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  • How do I detect if sprite should be going up or down?

    - by Geore Shg
    I use the following code to detect if a sprite should be going up or down: If (pos.Y + 100) >= Sprite.BottomY Then Going_up = True pos.Y = Sprite.BottomY - 130 End If If pos.Y <= Sprite.TopY Then Going_up = False pos.Y = Sprite.TopY - 1 Vel.Y = 3 End If Then my response code: If Going_up Then Vel.Y -= CSng(gameTime.ElapsedGameTime.TotalMilliseconds / 40) pos.Y -= Vel.Y Else Vel.Y += CSng(gameTime.ElapsedGameTime.TotalMilliseconds / 40) pos.Y += Vel.Y End If Sprite.velocity = Vel Sprite.position = pos But it's pretty terrible. It only works when the sprite starts at the top, and when I want to change the BottomY and TopY, it just starts glitching. What is a better to detect if the sprite should be going up or down?

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  • Who should respond to collision: Unit or projectile?

    - by aleguna
    In an RTS if a projectile hits a unit. Who should handle the collision? If projectile handles the collision, it must be aware of all possible types of units, to know what damage to inflict. For example a bullet will likely kill a human, but it will do nothing to a tank. The same goes if unit handles a collision. So either way one of them should be aware of all possible types of the other. Of course the 'true' way would be to do full physics simulation, but that's not an option for an RTS with 1000s of units and projectiles... So what are the common practicies in this regards?

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  • What are the steps taken by this GLSL code?

    - by user827992
    1 void main(void) 2 { 3 vec2 pos = mod(gl_FragCoord.xy, vec2(50.0)) - vec2(25.0); 4 float dist_squared = dot(pos, pos); 5 6 gl_FragColor = (dist_squared < 400.0) 7 ? vec4(.90, .90, .90, 1.0) 8 : vec4(.20, .20, .40, 1.0); 9 } taken from http://people.freedesktop.org/~idr/OpenGL_tutorials/03-fragment-intro.html Now, this looks really trivial and simple, but my problem is with the mod function. This function is taking 2 vec2 as inputs but is supposed to take just 2 atomic arguments according to the official documentation, also this function makes an implicit use of the floor function that only accepts, again, 1 atomic argument. Can someone explain this to me step by step and point out what I'm not getting here? It's some kind of OpenGL trick? OpenGL Math trick? in the GLSL docs i always find and explicit reference to the type accepted by the function and vec2 it's not there.

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  • Cocos2d Box2d contact listener call different method in collided object

    - by roma86
    I have the building object, wen it hit with other, i want to call some method inside it. Building.mm -(void)printTest { NSLog(@"printTest method work correctly"); } in my ContactListener i trying to call it so: ContactListener.mm #import "ContactListener.h" #import "Building.h" void ContactListener::BeginContact(b2Contact* contact) { b2Body* bodyA = contact->GetFixtureA()->GetBody(); b2Body* bodyB = contact->GetFixtureB()->GetBody(); Building *buildA = (Building *)bodyA->GetUserData(); Building *buildB = (Building *)bodyB->GetUserData(); if (buildB.tag == 1) { NSLog(@"tag == 1"); } if (buildA.tag == 2) { NSLog(@"tag == 2"); [buildA printTest]; } } NSLog(@"tag == 2"); work correctly, but [buildA printTest]; get error Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[CCSprite printTest]: unrecognized selector sent to instance 0x18595f0' Obviously I'm referring to the wrong object. How i can get different method and property in contacted objects from contactlistener class? Thanks.

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  • Bukkit saving inventory

    - by HcgRandon
    Alright i will make this quick... I am working on a command in my plugin to allow you to transfer worlds and i am trying to save inventory but i am getting a problem here is the code: public void savePlayerInv(Player p, World w){ File playerInvConfigFile = new File(plugin.getDataFolder() + File.separator + "players" + File.separator + p.getName(), "inventory.yml"); FileConfiguration pInv = YamlConfiguration.loadConfiguration(playerInvConfigFile); PlayerInventory inv = p.getInventory(); int i = 0; for (ItemStack stack : inv.getContents()) { //increment integer i++; String startInventory = w.getName() + ".inv." + Integer.toString(i); //save inv pInv.set(startInventory + ".amount", stack.getAmount()); pInv.set(startInventory + ".durability", Short.toString(stack.getDurability())); pInv.set(startInventory + ".type", stack.getTypeId()); //pInv.set(startInventory + ".enchantment", stack.getEnchantments()); //TODO add enchant saveing } i = 0; for (ItemStack armor : inv.getArmorContents()){ i++; String startArmor = w.getName() + ".armor." + Integer.toString(i); //save armor pInv.set(startArmor + ".amount", armor.getAmount()); pInv.set(startArmor + ".durability", armor.getDurability()); pInv.set(startArmor + ".type", armor.getTypeId()); //pInv.set(startArmor + ".enchantment", armor.getEnchantments()); } //save exp if (p.getExp() != 0) { pInv.set(w.getName() + ".exp", p.getExp()); } } Now here is the stack trace i recive it is commplaing about line 130 which is this line pInv.set(startInventory + ".amount", stack.getAmount()); okay now trace 2012-03-21 13:23:25 [SEVERE] null org.bukkit.command.CommandException: Unhandled exception executing command 'wtp' in plugin Needs v1.0 at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42) at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166) at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:461) at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:818) at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:778) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:761) at net.minecraft.server.Packet3Chat.handle(Packet3Chat.java:33) at net.minecraft.server.NetworkManager.b(NetworkManager.java:229) at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:112) at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:554) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:452) at net.minecraft.server.ThreadServerApplication.run(SourceFile:490) Caused by: java.lang.NullPointerException at com.devoverflow.improved.needs.commands.CommandWorldtp.savePlayerInv(CommandWorldtp.java:130) at com.devoverflow.improved.needs.commands.CommandWorldtp.onCommand(CommandWorldtp.java:60) at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40) ... 12 more

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  • How do I make a simple level system?

    - by ROROX
    I've been learning programming for a while and things are slow but steady. I only have a couple experiments that look something like a game (JavaScript,HTML5,CANVAS). One of the things I would like to establish this early in my process though is a basic level system to my games. I'm thinking like Atari, NES type simple. mainMenu , level1 , level2 , ... Later I'll work on including such screens as; titleScreen , pause , highScore. But for now just looking for the basics. Any good articles/tutorial links would help. Or just a snippet of code I can look over. Thank you kindly :)

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  • point to rectangle distance

    - by john smith
    I have a 2D rectangle with x, y position and it's height and width and a randomly positioned point nearby it. Is there a way to check if this point might collide with the rectangle if closer than a certain distance? like imagine an invisible radius outside of that point colliding with said rectangle. I have problems with this simply because it is not a square, it would be so much easier this way! Any help? Thanks in advance.

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  • XNA Sprite Clipping Incorrectly During Rotation

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

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  • How to ignore collision between two objects

    - by eren_trigger
    I have a player that shoots in the direction that it is facing. However, the shot that is created when I click, also destroys the player. How would I make the shot ignore collision with the player? Or better yet, how to make a shot destroy anything it touches and destroy itself without affecting the player? This is the code that controls collisions: function OnTriggerEnter (col : Collider) { Destroy(col.gameObject); } The shot is a trigger, but the player isn't. Not sure if this changes anything in this case. Thanks in advance. EDIT: http://gfycat.com/TediousAridFeline

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  • iOS + cocos2d: how to account for sprite's position for the different device dimensions in an universal app?

    - by fuzzlog
    All the questions I've seen regarding iOS universal apps (with or without cocos2d) deal with the "how to add graphics to a universal app". My question is, how does the code need to be written to ensure that the sprites appear appropriately on the screen (given that an iPhone 5's resolution is not proportional to an iPad's resolution)? Is it just a bunch of "if" statements and duplicate code or do iOS/cocos2d provide common function calls that will place the sprites at an appropriate position?

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  • Box2D `ApplyLinearImpulse` is not working whereas `SetLinearVelocity` works

    - by Narek
    I need to mimic jumping behavior for the player in my game. Player consists of two fixtures with circle and rectangle shapes. Rectangle I use to detect ground and it is a sensor. Is some point for jumping I do this: float impulseY = body->GetMass() * PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180); body->ApplyLinearImpulse(b2Vec2(0, impulseY), body->GetWorldCenter(), true); and player does not jump. But when I do this: body->SetLinearVelocity(b2Vec2(0, PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180))); my player jumps. Also when I change the rectangle shape to be normal (not sensor) shape, its works again. Why? Just in case here are the parameters of my rectangular sensor: b2PolygonShape boxShape; boxShape.SetAsBox(width * 0.5/2/PTM_RATIO, height * 0.2/2/PTM_RATIO, b2Vec2(0, -height * 0.4 /PTM_RATIO), 0); b2FixtureDef boxFixtureDef; boxFixtureDef.friction = 0; boxFixtureDef.restitution = 0; boxFixtureDef.density = 1; boxFixtureDef.isSensor = true; boxFixtureDef.userData = static_cast<void*>(PLAYER_GROUP);

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  • Square game map rendered as sphere with OpenGL

    - by Roflha
    Okay so I have been trying to find a good way to do this for a while now and so far I have nothing. For a hobby project of mine I have created a finite voxel world (similar to minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all working fine along with rendering the far side of the map, but I want to be able to render this grid as a sphere. Looking down from above, the world is a square. I basically want to be able to represent a portion of that square as a sphere, as if you were looking at a planet. Right now I am experimenting with taking a circular section of the map, and rendering that, but it look to flat (no curvature around the edges). My question then, is what would be the best way to add some curvature to the edges of a 2d circle to make it look like a hemisphere. However, I am not overly attached to this implementation so if somebody has some other idea for representing the square as a planet, I am all ears.

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  • Managing many draw calls for dynamic objects

    - by codetiger
    We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - 50 unique Meshes. We created seperate scenenodes for each object and referring its mesh instance. But the output was very much unexpected. Menu screen: (150 tris - Just to show you the full speed rendering performance of 2 test computers) a) NVidia Quadro FX 3800 with 1GB: 1600 FPS DirectX and 2600 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 260 FPS in OpenGL Now inside the game in a test level: (160 dynamic objects counting around 10K tris): a) NVidia Quadro FX 3800 with 1GB: 45 FPS DirectX and 50 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 45 FPS in OpenGL Obviously we don't have the option of mesh batch rendering as most of the objects are dynamic. And the one big static terrain is already in single mesh buffer. To add more information, we use one 2048 png for texture for most of the dynamic objects. And our collision detection hardly and other calculations hardly make any impact on FPS. So we understood its the draw calls we make that eats up all FPS. Is there a way we can optimize the rendering, or are we missing something?

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  • c++ most used libraries [on hold]

    - by Basaa
    I'm trying to find out whether or not I want to switch from Java to c++ for my OpenGL game programming. I now have setup a test project in VS 11 professional, with GLUT. I created my windows with GLUT, and I can render OpenGL primitives without any problems. Now my question: What library(s) is/are used mostly in the indie/semi professional industry for using OpenGL in c++? With 'using OpenGL' I mean: Creating and managing an OpenGL window Actually using the OpenGL API Handling user-input (keyboard/mouse)

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  • RasterizerState set to null after calling DrawText in Nuclex

    - by ProgrammerAtWork
    I have the following code in XNA: // class members Text t1; Text t2; Text t3; // init // Debugfont is size 24 vectorfont t1 = MM.DebugFont24.Fill("hello"); t1 = MM.DebugFont24.Extrude("hello"); t2 = MM.DebugFont24.Fill("hello"); t2 = MM.DebugFont24.Extrude("hello"); t3 = MM.DebugFont24.Fill("hello"); t3 = MM.DebugFont24.Extrude("hello"); // Draw TextBatch test = new TextBatch(MM.GD); test.DrawText(t1, Color.Red); test.DrawText(t2, Color.Red); test.DrawText(t3, Color.Red); test.End(); //After the second call to the TextBatch, RasterizerState of the GraphicsDevice is set to null //But I don't get any runtime errors or any indication of that something is wrong. Is this supposed to happen? Or am I doing something wrong? I've discovered that this happened because culling was set to None when I was rendering textures

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  • Should I use OpenGL or DX11 for my game?

    - by Sundareswaran Senthilvel
    I'm planning to write a game from scratch (a BIG Game, for commercial purpose). I'm aware that there are certain compute libraries like OpenCL, AMD APP SDK, C++ AMP as well as DirectCompute - both from MS (NOT interested in CUDA) are available in the market. I'm planning to write the game from the scratch, which includes the following engines... Physics Engine AI Engine Main Game Engine (... and if anything is missed). I'm aware that, there are some free physics engine libraries in the market. Not sure about free AI engine libraries. I'm bit confused in choosing between the OpenCL, AMD APP SDK, and C++ AMP libraries (as already mentioned i'm NOT interested in CUDA). I want my game to be published in Windows/Android/Mac OSX. It means it should be a cross-platform game. I will be having "one source code" that i'll compile for various platforms like Windows/Android/Mac OSX, and any others if i missed. Note: Since I'm NOT a Java guy, kindly do NOT suggest me the Java Language. For Graphics language should i use OpenGL or DirectX 11? I have heard that OpenGL runs on a single core, and not sure of DirectX 11. Between OpenGL and DirectX which one should i follow? or else, are there any other graphics language that i need to start with? I want to make use of the parallelism in GPU as well as CPU.

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  • Ad Service That Lets You Choose Your Ad, and Then Some [on hold]

    - by user3634450
    I'm trying to build an app for both Android and/or iOS where part of the gameplay actually involves ads as a texture. I need to be able to choose which ads I would like to use. I need to be able to be able to identify the ads (which if I can choose which ads show up in the app shouldn't be that hard). I need to be able to swap in and out new ads on what could possibly be a daily basis (and don't want to have to update the app to do it). And as if that wasn't too needy a list, I need to be able to load 50 ads from the pool of ads I deem fit, all to each and every user of the app at least every couple of days. I don't care if the ads pay, I'm not looking for clicks, but I don't want to have to make 50 fake ads every couple of days, from an "artistic" level I don't want the content to feel phony or fake, and I don't really have a way to load content to each user via some internet source (if anyone could name one that would be great). I'm not sure what kind of ad provider would like or even approve of this, in fact just what I've described might be against Google Play's or iTunes' content developer policies, but if anyone could give me any advice to steer me in the right direction it would be greatly appreciated, thank you.

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  • Best database setup for one click games

    - by ewizard
    I am building a one click game website/mobile app, and I am debating between using MySQL and MongoDB for the backend. The way I have been exploring it is with a NodeJS/Express/Angular/Passport/MongoDB stack - I have also implemented Socket.io. I have gotten to the point where I am sending data from the flash game to the server (NodeJS). The only data that needs to be sent is basic user information, the players score at the end of each game, and some x,y positions for each players game (for anti-cheating). It seems like MySQL would work fine, but as I am already using MongoDB - are there any major drawbacks to continuing to work with MongoDB on this project?

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  • Converting Degrees to X and Y Coordinate change

    - by gopgop
    I am using a float positioning system in my game. IE float x,y,z now I want to get the location of the mouse, then to fire an arrow to it. X0 = the players X location X1 = the mouse X location Y0 = the players Y location Y1 = the mouse Y location I want to make a method that the parameters are Degrees and it sets my Yspeed and my Xspeed accordingly to get to the mouse xy starting at player xy How do would I accomplish this?

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  • Why is C++ used for game engines? How about its future in game engines?

    - by kasperov
    C++, as I have seen, is being heavily used in 3d video game engines.... Is it because of the performance issues, legecy code or libraries such as DriverX? If performance, libraries and code infrastructure are the reasons, dosen't that make C++ indispensible, at least for game engines? (ie, we have no other option even in the very distant future). I asked this because, I have the right to know the upcomming future trends in game engines.

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

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

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  • Question on methods in Object Oriented Programming

    - by mal
    I’m learning Java at the minute (first language), and as a project I’m looking at developing a simple puzzle game. My question relates to the methods within a class. I have my Block type class; it has its many attributes, set methods, get methods and just plain methods. There are quite a few. Then I have my main board class. At the moment it does most of the logic, positioning of sprites collision detection and then draws the sprites etc... As I am learning to program as much as I’m learning to program games I’m curious to know how much code is typically acceptable within a given method. Is there such thing as having too many methods? All my draw functionality happens in one method, should I break this into a few ‘sub’ methods? My thinking is if I find at a later stage that the for loop I’m using to cycle through the array of sprites searching for collisions in the spriteCollision() method is inefficient I code a new method and just replace the old method calls with the new one, leaving the old code intact. Is it bad practice to have a method that contains one if statement, and place the call for that method in the for loop? I’m very much in the early stages of coding/designing and I need all the help I can get! I find it a little intimidating when people are talking about throwing together a prototype in a day too! Can’t wait until I’m that good!

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  • Civilization 4: time in own scenario runs up too quickly.

    - by oKtosiTe
    In Civilization 4 (Beyond the Sword) I started making a scenario that focuses on the colonization of North America. For added realism, I set the StartYear=1780. Everytime I run the scenario, the time runs up far too quickly–probably because I set Era=ERA_ANCIENT and GameTurn=0–so that after just twenty turns the clock nears present day. I'm not really sure how to go fix this, other than by playing an actual marathon game from the start up to the year 1780 and copy over the values. Is there any way to calculate/know the right values for my scenario?

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  • 2D Physics in a networked game (iOS)?

    - by Pedro
    I am researching the possibilities for a new iOS game. It's going to be a run-n-gun type platformer, and I'm looking into the possibility of co-op multiplayer. The game itself wouldn't be very physics intensive, there will most likely be 20-30 physics bodies at any given time. For the multiplayer, I think I would have one player "hosting" and up to 3 other connecting via the Internet. Here's my first question, are there any 2D physics engines that work over a network(preferably open source)? My second question, Does anyone have any thoughts on using a non-networked engine (like Box2D or Chipmunk) and adding the networking component? Since there would not be very much information sent, do you think it would cause a lot of lag?

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  • System hangs at glReadPixel call with GL_TEXTURE_2D_ARRAY for texturing

    - by Roshan
    I am calling glReadPixel after glDrawArray call. I am rendering a geometry with 3D texture on it as a target GL_TEXTURE_2D_ARRAY. My systems hangs at glreadpixel call. When i use target as GL_TEXTURE_3D the issue does not occurs and it correctly reads the framebuffer contents. glReadPixels(0, 0, GetViewportWidth(), GetViewportHeight(), GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)rendered_pixels); I am using SNORM textures with GL_byte data in glTeximage3D call and I am not calling glPixelStorei, is it because of this? What should be the parameter for pixelstore call?

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