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  • Java Animation Memory Overload [on hold]

    - by user2425429
    I need a way to reduce the memory usage of these programs while keeping the functionality. Every time I add 50 milliseconds or so to the set&display loop in AnimationTest1, it throws an out of memory error. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; //set&display loop while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • How do I prevent my platformer's character from clipping on wall tiles?

    - by Jonathan Hobbs
    Currently, I have a platformer with tiles for terrain (graphics borrowed from Cave Story). The game is written from scratch using XNA, so I'm not using an existing engine or physics engine. The tile collisions are described pretty much exactly as described in this answer (with simple SAT for rectangles and circles), and everything works fine. Except when the player runs into a wall whilst falling/jumping. In that case, they'll catch on a tile and begin thinking they've hit a floor or ceiling that isn't actually there. The player is moving right and falling downwards. So after movement, collisions are checked - and first, it turns out the player character is colliding with the tile 3rd from the floor, and pushed upwards. Second, he's found to be colliding with the tile beside him, and pushed sideways - the end result being the player character thinks he's on the ground and isn't falling, and 'catches' on the tile for as long as he's running into it. I could solve this by defining the tiles from top to bottom instead, which makes him fall smoothly, but then the inverse case happens and he'll hit a ceiling that isn't there when jumping upwards against the wall. How should I approach resolving this, so that the player character can just fall along the wall as it should?

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  • Reversi/Othello early-game evaluation function

    - by Vladislav Il'ushin
    I've written my own Reversi player, based on the MiniMax algorithm, with Alpha-Beta pruning, but in the first 10 moves my evaluation function is too slow. I need a good early-game evaluation function. I'm trying to do it with this matrix (corresponding to the board) which determines how favourable that square is to have: { 30, -25, 10, 5, 5, 10, -25, 30,}, {-25, -25, 1, 1, 1, 1, -25, -25,}, { 10, 1, 5, 2, 2, 5, 1, 10,}, { 5, 1, 2, 1, 1, 2, 1, 5,}, { 5, 1, 2, 1, 1, 2, 1, 5,}, { 10, 1, 5, 2, 2, 5, 1, 10,}, {-25, -25, 1, 1, 1, 1, -25, -25,}, { 30, -25, 10, 5, 5, 10, -25, 30,},}; But it doesn't work well. Have you even written an early-game evaluation function for Reversi?

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  • Moving 2d camera in the y direction

    - by Alex
    I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components: There are 3 components to this: Circle - the main character Green line - terrain Black background The terrain is simply made from an array of points (approx 20 points per screen width). The terrain is moved in the x direction relative to the black background in order to keep the circle in its position shown. The distance to move the terrain is simply: movex = circle.position.x - terrain.position.x with a constant to fix the circle at some distance from the left of the screen. I am struggling to determine the best way to position the terrain in the y plane keep the focus in the character. I want to move the terrain in the y direction smoothly and not fix it to the position of the circle, so the circle can move in the y plane. If I take the same approach as the x positioning, the character is fixed at a point on the screen and the terrain moves. I could sample some terrain points either side of the character and produce an average, but in my implementation this was not smooth. I thought another approach might be to create a camera 'line' that is a smooth version of the terrain line and make the camerea follow this, but I'm not sure if this is the optimum solution. Any advice is much appreciated!

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  • Sorting objects before rendering

    - by dreta
    I'm trying to implement a scene graph and in all the articles i've come across there is talk about object sorting. So you'd sort your objects by "material" for example. Now untill i sat down and started implementing it, i kind of took this for granted, because it made sense. But now i'm wondering what does sorting actually change? In my engine, i have a manager for UBOs, i use those to store data that'll be shared between programs, at the moment that only involves time, camera and projection matrices and lights (i'm not worrying about managing which lights affect which objects ATM). Now for each model i have to change the model to world matrix uniform, no sorting is going to change that. So is the jump from changing this matrix to also setting a material for each object that bad? I vaguely remember reading somewhere that each time you change something in the pipeline, it has to get flushed and that can cause performance issues. But for each drawing call i'm setting up a model to world matrix anyway, so what sense does it make to ever be concerned about this? BTW is there any information about whether changing a uniform and calling glBufferSubData is more (or less) expensive.

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • Problem animating in Unity/Orthello 2D. Can't move gameObject

    - by Nelson Gregório
    I have a enemy npc that moves left and right in a corridor. It's animated with 2 sprites using Orthello 2D Framework. If I untick the animation's play on start and looping, the npc moves correctly. If I turn it on, the npc tries to move but is pulled back to his starting position again and again because of the animation loop. If I turn looping off during runtime, the npc moves correctly again. What did I do wrong? Here's the npc code if needed. using UnityEngine; using System.Collections; public class Enemies : MonoBehaviour { private Vector2 movement; public float moveSpeed = 200; public bool started = true; public bool blockedRight = false; public bool blockedLeft = false; public GameObject BorderL; public GameObject BorderR; void Update () { if (gameObject.transform.position.x < BorderL.transform.position.x) { started = false; blockedRight = false; blockedLeft = true; } if (gameObject.transform.position.x > BorderR.transform.position.x) { started = false; blockedLeft = false; blockedRight = true; } if(started) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedRight && !started && blockedLeft) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedLeft && !started && blockedRight) { movement = new Vector2(-1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } } }

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  • Best gui toolkit to use for creating 3D board game

    - by UserInteractive
    I have created a board game using Java and Swing - using GridLayout and various other apis. It works properly but the UI looks very very simple. I would want couple of animations like tilting the GridLayoutat any angle. There are pawns on boxes of the GridLayout that I want to be animated when somebody clicks on it. I'm not sure of the right GUI toolkit to use for this. Swing repaint is possible to a limit and cannot be used for a lot of animation and graphics. And I realized after creating the game that Swing is probably not a good tool to create games. Could anybody suggest a better framework to use that I can use it in Eclipse with Java? I was thinking of JavaFX or tools like Adobe Flash or Adobe Air. Any suggestions please?

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  • SRV from UAV on the same texture in directx

    - by notabene
    I'm programming gpgpu raymarching (volumetric raytracing) in directx11. I succesfully perform compute shader and save raymarched volume data to texture. Then i want to use same texture as SRV in normal graphic pipeline. But it doesnt work, texture is not visible. Texture is ok, when i save it file it is what i expect. Texture rendering is ok too, when i render another SRV, it is ok. So problem is only in UAV-SRV. I also triple checked if pointers are ok. Please help, i'm getting mad about this. Here is some code: //before dispatch D3D11_TEXTURE2D_DESC textureDesc; ZeroMemory( &textureDesc, sizeof( textureDesc ) ); textureDesc.Width = xr; textureDesc.Height = yr; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.SampleDesc.Count = 1; textureDesc.SampleDesc.Quality = 0; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE ; textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; D3D->CreateTexture2D( &textureDesc, NULL, &pTexture ); D3D11_UNORDERED_ACCESS_VIEW_DESC viewDescUAV; ZeroMemory( &viewDescUAV, sizeof( viewDescUAV ) ); viewDescUAV.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; viewDescUAV.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; viewDescUAV.Texture2D.MipSlice = 0; D3DD->CreateUnorderedAccessView( pTexture, &viewDescUAV, &pTextureUAV ); //the getSRV function after dispatch. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc ; ZeroMemory( &srvDesc, sizeof( srvDesc ) ); srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = 1; D3DD->CreateShaderResourceView( pTexture, &srvDesc, &pTextureSRV);

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  • Where to implement storable items

    - by James Hay
    I'm creating a multiplayer online trading game. The things that are traded range from raw items to complex products. For example Steel is a raw item. Mechanical Assembly is a more complex item that requires 2x Steel and maybe 1x Rubber. Then Hydraulics is an item that contains 2x Mechanical Assemblies and 1x Electronics (which is another complex item). So and so forth. These items will be created by me, players can't create their own items, so it doesn't need to be able to handle arbitrary layers of complexity for items. If my example isn't clear, think Minecraft. You have wooden planks, which can be made into sticks. From there the sticks - combined with metals - can be made into tools. My game is nothing to do with minecraft or any sandbox building game, but it uses a similar progressive complexity to creating items that I want to have in my game. My question is basically, how do you store something like this assuming that I will want to add more items in the future? Do you store it in a database or in a seperate library that the game uses? EDIT None of the items actually "do" anything, they are simply there to either sell, purchase, or combine with other items to make a more complex item, which can then be sold, purchased or combined... you get the idea. The items themselves would not have any properties, but the instances of the items would. For example an item that one player has would have a certain "quality" and if they were selling it a certain "price". An instance of that same item that a different player had would need to have a different "quality" and "price" if they were selling it. I think the price part will not be required on an individual item because instead I would have a "sale" object which was for a price and contained certain items.

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  • Change alpha to a Frame in libgdx

    - by Rudy_TM
    I have this batch.draw(currentFrame, x, y, this.parent.originX, this.parent.originY, this.parent.width, this.parent.height, this.scaleX, this.scaleY,this.rotation); I want to apply the alpha that it gets from the method, but theres is not overload from the SpriteBatch class that takes the alpha value, is there some wey to apply it? (i did it this way, because this are animation, and i wanted to control them) in my static ones i apply sprite.draw(SpriteBatch, alpha) Thanks

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  • Logic / Render phases with a single thread

    - by DevilWithin
    The question I have may generate different opinions from different developers, but I'd still like to have an answer on this. Its all about the updating and rendering steps of the game loop, and their use under multi and single threaded environments. Currently, there is one thread running, which takes care of sequentially executing events , logic and rendering. Sometimes, the logic part may wish to change the game state to something else, and in between do some loading of files. The result is that the game hangs completely while loading, and then proceeds to normal rendering of the new state. To go around this, i could make another thread, do the loading there while the main thread renders a smooth loading animation, and then proceed normally. The real question is about if i don't create another thread. I could refresh the screen from the logic thread, and provide some basic loading screen, which could be not so smoothly updated while the files load. In fact, this approach is not loved by a lot of developers, as it scrambles render code in the logic step, which may cause problems of different sorts.. Hope its clear!

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  • Distributed Rendering in the UDK and Unity

    - by N0xus
    At the moment I'm looking at getting a game engine to run in a CAVE environment. So far, during my research I've seen a lot of people being able to get both Unity and the Unreal engine up and running in a CAVE (someone did get CryEngine to work in one, but there is little research data about it). As of yet, I have not cemented my final choice of engine for use in the next stage of my project. I've experience in both, so the learning curve will be gentle on both. And both of the engines offer stereoscopic rendering, either already inbuilt with ReadD (Unreal) or by doing it yourself (Unity). Both can also make use of other input devices as well, such as the kinect or other devices. So again, both engines are still on the table. For the last bit of my preliminary research, I was advised to see if either, or both engines could do distributed rendering. I was advised this, as the final game we make could go into a variety of differently sized CAVEs. The one I have access to is roughly 2.4m x 3m cubed, and have been duly informed that this one is a "baby" compared to others. So, finally onto my question: Can either the Unreal Engine, or Unity Engine make it possible for developers to allow distributed rendering? Either through in built devices, or by creating my own plugin / script?

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  • What functionality should I use in OpenGL 2.0?

    - by Jeffrey
    Considering OpenGL 2.1, we all know that glBegin and glEnd are the devil. Should I use only VBO to render 3d primitives (I can't find VAO in that version, weren't there already?)? Should I still use the matrix stack (why not?)? Should I still use glFrustum? Can I take advantage of shaders in GLSL 1.20? Where can I find a tutorial for VBO in OpenGL 2.1 and the "correct" way of programming in it? Also how am I supposed to animate something. Like a cube moving around an object or a player moving in the scene (static vbo data + shader?)? Note: Take your time to answer this question, I'll accept an answer tomorrow.

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  • Adaptive Characters: AI Solution Needs a Problem

    - by Roger F. Gay
    Have sophisticated adaptive programming, will travel - so to speak. I'm part of a group that developed sophisticated learning / adaptive software for robotics. The system "thinks" via its simulator, building and adapting code on its own; and then carries out the best solution. The software can also adapt to new situations, etc. http://mensnewsdaily.com/2007/05/16/robobusiness-robots-with-imagination/ It's easy to imagine using it with automated game characters that will adapt to the players moves and style - the easiest example would be fighting. The more the simulated fighter fights with the human player, the more it learns to counter that players fighting skills. But there should be more. Anyone have any ideas as to how adaptive characters might be interesting in games?

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  • 2D SAT Collision Detection not working when using certain polygons (With example)

    - by sFuller
    My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of what is going wrong: Here is the problematic code: std::vector<vec2> axesB = polygonB->GetAxes(); //loop over axes B for(int i = 0; i < axesB.size(); i++) { float minA,minB,maxA,maxB; polygonA->Project(axesB[i],&minA,&maxA); polygonB->Project(axesB[i],&minB,&maxB); float intervalDistance = polygonA->GetIntervalDistance(minA, maxA, minB, maxB); if(intervalDistance >= 0) return false; //Collision not occurring } This function retrieves axes from the polygon: std::vector<vec2> Polygon::GetAxes() { std::vector<vec2> axes; for(int i = 0; i < verts.size(); i++) { vec2 a = verts[i]; vec2 b = verts[(i+1)%verts.size()]; vec2 edge = b-a; axes.push_back(vec2(-edge.y,edge.x).GetNormailzed()); } return axes; } This function returns the normalized vector: vec2 vec2::GetNormailzed() { float mag = sqrt( x*x + y*y ); return *this/mag; } This function projects a polygon onto an axis: void Polygon::Project(vec2* axis, float* min, float* max) { float d = axis->DotProduct(&verts[0]); float _min = d; float _max = d; for(int i = 1; i < verts.size(); i++) { d = axis->DotProduct(&verts[i]); _min = std::min(_min,d); _max = std::max(_max,d); } *min = _min; *max = _max; } This function returns the dot product of the vector with another vector. float vec2::DotProduct(vec2* other) { return (x*other->x + y*other->y); } Could anyone give me a pointer in the right direction to what could be causing this bug? Edit: I forgot this function, which gives me the interval distance: float Polygon::GetIntervalDistance(float minA, float maxA, float minB, float maxB) { float intervalDistance; if (minA < minB) { intervalDistance = minB - maxA; } else { intervalDistance = minA - maxB; } return intervalDistance; //A positive value indicates this axis can be separated. } Edit 2: I have recreated the problem in HTML5/Javascript: Demo

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  • About online game servers and how to handle data

    - by TreantBG
    So my question isn't about what technology to use or how to do this or that, but a more general question. I'm currently developing a action third person shooter. With elements of RPG - weapon,armor upgrades and items. Players will be able to create new games or join old ones. So my question is how to create the game server that players will play in. I have two ideas on my mind. The player who made the game is the server. All data passes trough him and he send this data to the server updating the database of the players with their XP points kills/deaths score and other. Or my host machine is the server, the player who made the game just will open new instance on my host and will be like client. And all players send their input data to the host, the host updates the game and send response back to client for any new changes like where is the enemy and other. And if i choose option 1 is there a chance the host to change the game content and manipulate the game results? (I think there is but i'm not sure) And if i choose option 2 isn't that raising the response time and potentially the game lag? or maybe there is another option?

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  • 3D architecture app for Android or iPhone

    - by Manixate
    I want to make an app for 3D modeling on iPhone/Android. I cannot get the basic idea of how to get started. I have various options such as learning OpenGL ES, UDK or Unity3d but I want to create models(e.g architecture etc) in my app and then render them when user is finished modeling. I do not know if I am able to design models and then render them in the same app with various effects on the iPhone/Android using UDK or Unity3d. (Note: If you find this question unclear please ask, I may have skipped some vital information).

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  • Hydraulics in game

    - by Mungoid
    I'm not completely sure if this would be better in the Physics site or not as this question is more about how hydraulics should work in game as opposed to how they really work (although that is taken into account) - So I apologize if this is in the wrong place. A project we are on, we have a machine with hydraulics that are powered (They don't just look like they move something, they are the only thing moving/turning/lifting something) - However, the hydraulic extends the same speed no matter what it is pushing. So, say there is a 10 ton object attached to one end of the hydraulic and the other end is attached to a plate on the ground. In real life it takes a few seconds to build up pressure depending on how heavy the object is, but in our project the hydraulics don't care about that. It will lift a 100 ton object the same speed as a 10 ton object. We have a way to fake the hydraulic pressurizing by reducing the 'drive amount' (how fast or slow the hydraulic extends) when we sense that it is touching the ground and that does a relatively decent job but we would like to be able to take other things into account like engine speed, ratios, loads, etc. but we aren't too sure what we need to think about. I'm kinda wondering if anyone here has any experience with this and could offer some suggestions on what to take into account?

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  • Central renderer for a given scene

    - by Loggie
    When creating a central rendering system for all game objects in a given scene I am trying to work out the best way to go about passing the scene to the render system to be rendered. If I have a scene managed by an arbitrary structure, i.e., an octree, bsp trees, quad-tree, kd tree, etc. What is the best way to pass this to the render system? The obvious problem is that if simply given the root node of the structure, the render system would require an intrinsic knowledge of the structure in order to traverse the structure. My solution to this is to clip all objects outside the frustum in the scene manager and then create a list of the objects which are left and pass this simple list to the render system, be it an array, a vector, a linked list, etc. (This would be a structure required by the render system as a means to know which objects should be rendered). The list would of course attempt to minimise OpenGL state changes by grouping objects that require the same rendering operations to be performed on them. I have been thinking a lot about this and started searching various terms on here and followed any additional information/links but I have not really found a definitive answer. The case may be that there is no definitive answer but I would appreciate some advice and tips. My question is, is this a reasonable solution to the problem? Are there any improvements that I could make? Are there any caveats I should know about? Side question: Am I right in assuming that octrees, bsp trees, etc are all forms of BVH?

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  • How do you get the total asset size (or total resource size) in an Android game?

    - by tom_mai78101
    In an Android Java project, there are two folders, asset and res. To me, I usually put some stuffs, like PNG files, sound files, etc. in either one of the two folder. When resources are increasingly becoming more and more in those folders, the time it takes to load them will increase. Therefore, a loading screen is a must in these situation. The total size is to be used in a loading screen, so that I can guess the average time it takes to load each resources, from 0 bytes to its individual resource file size. I only know that by adding all individual sizes in a respective order, I will then obtain the total asset or res folder size, simply by adding them up. So, when it comes to getting the total file size from either folder, how do you obtain their individual resource/object sizes, respectively? Thanks in advance.

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Index Check and Correct Character Display in a Console Hangman Game for Java

    - by Jen
    I have this problem wherein, I can not display the correct characters given by the character. Here's what I meant: String words, in; String replaced_words; Scanner s = new Scanner (System.in); System.out.println("Enter a line of words basing on an event, verse, place or a name of a person."); words = s.nextLine(); System.out.println("The words you just placed are now accepted."); //using char array method, we tried to place the words into a characters array. char [] c = words.toCharArray(); // we need to replace the replaced_words = words.replace(' ', '_').replaceAll("[^\\-]", "-"); for (int i = 0; i < replaced_words.length(); i++) { System.out.print(replaced_words.charAt(i) + " "); } System.out.println("Now, please input a character, guessing the words you just placed."); in = s.nextLine(); in that code, want that the user, when types a word (or should it be character?), any of the correct character the user inputs will be displayed, and changes the hyphen to it...(more like the hangman series of games). How can I achieve this?

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  • Avoid double compression of resources

    - by user1095108
    I am using .pngs for my textures and am using a virtual file system in a .zip file for my game project. This means my textures are compressed and decompressed twice. What are the solutions to this double compression problem? One solution I've heard about is to use .tgas for textures, but it seems ages ago, since I've heard that. Another solution is to implement decompression on the GPU and, since that is fast, forget about the overhead.

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  • Frame Independent Movement

    - by ShrimpCrackers
    I've read two other threads here on movement: Time based movement Vs Frame rate based movement?, and Fixed time step vs Variable time step but I think I'm lacking a basic understanding of frame independent movement because I don't understand what either of those threads are talking about. I'm following along with lazyfoo's SDL tutorials and came upon the frame independent lesson. http://lazyfoo.net/SDL_tutorials/lesson32/index.php I'm not sure what the movement part of the code is trying to say but I think it's this (please correct me if I'm wrong): In order to have frame independent movement, we need to find out how far an object (ex. sprite) moves within a certain time frame, for example 1 second. If the dot moves at 200 pixels per second, then I need to calculate how much it moves within that second by multiplying 200 pps by 1/1000 of a second. Is that right? The lesson says: "velocity in pixels per second * time since last frame in seconds. So if the program runs at 200 frames per second: 200 pps * 1/200 seconds = 1 pixel" But...I thought we were multiplying 200 pps by 1/1000th of a second. What is this business with frames per second? I'd appreciate if someone could give me a little bit more detailed explanation as to how frame independent movement works. Thank you.

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