100f); // this projection matrix is the same as one in glControlWindow_Paint method. GL.LoadMatrix(ref projection); GL.MatrixMode(MatrixMode.Modelview); int i = 0; int hits; GL.PushMatrix(); GL.Translate(3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); i++; GL.PushMatrix(); GL.Translate(-3.0f, 0.0f, 0.0f); GL.PushName(i); DrawTriangle(); GL.PopName(); GL.PopMatrix(); hits = GL.RenderMode(RenderingMode.Render); .....hits processing code goes here... GL.PopMatrix(); glControlWindow.Invalidate(); } I expect to get only one hit everytime i click inside a triangle, but i always get 2 no matter where i click. I suspect there is something wrong with the implementation of the GluPickMatrix, I haven't figured out yet.

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  • What kind of graphics would you like better? [ pictures ] [closed]

    - by Roger Travis
    I am looking forward to make an android game, something angrybirds style. I've already made my own engine and now have to decide what kind of graphics should I make. It could be either realistic, like that or a doodle-style like this Right now the first one looks more appealing to me... on the other hand, doodle-graphics are very easy to draw and their transparency doesn't seem to slow down the engine much. What do you think?

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  • XNA WP7 Texture memory and ContentManager

    - by jlongstreet
    I'm trying to get my WP7 XNA game's memory under control and under the 90MB limit for submission. One target I identified was UI textures, especially fullscreen ones, that would never get unloaded. So I moved UI texture loads to their own ContentManager so I can unload them. However, this doesn't seem to affect the value of Microsoft.Phone.Info.DeviceExtendedProperties.GetValue("ApplicationCurrentMemoryUsage"), so it doesn't look like the memory is actually being released. Example: splash screens. In Game.LoadContent(): Application.Instance.SetContentManager("UI"); // set the current content manager for (int i = 0; i < mSplashTextures.Length; ++i) { // load the splash textures mSplashTextures[i] = Application.Instance.Content.Load<Texture2D>(msSplashTextureNames[i]); } // set the content manager back to the global one Application.Instance.SetContentManager("Global"); When the initial load is done and the title screen starts, I do: Application.Instance.GetContentManager("UI").Unload(); The three textures take about 6.5 MB of memory. Before unloading the UI ContentManager, I see that ApplicationCurrentMemoryUsage is at 34.29 MB. After unloading the ContentManager (and doing a full GC.Collect()), it's still at 34.29 MB. But after that, I load another fullscreen texture (for the title screen background) and memory usage still doesn't change. Could it be keeping the memory for these textures allocated and reusing it? edit: very simple test: protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); PrintMemUsage("Before texture load: "); // TODO: use this.Content to load your game content here red = this.Content.Load<Texture2D>("Untitled"); PrintMemUsage("After texture load: "); } private void PrintMemUsage(string tag) { Debug.WriteLine(tag + Microsoft.Phone.Info.DeviceExtendedProperties.GetValue("ApplicationCurrentMemoryUsage")); } protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here if (count++ == 100) { GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("Before CM unload: "); this.Content.Dispose(); GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("After CM unload: "); red = null; spriteBatch.Dispose(); GC.Collect(); GC.WaitForPendingFinalizers(); PrintMemUsage("After SpriteBatch Dispose(): "); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here if (red != null) { spriteBatch.Begin(); spriteBatch.Draw(red, new Vector2(0,0), Color.White); spriteBatch.End(); } base.Draw(gameTime); } This prints something like (it changes every time): Before texture load: 7532544 After texture load: 10727424 Before CM unload: 9875456 After CM unload: 9953280 After SpriteBatch Dispose(): 9953280

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  • 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.

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  • Android Array Lag?

    - by Mike
    I am making a platform game for Android. It is sort of a tile based game. I added bullets and enemies with AI and a bunch of tile types. I created a simple map with no Enemies. Everything was running well and smooth until I shot a bunch of bullets randomly everywhere. A couple of hundreds of bullets later, the FPS lowered. I made a test to find out if the bullets were the problem so I made another simple map with just a tile to stand on and left it for a while. Minutes later, I played around with it a bit to check if the FPS changed and it didnt. I reloaded the same map and shot a lot of bullets. Minutes later, the FPS was visibly lower even after the number of bullets were zero. Points to note: Programmed FPS is 30 Tested on a Samsung Galaxy Y and Samsung Galaxy W Any tile, enemy, bullet that is off screen is not drawn to prevent lag Bullets collide with Tiles (if they dont collide with in 450 frames, they are removed from the array) I used List bullets = new ListArray(); I used bullets.add(new Bullet(x, y, params...)); I used for(...){ if(...){ bullets.remove(i); } } Code for bullet: private void drawBullets(Canvas canvas) { for (int i = 0; i < bullets.size(); i++) { Bullet b = bullets.get(i); b.update(canvas); //updates physics if (b.t > blm) { //if the bullet is past its expiry bullets.remove(i); i--; } else { if (svx((b.x)) > 0 && svx(b.x) < width && svy((b.y)) > 0 && svy(b.y) < height) { // if bullet is not off screen b.draw(canvas); // draw the bullet } } } } I tried searching for solutions and references but I have no luck. I'm guessing that the lag has something to do with the Array and the Bullets or Classes that I've loaded? I'm not sure! Someone please help! Thanks in advance! :)

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  • Is it possible to programmatically prevent a game from pausing when its window loses focus?

    - by user836045
    I'm playing Skyrim in windowed mode and I am trying to create a bot for this game for personal use. I would like to have the bot play the game in the background, while I do other things, the only problem is that the game window pauses when it loses focus. Is there a way to make the Skyrim process think that it still has the focus, so it continues to run while I do something else on another window? I'm not a windows programming expert but would this be possible if I could somehow intercept the message that says unfocused or minimized to the process, and thus let the process think its still focused? I think Skyrim uses directx, so is it possible to come up with a solution from that end?

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  • Drawing Shape in DebugView (Farseer)

    - by keyvan kazemi
    As the title says, I need to draw a shape/polygon in Farseer using debugview. I have this piece of code which converts a Texture to polygon: //load texture that will represent the tray trayTexture = Content.Load<Texture2D>("tray"); //Create an array to hold the data from the texture uint[] data = new uint[trayTexture.Width * trayTexture.Height]; //Transfer the texture data to the array trayTexture.GetData(data); //Find the vertices that makes up the outline of the shape in the texture Vertices verts = PolygonTools.CreatePolygon(data, trayTexture.Width, false); //Since it is a concave polygon, we need to partition it into several smaller convex polygons _list = BayazitDecomposer.ConvexPartition(verts); Vector2 vertScale = new Vector2(ConvertUnits.ToSimUnits(1)); foreach (Vertices verti in _list) { verti.Scale(ref vertScale); } tray = BodyFactory.CreateCompoundPolygon(MyWorld, _list, 10); Now in DebugView I guess I have to use "DrawShape" method which requires: DrawShape(Fixture fixture, Transform xf, Color color) My question is how can I get the variables needed for this method, namely Fixture and Transform?

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  • Spawning bullets on command in Box2D

    - by recharge330
    I'm making a simple bullet hell game but I can't figure out how to get my character to shoot. Lets say I have bulletBody and shipBody, how would I continually spawn bulletBodies using the shipBody coordinates. I've tried a function that uses an array of b2bodies and just assigns them the bodydef and fixture but that causes the game to crash. C++ sample code would be best but any help is appreciated. EDIT: It looks like any reference to my b2World in a function will cause the game to crash. How do I declare the bodies without using a b2World as an argument in the function.

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  • When to use Euler vs Axis angles vs Quaternions?

    - by manning18
    I understand the theory behind each but I was wondering if people could share their experiences in when one would use one over the other For instance, if you were implementing a chase camera, a FPS-style mouse look or writing some kinematic routine, what would be the factors you consider to go with one type over the other and when might you need to convert from one form of representation to the other? Are there certain things that only one system can do that the others can't? (eg smooth interpolation with quaternions)

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  • What should I do if my text exceeds my text render target boundaries?

    - by user1423893
    I have a method for drawing strings in 3D that does the following: Set a render target Draw each character as a quadrangle using a orthographic projection to the render target Unset the render target Draw the render target texture using a perspective projection and a world transform My problem is how to deal with strings whose characters length exceeds that of the render target dimensions? For example if I have string "This is a reallllllllllly long string" and the render target can't accommodate it, it will only capture "This is a realllll". The render target (and its size) could be set each frame but wouldn't that be far too costly?

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  • 3D array in a 2D array

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages.

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  • Question about creating a sprite based 2-D Side Scroller with scaling/zooming

    - by Arthur
    I'm just wondering if anyone can offer any advice on how best to go about creating a 2-D game with zooming/scaling features akin to the early Samurai Showdown games. In this case it would be a side scroller a la Metal Slug, the zooming would come in as more enemy sprites entered the screen, or when facing a large sized boss. A feature that would be both cosmetic as well as functional to the game. I've done some reading and noticed a few suggestions that included drawing different sized sprites, a standard size and zoomed out size. Any thoughts? Thanks for your time.

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  • Rotate a vector relative to itself

    - by Paul Manta
    I have a plane defined by transform.forward and transform.right, with 0 degrees corresponding to the forward vector and positive 90 degrees to the right vector. How can I create a third vector rotated in this plane. A rotation of 0 degrees would mean the vector is identical to transform.forward, a rotation of 30 degrees would mean it forms a 30 degree angle with the forward vector. In other words, I want to rotate the forward vector relative to itself, in the plane it defines with the right vector.

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  • How to prioritize related game entity components?

    - by Paul Manta
    I want to make a game where you have to run over a bunch of zombies with your car. When moving around, the zombies have a few things to take into consideration: When there's no player around they might just roam about randomly. And even when some other component dictates a specific direction, they should wobble to the left and right randomly (like drunk people). This implies a small, random, deviation in their movement. They should avoid static obstacles. When they see they are headed towards a wall, they should reorient themselves. They should avoid the car. They should try to predict where the car will be based on its velocity and try to move out of the way. When they can, they should try to get near the player. All these types of decisions they have to do seem like they should be implemented in different components. But how should I manage them? How can I give different components different weights that reflect the importance of each decision (in a given situation)? I would need some other component that acts as a manager, but do you have any tips on how I should implement it? Or maybe there's a better solution?...

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  • XNA - 3D AABB collision detection and response

    - by fastinvsqrt
    I've been fiddling around with 3D AABB collision in my voxel engine for the last couple of days, and every method I've come up with thus far has been almost correct, but each one never quite worked exactly the way I hoped it would. Currently what I do is get two bounding boxes for my entity, one modified by the X translation component and the other by the Z component, and check if each collides with any of the surrounding chunks (chunks have their own octrees that are populated only with blocks that support collision). If there is a collision, then I cast out rays into that chunk to get the shortest collision distance, and set the translation component to that distance if the component is greater than the distance. The problem is that sometimes collisions aren't even registered. Here's a video on YouTube that I created showing what I mean. I suspect the problem may be with the rays that I cast to get the collision distance not being where I think they are, but I'm not entirely sure what would be wrong with them if they are indeed the problem. Here is my code for collision detection and response in the X direction (the Z direction is basically the same): // create the XZ offset vector Vector3 offsXZ = new Vector3( ( _translation.X > 0.0f ) ? SizeX / 2.0f : ( _translation.X < 0.0f ) ? -SizeX / 2.0f : 0.0f, 0.0f, ( _translation.Z > 0.0f ) ? SizeZ / 2.0f : ( _translation.Z < 0.0f ) ? -SizeZ / 2.0f : 0.0f ); // X physics BoundingBox boxx = GetBounds( _translation.X, 0.0f, 0.0f ); if ( _translation.X > 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Right, offsXZ ) - 0.0001f; if ( dist < _translation.X ) { _translation.X = dist; } } } } else if ( _translation.X < 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Left, offsXZ ) - 0.0001f; if ( dist < -_translation.X ) { _translation.X = -dist; } } } } And here is my implementation for GetShortestCollisionDistance: private float GetShortestCollisionDistance( Chunk chunk, Vector3 rayDir, Vector3 offs ) { int startY = (int)( -SizeY / 2.0f ); int endY = (int)( SizeY / 2.0f ); int incY = (int)Cube.Size; float dist = Chunk.Size; for ( int y = startY; y <= endY; y += incY ) { // Position is the center of the entity's bounding box Ray ray = new Ray( new Vector3( Position.X + offs.X, Position.Y + offs.Y + y, Position.Z + offs.Z ), rayDir ); // Chunk.GetIntersections(Ray) returns Dictionary<Block, float?> foreach ( var pair in chunk.GetIntersections( ray ) ) { if ( pair.Value.HasValue && pair.Value.Value < dist ) { dist = pair.Value.Value; } } } return dist; } I realize some of this code can be consolidated to help with speed, but my main concern right now is to get this bit of physics programming to actually work.

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  • Continuous Integration, what are the strategies to manage binary content?

    - by sebas
    Currently we are testing various configurations between Feature Branching and CI with Feature toggling. I can see there are several viable options out there for the code, but I also know that CI totally relies on the possibility to merge the code. So I wonder, how do you manage CI with binary data, like art assets? I can also see another problem: all the code can be tested before to commit, I can even validate the data before to commit, but how can I test the art?! Should I use another methodology for art content?

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  • More efficient in range checking

    - by Mob
    I am going to use a specific example in my question, but overall it is pretty general. I use java and libgdx. I have a ship that moves through space. In space there is debris that the ship can tractor beam in and and harvest. Debris is stored in a list, and the object contains it own x and y values. So currently there is no way to to find the debris's location without first looking at the debris object. Now at any given time there can be a huge (1000+) amount of debris in space, and I figure that calculating the distance between the ship and every single piece of debris and comparing it to maximum tractor beam length is rather inefficient. I have thought of dividing space into sectors, and have each sector contain a list of every object in it. This way I could only check nearby sectors. However this essentially doubles memory for the list. (I would reference the same object so it wouldn't double overall. I am not CS major, but I doubt this would be hugely significant.) This also means anytime an object moves it has to calculate which sector it is in, again not a huge problem. I also don't know if I can use some sort of 2D MAP that uses x and y values as keys. But since I am using float locations this sounds more trouble than its worth. I am kind of new to programming games, and I imagined there would be some eloquent solution to this issue.

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  • What is the most efficient way to add and remove Slick2D sprites?

    - by kirchhoff
    I'm making a game in Java with Slick2D and I want to create planes which shoots: int maxBullets = 40; static int bullet = 0; Missile missile[] = new Missile[maxBullets]; I want to create/move my missiles in the most efficient way, I would appreciate your advise: public void shoot() throws SlickException{ if(bullet<maxBullets){ if(missile[bullet] != null){ missile[bullet].resetLocation(plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); }else{ missile[bullet] = new Missile("resources/missile.png", plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); } }else{ bullet = 0; missile[bullet].resetLocation(plane.getCenterX(), plane.getCenterY(), plane.image.getRotation()); } bullet++; } I created the method resetLocation in my Missile class in order to avoid loading again the resource. Is it correct? In the update method I've got this to move all the missiles: if(bullet > 0 && bullet < maxBullets){ float hyp = 0.4f * delta; if(bullet == 1){ missile[0].move(hyp); }else{ for(int x = 0; x<bullet; x++){ missile[x].move(hyp); } } }

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  • Is it a good idea to make a game for one aspect ratio and arbitrary screen resolution?

    - by Mimars
    After several very small games I have decided to make something more standalone (2D) and playable. However, I have met the problem of every game that is going to be played in more screen resolutions. Basically, after some research I see that there are several solutions. This seems to be the simplest one: Let's say I define a constant aspect ratio for the game (16:9) and the whole game will be created for a resolution 1680 x 1050. The game will be rendered in this resolution and then I will be able to scale the render to match the player's display resolution. Therefore the game might be playable on almost any resolution, while it would keep the aspect ratio. So, if the game was run on 4:3 display, the top and the bottom of the display would be filled with black color. It seems easy, but my question is - Is this a good approach for a simple game? The game will be simple, but I want to maintain high quality.

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  • Complex event system for DungeonKeeper like game

    - by paul424
    I am working on opensource GPL3 game. http://opendungeons.sourceforge.net/ , new coders would be welcome. Now there's design question regarding Event System: We want to improve the game logic, that is program a new event system. I will just repost what's settled up already on http://forum.freegamedev.net/viewtopic.php?f=45&t=3033. From the discussion came the idea of the Publisher / Subscriber pattern + "domains": My current idea is to use the subscirbers / publishers model. Its similar to Observable pattern, but instead one subscribes to Events types, not Object's Events. For each Event would like to have both static and dynamic type. Static that is its's type would be resolved by belonging to the proper inherited class from Event. That is from Event we would have EventTile, EventCreature, EvenMapLoader, EventGameMap etc. From that there are of course subtypes like EventCreature would be EventKobold, EventKnight, EventTentacle etc. The listeners would collect the event from publishers, and send them subcribers , each of them would be a global singleton. The Listeners type hierachy would exactly mirror the type hierarchy of Events. In each constructor of Event type, the created instance would notify the proper listeners. That is when calling EventKnight the proper ctor would notify the Listeners : EventListener, CreatureLisener and KnightListener. The default action for an listner would be to notify all subscribers, but there would be some exceptions , like EventAttack would notify AttackListener which would dispatch event by the dynamic part ( that is the Creature pointer or hash). Any comments ? #include <vector> class Subscriber; class SubscriberAttack; class Event{ private: int foo; int bar; protected: // static std::vector<Publisher*> publishersList; static std::vector<Subscriber*> subscribersList; static std::vector<Event*> eventQueue; public: Event(){ eventQueue.push_back(this); } static int subscribe(Subscriber* ss); static int unsubscribe(Subscriber* ss); //static int reg_publisher(Publisher* pp); //static int unreg_publisher(Publisher* pp); }; // class Publisher{ // }; class Subscriber{ public: int (*newEvent) (Event* ee); Subscriber( ){ Event::subscribe(this); } Subscriber( int (*fp) (Event* ee) ):newEvent(fp){ Subscriber(); } ~Subscriber(){ Event::unsubscribe(this); } }; class EventAttack: Event{ private: int foo; int bar; protected: // static std::vector<Publisher*> publishersList; static std::vector<SubscriberAttack*> subscribersList; static std::vector<EventAttack*> eventQueue; public: EventAttack(){ eventQueue.push_back(this); } static int subscribe(SubscriberAttack* ss); static int unsubscribe(SubscriberAttack* ss); //static int reg_publisher(Publisher* pp); //static int unreg_publisher(Publisher* pp); }; class AttackSubscriber :Subscriber{ public: int (*newEvent) (EventAttack* ee); AttackSubscriber( ){ EventAttack::subscribe(this); } AttackSubscriber( int (*fp) (EventAttack* ee) ):newEventAttack(fp){ AttackSubscriber(); } ~AttackSubscriber(){ EventAttack::unsubscribe(this); } }; From that point, others wanted the Subject-Observer pattern, that is one would subscribe to all event types produced by particular object. That way it came out to add the domain system : Huh, to meet the ability to listen to particular game's object events, I though of introducing entity domains . Domains are trees, which nodes are labeled by unique names for each level. ( like the www addresses ). Each Entity wanting to participate in our event system ( that is be able to publish / produce events ) should at least now its domain name. That would end up in Player1/Room/Treasury/#24 or Player1/Creature/Kobold/#3 producing events. The subscriber picks some part of a tree. For example by specifiing subtree with the root in one of the nodes like Player1/Room/* ,would subscribe us to all Players1's room's event, and Player1/Creature/Kobold/#3 would subscribe to Players' third kobold's event. Does such event system make sense to you ? I have many implementation details to ask as well, but first let's start some general discussion. Note1: Notice that in the case of a fight between two creatues fight , the creature being attacked would have to throw an event, becuase it is HE/SHE/IT who have its domain address. So that would be BeingAttackedEvent() etc. I will edit that post if some other reflections on this would come out. Note2: the existing class hierarchy might be used to get the domains addresses being build in constructor . In a ctor you would just add + ."className" to domain address. If you are in a class'es hierarchy leaf constructor one might use nextID , hash or any other charactteristic, just to make the addresses distinguishable . Note3:subscribing to all entity's Events would require knowledge of all possible events produced by this entity . This could be done in one function call, but information on E produced would have to be handled for every Entity. SmartNote4 : Finding proper subscribers in a tree would be easy. One would start in particular Leaf for example Player1/Creature/Kobold/#3 and go up one parent a time , notifiying each Subscriber in a Node ie. : Player1/Creature/Kobold/* , Player1/Creature/* , Player1/* etc, , up to a root that is /* .<<<< Note5: The Event system was needed to have some way of incorporating Angelscript code into application. So the Event dispatcher was to be a gate to A-script functions. But it came out to this one.

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  • What data-structure/algorithm will allow me to send a list of key/value dictionaries using the least amount of bits?

    - by user12365
    I have server objects that have corresponding client objects. The data to be kept in sync is inside the server object's key/value dictionary. To keep the client objects in sync with the sever objects, I want the server to send the key/value dictionary every frame for each object. What data-structure/algorithm will allow me to send a list of key/value dictionaries using the least amount of bits? Bonus constraint 1: For each type of object, the values of some keys change more often than others. Bonus constraint 2: Memory usage on the server side is relatively expensive.

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  • Where can I train my game AI skills? (any upgoing competition?) [on hold]

    - by user1671710
    There are 2 main options - building AI plugin for existing game or entering to some competition. Do you have some concrete tips? Is there any competition which will be soon open? From my research, competitions: http://aichallenge.org (last 2011) http://www.battlecode.org (January 2014) http://webdocs.cs.ualberta.ca/~cdavid/starcraftaicomp/index.shtml (August 2014) http://aibirds.org (maybe summer 2014) http://www.marioai.org (last 2012) http://www.ice.ci.ritsumei.ac.jp/~ftgaic/index.htm (last 2013) http://www.pacman-vs-ghosts.net (last 2012) http://ai-contest2013.gameloft.com/index/contest (last 2013) http://www.botprize.org/ (last 2012) And maybe more. These are from quick research. Obviously there were many competitions this year but it is difficult to catch it. Main question is: Do you have any information of any currently running AI competition?

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  • Polygon count budget

    - by Lautaro
    Is there any smart way to think about polygon budget relating to PC gaming today? My game will have one static 3d background scene and two fighters. No more enemies. I am thinking about having animated 3d models in the background for atmosphere, like spectators. So how could i find out what the polygon count for the player models and background scenarios could be. I guess the question is, what is a for today typical polygon count that most PCs can handle?

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