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  • Having trouble with pathfinding

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • XNA: Retrieve texture file name during runtime

    - by townsean
    I'm trying to retrieve the names of the texture files (or their locations) on a mesh. I realize that the texture file name information is not preserved when the model is loaded. I've been doing tons of searching and some experimenting but I've been met with no luck. I've gathered that I need to extended the content pipeline and store the file location in somewhere like ModelMeshPart.Tag. My problem is, even when I'm trying to make my own custom processor, I still can't figure out where the texture file name is. :( Any thoughts? Thanks! UPDATE: Okay, so I found something kind of promising. NodeContent.Identity.SourceFilename, only that returns the location of my .X model. When I go down the node tree he is always null. Then there's the ContentItem.Name property. It seems to have names of my mesh, but not my actual texture file names. :(

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  • Does it make the game more fun when the user is forced to progress through the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will probably just quit playing the game and delete the app. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from, I'm concerned I might be making them feel like it's a lot of work they have to do and that's bad. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is actually motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • Rotating a Quad around it center

    - by Trixmix
    How can you rotate a quad around its center? This is what im trying to do but it aint working: GL11.glTranslatef(x-getWidth()/2, y-getHeight()/2, 0); GL11.glRotatef(30, 0.0f, 0.0f, 1.0f); GL11.glTranslatef(x+getWidth()/2, y+getHeight()/2, 0); DRAW my main problem is that it renders it off the screen.. draw code: GL11.glBegin(GL11.GL_QUADS); { GL11.glTexCoord2f(0, 0); GL11.glVertex2f(0, 0); GL11.glTexCoord2f(0, getTexture().getHeight()); GL11.glVertex2f(0, height); GL11.glTexCoord2f(getTexture().getWidth(), getTexture().getHeight()); GL11.glVertex2f(width,height); GL11.glTexCoord2f(getTexture().getWidth(), 0); GL11.glVertex2f(width,0); } GL11.glEnd();

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  • How do I make this ad execution?

    - by Maggie
    I am doing research on replicating an ad execution - http://www.digitalbuzzblog.com/gol-airlines-mobile-controlled-banner-game/ It's a simple "game" involving using the phone as a forward/back/left/right controller for a car in flash on the internet. I've started reading on P2P, but I'm finding such a vast amount of information and non specific to what I need that it's hard for me to sort through. Does anyone know any tutorials or can shed some light on how I might go about making a very simple mobile controller for a flash game?

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  • Estimating costs in a GOAP system

    - by fullwall
    I'm currently developing a GOAP system in Java. An explanation of GOAP can be found at http://web.media.mit.edu/~jorkin/goap.html. Essentially, it's using A* to plot between Actions that mutate the world state. To provide a fair chance for all Actions and Goals to execute, I'm using a heuristic function to estimate the cost of doing something. What is the best way to estimate this cost so that it is comparable to all the other costs? As an example, estimating the cost of running away from an enemy versus attacking it - how should the cost be calculated to be comparable?

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  • Android loading screens blocking, good practice?

    - by Oren
    I've noticed many (if not all) android games don't support the "back" button functionality during their loading screens. Which leads to some frustrating moments when a user accidentally starts up the game and has to wait for the long loading stage to end in order to close it. So my questions are: 1) Why is that ? Is there a good reason to avoid something like asynchronous loading (or some other solution to this problem) in android games ? 2) If there is no good reason not to support this functionality, what would be the best way to accomplish it ?

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  • Will setInterval give me Delay?

    - by Oliver Schöning
    I am setting up a JavaScript Server for my Game. Am I understanding this correctly: If I use setInterval to call a function every second, and takes 2 seconds to process. Then I am going to "stack up" requests indefinetly the Client will become more and more out of sync? If I use setTimeout, and specify 1 second. Then the function will run (again, lets say 2 seconds) and then start the timeout. And not stack up requests.

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  • Random enemy placement on a 2d grid

    - by Robb
    I want to place my items and enemies randomly (or as randomly as possible). At the moment I use XNA's Random class to generate a number between 800 for X and 600 for Y. It feels like enemies spawn more towards the top of the map than in the middle or bottom. I do not seed the generator, maybe that is something to consider. Are there other techniques described that can improve random enemy placement on a 2d grid?

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  • What is the most serious limitation of Unity?

    - by ashes999
    Having read this heated question about Unity vs. UDK vs. ID something, I'm curious to know: what the repeatedly-hit, most crippling limitation(s) of Unity? In order to keep this question non-subjective, again, I'm talking about the top repeated offender(s) of Unity are. This is something that, as a Unity user, you really wish someone had told you about before you started using it. I have heard from someone that Unity does not deal well with version control, since it generates a lot of binary files (which are un-diffable). This, to me, is not really crippling as I work alone. Thoughts?

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  • Client Side Prediction for a Look Vector

    - by Mike Sawayda
    So I am making a first person networked shooter. I am working on client-side prediction where I am predicting player position and look vectors client-side based on input messages received from the server. Right now I am only worried about the look vectors though. I am receiving the correct look vector from the server about 20 times per second and I am checking that against the look vector that I have client side. I want to interpolate the clients look vector towards the correct one that is server side over a period of time. Therefore no matter how far you are away from the servers look vector you will interpolate to it over the same amount of time. Ex. if you were 10 degrees off it would take the same amount of time as if you were 2 degrees off to be correctly lined up with the server copy. My code looks something like this but the problem is that the amount that you are changing the clients copy gets infinitesimally small so you will actually never reach the servers copy. This is because I am always calculating the difference and only moving by a percentage of that every frame. Does anyone have any suggestions on how to interpolate towards the servers copy correctly? if(rotationDiffY > ClientSideAttributes::minRotation) { if(serverRotY > clientRotY) { playerObjects[i]->collisionObject->rotation.y += (rotationDiffY * deltaTime); } else { playerObjects[i]->collisionObject->rotation.y -= (rotationDiffY deltaTime); } }

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  • What is the recommended way to output values to FBO targets? (OpenGL 3.3 + GLSL 330)

    - by datSilencer
    I'll begin by apologizing for any dumb assumptions you might find in the code below since I'm still pretty much green when it comes to OpenGL programming. I'm currently trying to implement deferred shading by using FBO's and their associated targets (textures in my case). I have a simple (I think :P) geometry+fragment shader program and I'd like to write its Fragment Shader stage output to three different render targets (previously bound by a call to glDrawBuffers()), like so: #version 330 in vec3 WorldPos0; in vec2 TexCoord0; in vec3 Normal0; in vec3 Tangent0; layout(location = 0) out vec3 WorldPos; layout(location = 1) out vec3 Diffuse; layout(location = 2) out vec3 Normal; uniform sampler2D gColorMap; uniform sampler2D gNormalMap; vec3 CalcBumpedNormal() { vec3 Normal = normalize(Normal0); vec3 Tangent = normalize(Tangent0); Tangent = normalize(Tangent - dot(Tangent, Normal) * Normal); vec3 Bitangent = cross(Tangent, Normal); vec3 BumpMapNormal = texture(gNormalMap, TexCoord0).xyz; BumpMapNormal = 2 * BumpMapNormal - vec3(1.0, 1.0, -1.0); vec3 NewNormal; mat3 TBN = mat3(Tangent, Bitangent, Normal); NewNormal = TBN * BumpMapNormal; NewNormal = normalize(NewNormal); return NewNormal; } void main() { WorldPos = WorldPos0; Diffuse = texture(gColorMap, TexCoord0).xyz; Normal = CalcBumpedNormal(); } If my render target textures are configured as: RT1:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE0, GL_COLOR_ATTACHMENT0) RT2:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE1, GL_COLOR_ATTACHMENT1) RT3:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE2, GL_COLOR_ATTACHMENT2) And assuming that each texture has an internal format capable of contaning the incoming data, will the fragment shader write the corresponding values to the expected texture targets? On a related note, do the textures need to be bound to the OpenGL context when they are Multiple Render Targets? From some Googling, I think there are two other ways to output to MRTs: 1: Output each component to gl_FragData[n]. Some forum posts say this method is deprecated. However, looking at the latest OpenGL 3.3 and 4.0 specifications at opengl.org, the core profiles still mention this approach. 2: Use a typed output array variable for the expected type. In this case, I think it would be something like this: out vec3 [3] output; void main() { output[0] = WorldPos0; output[1] = texture(gColorMap, TexCoord0).xyz; output[2] = CalcBumpedNormal(); } So which is then the recommended approach? Is there a recommended approach at all if I plan to code on top of OpenGL 3.3? Thanks for your time and help!

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  • BlockingCollection having issues with byte arrays

    - by MJLaukala
    I am having an issue where an object with a byte[20] is being passed into a BlockingCollection on one thread and another thread returning the object with a byte[0] using BlockingCollection.Take(). I think this is a threading issue but I do not know where or why this is happening considering that BlockingCollection is a concurrent collection. Sometimes on thread2, myclass2.mybytes equals byte[0]. Any information on how to fix this is greatly appreciated. MessageBuffer.cs public class MessageBuffer : BlockingCollection<Message> { } In the class that has Listener() and ReceivedMessageHandler(object messageProcessor) private MessageBuffer RecievedMessageBuffer; On Thread1 private void Listener() { while (this.IsListening) { try { Message message = Message.ReadMessage(this.Stream, this); if (message != null) { this.RecievedMessageBuffer.Add(message); } } catch (IOException ex) { if (!this.Client.Connected) { this.OnDisconnected(); } else { Logger.LogException(ex.ToString()); this.OnDisconnected(); } } catch (Exception ex) { Logger.LogException(ex.ToString()); this.OnDisconnected(); } } } Message.ReadMessage(NetworkStream stream, iTcpConnectClient client) public static Message ReadMessage(NetworkStream stream, iTcpConnectClient client) { int ClassType = -1; Message message = null; try { ClassType = stream.ReadByte(); if (ClassType == -1) { return null; } if (!Message.IDTOCLASS.ContainsKey((byte)ClassType)) { throw new IOException("Class type not found"); } message = Message.GetNewMessage((byte)ClassType); message.Client = client; message.ReadData(stream); if (message.Buffer.Length < message.MessageSize + Message.HeaderSize) { return null; } } catch (IOException ex) { Logger.LogException(ex.ToString()); throw ex; } catch (Exception ex) { Logger.LogException(ex.ToString()); //throw ex; } return message; } On Thread2 private void ReceivedMessageHandler(object messageProcessor) { if (messageProcessor != null) { while (this.IsListening) { Message message = this.RecievedMessageBuffer.Take(); message.Reconstruct(); message.HandleMessage(messageProcessor); } } else { while (this.IsListening) { Message message = this.RecievedMessageBuffer.Take(); message.Reconstruct(); message.HandleMessage(); } } } PlayerStateMessage.cs public class PlayerStateMessage : Message { public GameObject PlayerState; public override int MessageSize { get { return 12; } } public PlayerStateMessage() : base() { this.PlayerState = new GameObject(); } public PlayerStateMessage(GameObject playerState) { this.PlayerState = playerState; } public override void Reconstruct() { this.PlayerState.Poisiton = this.GetVector2FromBuffer(0); this.PlayerState.Rotation = this.GetFloatFromBuffer(8); base.Reconstruct(); } public override void Deconstruct() { this.CreateBuffer(); this.AddToBuffer(this.PlayerState.Poisiton, 0); this.AddToBuffer(this.PlayerState.Rotation, 8); base.Deconstruct(); } public override void HandleMessage(object messageProcessor) { ((MessageProcessor)messageProcessor).ProcessPlayerStateMessage(this); } } Message.GetVector2FromBuffer(int bufferlocation) This is where the exception is thrown because this.Buffer is byte[0] when it should be byte[20]. public Vector2 GetVector2FromBuffer(int bufferlocation) { return new Vector2( BitConverter.ToSingle(this.Buffer, Message.HeaderSize + bufferlocation), BitConverter.ToSingle(this.Buffer, Message.HeaderSize + bufferlocation + 4)); }

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  • XNA - Inconsistent accessibility: parameter type is less accessible than method

    - by DijkeMark
    I have a level class in which I make a new turret. I give the turret the level class as parameter. So far so good. Then in the Update function of the Turret I call a function Shoot(), which has that level parameter it got at the moment I created it. But from that moment it gives the following error: Inconsistent accessibility: parameter type 'Space_Game.Level' is less accessible than method 'Space_Game.GameObject.Shoot(Space_Game.Level, string)' All I know it has something to do with not thr right protection level or something like that. The level class: public Level(Game game, Viewport viewport) { _game = game; _viewport = viewport; _turret = new Turret(_game, "blue", this); _turret.SetPosition((_viewport.Width / 2).ToString(), (_viewport.Height / 2).ToString()); } The Turret Class: public Turret(Game game, String team, Level level) :base(game) { _team = team; _level = level; switch (_team) { case "blue": _texture = LoadResources._blue_turret.Texture; _rows = LoadResources._blue_turret.Rows; _columns = LoadResources._blue_turret.Columns; _maxFrameCounter = 10; break; default: break; } _frameCounter = 0; _currentFrame = 0; _currentFrameMultiplier = 1; } public override void Update() { base.Update(); SetRotation(); Shoot(_level, "turret"); } The Shoot Function (Which is in GameObject class. The Turret Class inherited the GameObject Class. (Am I saying that right?)): protected void Shoot(Level level, String type) { MouseState mouse = Mouse.GetState(); if (mouse.LeftButton == ButtonState.Pressed) { switch (_team) { case "blue": switch (type) { case "turret": TurretBullet _turretBullet = new TurretBullet(_game, _team); level.AddProjectile(_turretBullet); break; default: break; } break; default: break; } } } Thanks in Advance, Mark Dijkema

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  • Drawing a texture line between two vectors in XNA WP7

    - by Krav
    I want to create a simple graph maker in WP7. The goal is to draw a texture line between two vectors what the user defines with touch. I already made the rotation, and it is working, but not correctly, because it doesn't calculate the line's texture height, and because of that, there are too many overlapping textures. So it does draw the line, but too many of them. How could I calculate it correctly? Here is the code: public void DrawLine(Vector2 st,Vector2 dest,NodeUnit EdgeParent,NodeUnit EdgeChild) { float d = Vector2.Distance(st, dest); float rotate = (float)(Math.Atan2(st.Y - dest.Y, st.X - dest.X)); direction = new Vector2(((dest.X - st.X) / (float)d), (dest.Y - st.Y) / (float)d); Vector2 _pos = st; World.TheHive.Add(new LineHiveMind(linetexture, _pos, rotate, EdgeParent, EdgeChild,new List<LineUnit>())); for (int i = 0; i < d; i++) { World.TheHive.Last()._lines.Add(new LineUnit(linetexture, _pos, rotate, EdgeParent, EdgeChild)); _pos += direction; } } d is for the Distance of the st (Starting node) and dest (Destination node) rotate is for rotation direction calculates the direction between the starting and the destination node _pos is for starting position changing Thanks for any suggestions/help!

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  • How to make game menu Java

    - by Deathsbreed
    I've been searching all over for how to make a game menu, but I haven't found anything useful. I have a very simple Pong like game (source-code here), and I want to add a main menu to it. This wouldn't be too much of a problem if I was making a standalone with JFrame instead of an Applet, but I want this to be available on the web (not downloaded). I might have been able to do some of it myself, except for the fact that it would mean having a very heavy main class (in this case the GNP.java file). So I was thinking, is there a way to basically have a Java Applet and have it use a JFrame and how? and if not, what could I do? Thanks!

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  • In what kind of variable type is the player position stored on a MMORPG such as WoW?

    - by jokoon
    I even heard J. Carmack quickly talk about it... How a software can track a player's position so accurately, being on a such huge world, without loading between zones, and on a multiplayer scale ? How is the data formatted when it passes through the netcode ? I can understand how vertices are stored into the graphic card's memory, but when it comes to synchronize the multiplayer, I can't imagine what is best.

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  • How do I get a new license for gDEBugger after the 1 free year?

    - by Byte56
    I downloaded the gDEBugger from gremedy over a year ago, with their one year free license. The license has since expired and their site says that I'll be presented with the option for 1 year free license the first time I run it after install. This doesn't happen when re-installing, it just tells me the license has expired. How do I get a new license? I use this regularly for debugging shader problems and performance testing my game.

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  • Separating logic and data in browser game

    - by Tesserex
    I've been thinking this over for days and I'm still not sure what to do. I'm trying to refactor a combat system in PHP (...sorry.) Here's what exists so far: There are two (so far) types of entities that can participate in combat. Let's just call them players and NPCs. Their data is already written pretty well. When involved in combat, these entities are wrapped with another object in the DB called a Combatant, which gives them information about the particular fight. They can be involved in multiple combats at once. I'm trying to write the logic engine for combat by having combatants injected into it. I want to be able to mock everything for testing. In order to separate logic and data, I want to have two interfaces / base classes, one being ICombatantData and the other ICombatantLogic. The two implementers of data will be one for the real objects stored in the database, and the other for my mock objects. I'm now running into uncertainties with designing the logic side of things. I can have one implementer for each of players and NPCs, but then I have an issue. A combatant needs to be able to return the entity that it wraps. Should this getter method be part of logic or data? I feel strongly that it should be in data, because the logic part is used for executing combat, and won't be available if someone is just looking up information about an upcoming fight. But the data classes only separate mock from DB, not player from NPC. If I try having two child classes of the DB data implementer, one for each entity type, then how do I architect that while keeping my mocks in the loop? Do I need some third interface like IEntityProvider that I inject into the data classes? Also with some of the ideas I've been considering, I feel like I'll have to put checks in place to make sure you don't mismatch things, like making the logic for an NPC accidentally wrap the data for a player. Does that make any sense? Is that a situation that would even be possible if the architecture is correct, or would the right design prohibit that completely so I don't need to check for it? If someone could help me just layout a class diagram or something for this it would help me a lot. Thanks. edit Also useful to note, the mock data class doesn't really need the Entity, since I'll just be specifying all the parameters like combat stats directly instead. So maybe that will affect the correct design.

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

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

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  • Developing GLSL Shaders?

    - by skln
    I want to create shaders but I need a tool to create and see the visual result before I put them into my game. As to determine if there is something wrong with my game or if it's something with the shader I created. I've looked at some like Render Monkey and OpenGL Shader Designer from what I recall of Render Monkey it had a way to define your own attributes (now as "in" for vertex shaders = 330) easily though I can't remember to what extent. Shader Designer requires a plugin that I didn't even bother to look at creating cause it's an external process and plugin. Are there any tools out there that support a scripting language and I could easily provide specific input such as float movement = sin(elapsedTime()); and then define in float movement; in the vertex shader ? It'd be cool if anyone could share how they develop shaders, if they just code away and then plug it into their game hoping to get the result they wanted.

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  • Facing a character towards the mouse

    - by ratata
    I'm trying to port a simple 2d top down shooter game from C++(Allegro) to Java and i'm having problems with rotating my character. Here's the code i used in c++ if (keys[A]) RotateRight(player, degree); if (keys[D]) RotateLeft(player, degree); void RotateLeft(Player& player, float& degree) { degree += player.rotatingSpeed; if ( degree >= 360 ) degree = 0; } void RotateRight(Player& player, float& degree) { degree -= player.rotatingSpeed; if ( degree <= 0) degree = 360; } And this is what i have in render section: al_draw_rotated_bitmap(player.image, player.frameWidth / 2, player.frameHeight / 2, player.x, player.y, degree * 3.14159 / 180, 0); Instead of using A-D keys i want to use mouse this time. I've been searching since last night and came up to few sample codes however noone of them worked. For example this just made my character to circle around the map: int centerX = width / 2; int centerY = height / 2; double angle = Math.atan2(centerY - mouseY, centerX - mouseX) - Math.PI / 2; ((Graphics2D)g).rotate(angle, centerX, centerY); g.fillRect(...); // draw your rectangle Any help is much appreciated.

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  • Is it better to cut and store all sprites needed from a spritesheet in memory, or cut them out just-in-time?

    - by xLite
    I'm not sure what's best practice here as I have little experience with this. Essentially what I am asking is... if it's better to get your single PNG with all your different sprites on it for use in-game, cut out every sprite on startup and store them in memory, then access the already-cut-out sprite from memory quickly or Only have the single PNG with all the different sprites residing in memory, and when you need, for example, a tree. You cut out the tree from the PNG and then continue to use it as normal. I imagine the former is more CPU friendly than the latter but less memory friendly, vice versa for the latter. I want to know what the norm is for game dev. This is a pixel based game using 2D art. Each PNG is actually an avatar's sprite sheet with each body part separated and then later joined to form the full body of the avatar.

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  • Creating a steady rhythm for music-based game in XNA

    - by A-Type
    I'm looking to develop a game for Windows Phone to explore an idea I had which involves the user building notes into a sequencer while playing a puzzle game. The issue I'm running into is that, while my implementation is very close to being on-beat, there is the occasional pause between beats which makes the whole thing sound sloppy. I'm just not sure how to get around this inside XNA's infrastructure. Currently I'm running this code in the Update method of my GameBoard: public void Update(GameTime gameTime) { onBeat = IsOnBeat(gameTime); [...] if (onBeat) BeatUpdate(); } private bool IsOnBeat(GameTime gameTime) { beatTime += gameTime.ElapsedGameTime.TotalSeconds; if (Math.Abs(beatTime - beatLength) < 0.0166666) { beatTime -= beatLength; return true; } return false; } private void BeatUpdate() { cursor.BeatUpdate(); board.CursorPass((int)cursor.CursorPosition % Board.GRID_WIDTH); } Update checks to see if the time is on beat, and if it is, it calls the BeatUpdate method which moves the cursor over the board (sequencer). The cursor reports its X position to the board, which then plays any notes which are in that position on the sequencer. Notes are SoundEffectInstances, preloaded and ready to play. Oh, and TargetElapsedTime is set to 166666, or 60FPS target. Obviously totaling up the time and then subtracting isn't the most accurate way to go but I can't figure out a way to work within XNA's system in order to overcome this issue. This current system is just horribly unstable. Beats lag and fire too early and it's obvious. I thought about perhaps some sort of threaded solution but I'm not familiar enough with multithreading to figure out how that would work. Any ideas?

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  • Implementing Camera Zoom in a 2D Engine

    - by Luke
    I'm currently trying to implement camera scaling/zoom in my 2D Engine. Normally I calculate the Sprite's drawing size and position similar to this pseudo code: render() { var x = sprite.x; var y = sprite.y; var sizeX = sprite.width * sprite.scaleX; // width of the sprite on the screen var sizeY = sprite.height * sprite.scaleY; // height of the sprite on the screen } To implement the scaling i changed the code to this: class Camera { var scaleX; var scaleY; var zoom; var finalScaleX; // = scaleX * zoom var finalScaleY; // = scaleY * zoom } render() { var x = sprite.x * Camera.finalScaleX; var y = sprite.y * Camera.finalScaleY; var sizeX = sprite.width * sprite.scaleX * Camera.finalScaleX; var sizeY = sprite.height * sprite.scaleY * Camera.finalScaleY; } The problem is that when the zoom is smaller than 1.0 all sprites are moved toward the top-left corner of the screen. This is expected when looking at the code but i want the camera to zoom on the center of the screen. Any tips on how to do that are welcome. :)

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