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  • Java getResourceAsStream as local resource

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

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  • Bukkit send a custom placed name plate?

    - by HcgRandon
    Hello i have been working on a part of my plugin that has waypoints allowing the user to create delete etc. I got to thinking after using and seeing a couple of the disguse plugins. That maybe i could create a command toggle that would show the user where the waypoints they have are! I know how to do all of this i just have no idea how to display a nameplate to the client. I know its possible because disguisecraft does it i tried looking though their code but couldent find much... I belive to get this effect i need to send packets to the client if someone can direct me to a list of bukkit packets or even a solution to sending the client a custom located nameplate that would be fantastic! Thanks in advanced.

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  • How can you represent equip-able items in a 2d game?

    - by ThePlan
    I've been working on an item system for a post-apocalyptic RPG, with diablo as inspiration, and it would be awesome if I could visually represent an item that can be equipped on the player sprite. I was thinking you could have a player sprite with certain animations, then the equipped item would be drawn as if it was on the player with the same animations, so it syncs with the player animations but that couldn't work very smoothly, I imagine there's a better system. How can you graphically represent an item worn on the player, which moves like he does, and looks as if he's wearing it? I'm not asking you how to do it in framework X or platform X (altho if you REALLY need it, I'm using Allegro 5 with codeblocks on win XP) but instead I'm asking you how to generally program such an idea.

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  • Changing the rendering resolution while maintaining the design layout

    - by Coyote
    I would like to increase the FPS of my project. Currently I would like to try reducing the resolution at which the scenes are rendered. Let's say I never want to draw more than 1280*720. What ever the real resolution is. How should I proceed? I tried pEGLView->setFrameSize(1280, 720); but only reduces the displayed size of the frame on screen (boxing). In my activity I tried setting the size of the "surface" but this seems to completely break the layout (as defined by setDesignResolutionSize). @Override public Cocos2dxGLSurfaceView onCreateView() { Cocos2dxGLSurfaceView surfaceView = new Cocos2dxGLSurfaceView(this); surfaceView.getHolder().setFixedSize(1280, 720); return surfaceView; } Is there a way to simply change the rendered

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  • Faking Display tree (Sprite) parent child relationships with rasters (BitmapData) in ActionScript 3

    - by Arthur Wulf White
    I am working with Rasters (bitmapData) and blliting (copypixels) in a 2d-game in actionscript 3. I like how you can move a sprite and it moves all it's children, and you can simultaneously move the children creating an interesting visual effect. I do not want to use rotation or scaling however cause I do not know how that can be done without hampering with performance. So I'm not simulating Sprite parent-child behavior and sticking to the movement on the (x, y) axis. What I am planning to do is create a class called RasterContainer which extends bitmapData that has a vector of children of type Raster(extending bitmapData), now I am planning to implement recursive rendering in RasterContainer, that basically copyPixels every child, only changing their (x, y) offset to reflect their parent's offset. My question is, has this been implemented in an existing framework? Is this a good plan? Do I expect a serious performance hit for using recursive methods this way?

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  • How can I create a VBO of a type determined at runtime?

    - by lapin
    I've written a Vbo template class to work with OpenGL. I'd like to set the type from a config file at runtime. For example: <vbo type="bump_vt" ... /> Vbo* pVbo = new Vbo(bump_vt, ...); Is there some way I can do this without a large if-else block such as: if( sType.compareTo("bump_vt") == 0 ) Vbo* pVbo = new Vbo(bump_vt, ...); else if ... I'm writing for multiple platforms in C++.

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  • Rotation, further I go from 0:0, the further the object positions around the origin while rotating

    - by Serguei Fedorov
    For some reason I am having the issue where the following code: global.spriteBatch.Draw(obj.sprite, obj.getPosition(), null, Color.White, obj.rotation, obj.center, 2f, SpriteEffects.None, 1); causes the object to rotate around the origin in such a way, as though there is an offset to the position relative to its location. The calculation for the center it correct and this happens even if I set the pivot to be the location of the object. The further I get from 0:0 the larger the radius or rotation. I am not sure what is going on here because given the following tutorial http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2D/Rotation.php I have done the code setup correctly. Any ideas? Any help is greatly appreciated!!!

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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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  • Drawing a line using openGL does not work

    - by vikasm
    I am a beginner in OpenGL and tried to write my first program to draw some points and a line. I can see that the window opens with white background but no line is drawn. I was expecting to see red colored (because glColor3f(1.0, 0.0, 0.0);) dots (pixels) and line. But nothing is seen. Here is my code. void init2D(float r, float g, float b) { glClearColor(r,g,b,0.0); glMatrixMode(GL_PROJECTION); gluOrtho2D(0.0, 200.0, 0.0, 150.0); } void display() { glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0, 0.0, 0.0); glBegin(GL_POINTS); for(int i = 0; i < 10; i++) { glVertex2i(10+5*i, 110); } glEnd(); //draw a line glBegin(GL_LINES); glVertex2i(10,10); glVertex2i(100,100); glEnd(); glFlush(); } int main(int argc, char** argv) { //Initialize Glut glutInit(&argc, argv); //setup some memory buffers for our display glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //set the window size glutInitWindowSize(500, 500); //create the window with the title 'points and lines' glutCreateWindow("Points and Lines"); init2D(0.0, 0.0, 0.0); glutDisplayFunc(display); glutMainLoop(); } I wanted to verify that the glcontext was opening properly and used this code: int main(int argc, char **argv) { glutInit(&argc, argv); //setup some memory buffers for our display glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //set the window size glutInitWindowSize(500, 500); //create the window with the title 'points and lines' glutCreateWindow("Points and Lines"); char *GL_version=(char *)glGetString(GL_VERSION); puts(GL_version); char *GL_vendor=(char *)glGetString(GL_VENDOR); puts(GL_vendor); char *GL_renderer=(char *)glGetString(GL_RENDERER); puts(GL_renderer); getchar(); return 0; } And the ouput I got was: 3.1.0 - Build 8.15.10.2345 Intel Intel(R) HD Graphics Family Can someone point out what I am doing wrong ? Thanks.

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  • How do you prevent inflation in a virtual economy?

    - by Tetrad
    With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some sort of respawn timer, so other than time there really isn't a good way to limit the amount of new currency entering the system. That really only leaves money sinks to try to take money out of the system. What are some strategies to prevent inflation of the in-game currency?

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  • Frame rate on one of two machines running same code seems to be capped at 60 for no reason

    - by dennmat
    ISSUE I recently moved a project from my laptop to my desktop(machine info below). On my laptop the exact same code displays the fps(and ms/f) correctly. On my desktop it does not. What I mean by this is on the laptop it will display 300 fps(for example) where on my desktop it will show only up to 60. If I add 100 objects to the game on the laptop I'll see my frame rate drop accordingly; the same test on the desktop results in no change and the frames stay at 60. It takes a lot(~300) entities before I'll see a frame drop on the desktop, then it will descend. It seems as though its "theoretical" frames would be 400 or 500 but will never actually get to that and only do 60 until there's too much to handle at 60. This 60 frame cap is coming from no where. I'm not doing any frame limiting myself. It seems like something external is limiting my loop iterations on the desktop, but for the last couple days I've been scratching my head trying to figure out how to debug this. SETUPS Desktop: Visual Studio Express 2012 Windows 7 Ultimate 64-bit Laptop: Visual Studio Express 2010 Windows 7 Ultimate 64-bit The libraries(allegro, box2d) are the same versions on both setups. CODE Main Loop: while(!abort) { frameTime = al_get_time(); if (frameTime - lastTime >= 1.0) { lastFps = fps/(frameTime - lastTime); lastTime = frameTime; avgMspf = cumMspf/fps; cumMspf = 0.0; fps = 0; } /** DRAWING/UPDATE CODE **/ fps++; cumMspf += al_get_time() - frameTime; } Note: There is no blocking code in the loop at any point. Where I'm at My understanding of al_get_time() is that it can return different resolutions depending on the system. However the resolution is never worse than seconds, and the double is represented as [seconds].[finer-resolution] and seeing as I'm only checking for a whole second al_get_time() shouldn't be responsible. My project settings and compiler options are the same. And I promise its the same code on both machines. My googling really didn't help me much, and although technically it's not that big of a deal. I'd really like to figure this out or perhaps have it explained, whichever comes first. Even just an idea of how to go about figuring out possible causes, because I'm out of ideas. Any help at all is greatly appreciated.

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  • Complex shading using one single (small) texture

    - by teodron
    Recently I stumbled upon a demo reel in UDK about how one can attain beautiful results using just one (rather tiny) texture that's being sent to the shader pipeline. The famous link is this one. Basically, the author states that they've used just one texture and give a snapshot of the technique here. I see that every RGBA channel contains different grayscale information.. and that info could be used to inside a shader to obtain a colour blended output. The problem is that the reel displays a fairly complex scene. To top that, the author even makes use of a normal map. How did they manage to fit a normal map in an already cluttered texture? It makes sense to have a half-space normal map by using only RG from an RGB texture, but what about the rest of the information? Since it was proven to be possible, could someone please explain how it was done (the big picture, not the dirty details!)!? Here's the texture being used. Click to see in full size.

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  • XNA Monogame GameState Management not deserilaizing

    - by Pectus Excavatum
    I am having some trouble serializing/deserializing in a little game I am doing to teach myself monogame. Basically, I am using the gamestatemnanagement resources common to monogame (screen manager etc). Then I am serializing my screen manager component and all associated screens in the OnDeactivated method: protected override void OnDeactivated(Object sender, EventArgs args) { foreach (GameplayScreen screen in mScreenManager.GetScreens()) { DataManager.SaveData(screen.Level.LevelData); } mScreenManager.SerializeState(); } The Save data bit is to do with something else. Then I then override OnActivated to de serialize protected override void OnActivated(Object sender, EventArgs args) { //System.Diagnostics.Debug.WriteLine("here activating"); mScreenManager.DeserializeState(); } However, when this runs it just loads a blank screen - it goes into the game initialize and the game draw method, but doesnt go down into the screens initialize or draw methods. I have no idea why this might be - any help would be greatly appreciated. I am not the only one who has encountered this - I found this post also - https://monogame.codeplex.com/discussions/391117

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  • Reflection velocity

    - by MindSeeker
    I'm trying to get a moving circular object to bounce (elastically) off of an immovable circular object. Am I doing this right? (The results look right, but I hate to trust that alone, and I can't find a tutorial that tackles this problem and includes the nitty gritty math/code to verify what I'm doing). If it is right, is there a better/faster/more elegant way to do this? Note that the object (this) is the moving circle, and the EntPointer object is the immovable circle. //take vector separating the two centers <x, y>, and then get unit vector of the result: MathVector2d unitnormal = MathVector2d(this -> Retxpos() - EntPointer -> Retxpos(), this -> Retypos() - EntPointer -> Retypos()).UnitVector(); //take tangent <-y, x> of the unitnormal: MathVector2d unittangent = MathVector2d(-unitnormal.ycomp, unitnormal.xcomp); MathVector2d V1 = MathVector2d(this -> Retxvel(), this -> Retyvel()); //Calculate the normal and tangent vector lengths of the velocity: (the normal changes, the tangent stays the same) double LengthNormal = DotProduct(unitnormal, V1); double LengthTangent = DotProduct(unittangent, V1); MathVector2d VelVecNewNormal = unitnormal.ScalarMultiplication(-LengthNormal); //the negative of what it was before MathVector2d VelVecNewTangent = unittangent.ScalarMultiplication(LengthTangent); //this stays the same MathVector2d NewVel = VectorAddition(VelVecNewNormal, VelVecNewTangent); //combine them xvel = NewVel.xcomp; //and then apply them yvel = NewVel.ycomp; Note also that this question is just about velocity, the position code is handled elsewhere (in other words, assume that this code is implemented at the exact moment that the circles begin to overlap). Thanks in advance for your help and time!

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  • Enabling and Disabling Colliders Unity

    - by Blue
    I'm trying to make the collider appear every 1 second. But I can't get the code write. I tried enabling the collider under a boolean and putting a yield to make it every second or so. But it's not working(gives me an error: Update() can not be a coroutine.). How would I fix this? Would I need a timer system and set the collider to be enabled every 'x' seconds and disabled every 'y' seconds? var waitTime : float = 1; var trigger : boolean = false; function Update () { if(!trigger){ collider.enabled = false; yield WaitForSeconds(waitTime); } if(trigger){ collider.enabled = true; yield WaitForSeconds(waitTime); } } }

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  • How to determine collision direction between two rectangles?

    - by Jon
    I am trying to figure out how to determine the direction a collision occurs between two rectangles. One rectangle does not move. The other rectangle has a velocity in any direction. When a collision occurs, I want to be able to set the position of the moving rectangle to the point of impact. I seem to be stuck in determining from what direction the impact occurs. If I am moving strictly vertically or horizontally I manage great detection. But when moving in both directions at the same time, strange things happen. What is the best way to determine what direction a collision occurs between two rectangles?

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  • Complete Beginner to Game Programming and Unreal Engine 4, Looking For Advice [on hold]

    - by onemic
    I am currently a 2nd year programming student(Just finished my first year so I will be starting my second year in September) and have mainly learned C and C++ in my classes. In terms of what I know of C++, I know about general inheritance, polymorphism, overloading operators, iterators, a little bit about templates(only class and function templates) etc. but not of the more advanced topics like linked lists and other sequential containers(containers in general I guess), enumerations, most of the standard library(other than like strings and vectors), and probably a bunch of other stuff I dont even know about yet. I subscribed to Unreal Engine 4 as I was very intrigued by their Unreal Tournament announcement earlier this month, especially after hearing that UE4 is going completely C++. Of course my end goal in doing this programming program is to eventually go into game/graphics programming. Since it's my summer off, I thought what better way then to actually apply some of my skills to a personal project so I actually have a firmer understanding of C++ past what my professors tell me. My questions are this: What would be the best way to start off making a small personal game in UE4 as a project for the summer? What should I be aiming for, especially for someone that is still learning C++? Should I focus on making a simple 2D game rather than a 3D one to get started? Seeing the Flappy Chicken showcase intrigued me because before I thought the UE engine was pretty much pigeonholed into being for FPS games What should my expectations be going into UE4 and a game engine for the first time?(UE4 will be my first foray into making a game) What can I expect to gain from making things in UE4, in terms of making games and in terms of further fleshing out my knowledge of C++? Would you recommend I start off 100% using C++ for scripting or using the visual blueprints? Since I'm not a designer, how would I be able to add objects and designs to my game? For someone at my level is retaining the UE4 subscription worth it or is it better to cancel and resub when I learn enough about UE4 and C++? Lastly is there anything to be gained in terms of knowledge/insight through me looking at the source code for UE4? I opened it in VS2013, but noticed that most of the files were C# files and not cpp's. Thanks in advance for taking the time to answer.

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  • Attributes and Behaviours in game object design

    - by Brukwa
    Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all Attributes\Behaviour idea with some sample data. Now I have faced a little problem when I added a RenderingSystem to my prototype application. I have created an object with RenderBehaviour which listens for messages (OnMessage function) like MovedObject in order to mark them as invalid and in OnUpdate pass I am inserting a new renderable object to rederer queue. I have noticed that rendering updates should be the last thing made in single frame and this causes RenderBehaviour to depend on any other Behaviour that changes object position (i.ex. PhysicsSystem and PhysicsBehaviour). I am not even sure if I am doing this the way it should be. Do you have any clues that might put me on the right track?

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  • Cannot create a neutral unit with a trigger

    - by Xitcod13
    I've been playing around with the starcraft UMS (Use map settings) for a while and usually i figure things out pretty quickly when im stuck. Alas not this time. I'm trying to place a neutral unit (player 12) using a trigger. It refuses to work. I'm using Scmdraft 2.0 as my editor (but i cant get it to work in other editors either) (all neutral units placed before the game starts are visible and all other triggers work fine. Also i created a text msg and it does displays it in-game so the trigger triggers ) For testing I created a trigger that looks like this: Player: neutral (i tried neutral players player 1 and all players as well) Condition: -always Action: -Create *1 Terran Medic* at '*location 022*' for *Neutral* (also tried neutral players) When I start the game nothing happens. Here is what I tried: I tried placing a start location for neutral player (player 12) I tried changing the owner under map properties of player 12 to neutral and computer from unused which was the default. Although it seems like it should be a common enough problem, I don't see it in any FAQ and I cant find anything about it when I Google it. Thanks in advance.

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  • Audio programming resources

    - by rashleighp
    I've been very interested in the last few months about getting in to audio programming (I'm from a musical background). I've been a .NET developer for two years and have also done some objective c for an iPhone app recently. I realise I would probably need to work on my C++ chops and have been having a play around with FMOD EX and doing a lot of research into the industry. I was just wondering if anyone could suggest some good resources for audio programming (be they websites, podcasts, books, videos, online courses etc). Anything from Fourier analysis, low level coding, audio engine creation to audio APIs. I just want to learn as much as possible! Thanks in advance.

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  • How to pause and resume a game in XNA using the same key?

    - by user13095
    I'm attempting to implement a really simple game state system, this is my first game - trying to make a Tetris clone. I'd consider myself a novice programmer at best. I've been testing it out by drawing different textures to the screen depending on the current state. The 'Not Playing' state seems to work fine, I press Space and it changes to 'Playing', but when I press 'P' to pause or resume the game nothing happens. I tried checking current and previous keyboard states thinking it was happening to fast for me to see, but again nothing seemed to happen. If I change either the pause or resume, so they're both different, it works as intended. I'm clearly missing something obvious, or completely lacking some know-how in regards to how update and/or the keyboard states work. Here's what I have in my Update method at the moment: protected override void Update(GameTime gameTime) { KeyboardState CurrentKeyboardState = Keyboard.GetState(); // Allows the game to exit if (CurrentKeyboardState.IsKeyDown(Keys.Escape)) this.Exit(); // TODO: Add your update logic here if (CurrentGameState == GameStates.NotPlaying) { if (CurrentKeyboardState.IsKeyDown(Keys.Space)) CurrentGameState = GameStates.Playing; } if (CurrentGameState == GameStates.Playing) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Paused; } if (CurrentGameState == GameStates.Paused) { if (CurrentKeyboardState.IsKeyDown(Keys.P)) CurrentGameState = GameStates.Playing; } base.Update(gameTime); }

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  • Common way to store model transformations

    - by redreggae
    I ask myself what's the best way to store the transformations in a model class. What I came up with is to store the translation and scaling in a Vector3 and the rotation in a Matrix4. On each update (frame) I multiply the 3 matrices (first build a Translation and Scaling Matrix) to get the world matrix. In this way I have no accumulated error. world = translation * scaling * rotation Another way would be to store the rotation in a quaternion but then I would have a high cost to convert to a matrix every time step. If I lerp the model I convert the rotation matrix to quaternion and then back to matrix. For speed optimization I have a dirty flag for each transformation so that I only do a matrix multiplication if necessary. world = translation if (isScaled) { world *= scaling } if (isRotated) { world *= rotation } Is this a common way or is it more common to have only one Matrix4 for all transformations? And is it better to store the rotation only as quaternion? For info: Currently I'm building a CSS3D engine in Javascript but these questions are relevant for every 3D engine.

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  • Collision Detection Problems

    - by MrPlosion
    So I'm making a 2D tile based game but I can't quite get the collisions working properly. I've taken the code from the Platformer Sample and implemented it into my game as seen below. One problem I'm having is when I'm on the ground for some strange reason I can't move to the left. Now I'm pretty sure this problem is from the HandleCollisions() method because when I stop running it I can smoothly move around with no problems. Another problem I'm having is when I'm close to a tile the character jitters very strangely. I will try to post a video if necessary. Here is the HandleCollisions() method: Thanks. void HandleCollisions() { Rectangle bounds = BoundingRectangle; int topTile = (int)Math.Floor((float)bounds.Top / World.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)bounds.Bottom / World.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)bounds.Left / World.PixelTileSize); int rightTile = (int)Math.Ceiling((float)bounds.Right / World.PixelTileSize) - 1; isOnGround = false; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { if(world.Map[y, x].Collidable == true) { Rectangle tileBounds = new Rectangle(x * World.PixelTileSize, y * World.PixelTileSize, World.PixelTileSize, World.PixelTileSize); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if(depth != Vector2.Zero) { if(Math.Abs(depth.Y) < Math.Abs(depth.X)) { isOnGround = true; position = new Vector2(position.X, position.Y + depth.Y); } else { position = new Vector2(position.X + depth.X, position.Y); } bounds = BoundingRectangle; } } } }

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  • How many VBOs should I use and should I keep a copy of their data?

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • Input prediction and server re-simultaion

    - by Lope
    I have read plenty of articles about multiplayer principles and I have basic client-server system set up. There is however one thing I am not clear on. When player enters input, it is sent to the server and steps back in time to check if what should have happened at the time of that input and it resimulates the world again. So far everything's clear. All articles took shooting as an example, because it is easy to explain and it is pretty straightforward, but I believe movement is more complicated. Imagine following situation: 2 players move towards each other. A------<------B Player A stops halfway towards the collision point, but there is lag spike so the command does not arrive on the server for a second or so. Current state of the world on the server (and on the other clients as well) at the time when input arrives is this: [1]: -------AB------- The command arrives and we go back in time and re-simulate the world, the result is this: [2]: ---AB----------- Player A sees situation [2] which is correct, but the player is suddenly teleported from the position in [1] (center) to the position in [2]. Is this how this is supposed to work? Point of the client prediction is to give lagged player feeling that everything is smooth, not to ruin experience for other players. Alternative is to discard timestamp on the player's input and handle it when it arrives on the server without going back in time. This, however, creates even more severe problems for lagged player (even if he is lagging just a bit)

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