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  • Input of mouseclick not always registered in XNA Update method

    - by LordrAider
    I have a problem that not all inputs of my mouse events seem to be registered. The update logic is checking a 2 dimensional array of 10x10 . It's logic for a jewel matching game. So when i switch my jewel I can't click on another jewel for like half a second. I tested it with a click counter variable and it doesn't hit the debugger when i click the second time after the jewel switch. Only if I do the second click after waiting half a second longer. Could it be that the update logic is too heavy that while he is executing update logic my click is happening and he doesn't register it? What am I not seeing here :)? Or doing wrong. It is my first game. My function of the update methode looks like this. public void UpdateBoard() { MouseState currentMouseState; currentMouseState = Mouse.GetState(); if (currentMouseState.LeftButton == ButtonState.Pressed && prevMouseState.LeftButton != ButtonState.Pressed) { UpdatingLogic = true; // this.CheckDropJewels(currentMouseState); //this.CheckMatches(3); //this.RemoveMatches(); this.CheckForSwitch(currentMouseState); this.MarkJewel(currentMouseState); UpdatingLogic = false; //reIndexMissingJewels = true; reIndexSwitchedJewels = true; } prevMouseState = currentMouseState; this.ReIndex(); this.UpdateJewels(); }

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  • Maya is lagging in a specific way...?

    - by Aerovistae
    My Maya installation worked perfectly. It is not my computer. Something caused it to stop working overnight, somehow. When I try to drag a vertex or something like that, it moves the vertex, but then I have to click like 3 times somewhere outside the mesh before the actual mesh will catch up and follow the vertex. Until I do that, it just stays as it was, with a floating vertex somewhere inside it or outside it. It makes modeling borderline impossible and completely infuriating. What ought to be happening is what we're all used to-- as I move the vertex, the mesh follows it actively, so I can see what it looks like at every given moment until I release the vertex in its new position. Other weird thing: this only applies to complex meshes, like a couple thousand faces. A simple cube works fine. What gives?? Anybody?

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  • Procedural Planets, Heightmaps and Textures

    - by henryprescott
    I am currently working on an OpenGL procedural planet generator. I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM related. At the momement I am drawing a cube with VBOs and mapping onto a sphere. I am familiar with most fractal heightmap generating techniques and have already implemented my own version of midpoint displacement(not that useful in this case I know). My question is, what is the best way to procedurally generate the heightmap. I have looked at libnoise which allows me to make tilable heightmaps/textures, but as far as I can see I would need to generate a net like this. Leaving the tiling obvious. Could anyone advise me on the best route to take? Any input would be much appreciated. Thanks, Henry.

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  • Will we see a trend of "3d" games coming up in the near future?

    - by Vish
    I've noticed that the trend of movies is diving into the world of movies with 3-dimensional camera.For me it provoked a thought as if it was the same feeling people got when they saw a colour movie for the first time, like in the transition from black and white to colour it is a whole new experience. For the first time we are experiencing the Z(depth) factor and I really mean when I said "experiencing". So my question is or maybe if not a question, but Is there a possibility of a genre of 3d camera games upcoming?

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  • Read an object from compressed file generated from ActionScript 3

    - by Last Chance
    I have made a simple game Map Editor and I want to save a array that contain map tile info to a file, as below: var arr:Array = [.....2d tile info in it...]; var ba:ByteArray = new ByteArray(); ba.writeObject(arr); ba.compress(); var file:File = new File(); file.save(ba); I had successfully saved a compressed object to a file. Now the problem is my server side need to read this file and decompress the array out from the file, then convert it to a Python list. Is that possible?

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  • Storing a Hex Grid

    - by Pedro Caetano
    I've been creating a small hex grid framework for Unity3D and have come to the following dilema. This is my coordinate system (taken from here) Link because I'm a new user It all works pretty nicely except for the fact I have no idea how to store it. I originally intended to store this in a 2D array and use images to generate my maps. One problem was that it had negative values (this was easily fixed by offsetting the coordinates a bit). However, due to this coordinate system, such an image or bitmap would have to be diamond shaped - and since these structures are square shaped, this would cause a lot of headaches even if I hack something together. Is there anything I'm missing that could fix this? I recall seeing a forum post regarding this in the unity forums but I can no longer find the link. Is writing a set of coordinate translators the best solution here? If you guys think it would be helpful, I can post code and images of my problem.

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  • TGA loader: reverse height

    - by aVoX
    I wrote a TGA image loader in Java which is working perfectly for files created with GIMP as long as they are saved with the option "origin" set to "Top Left" (Note: Actually TGA files are meant to be stored upside down - "Bottom Left" in GIMP). My problem is that I want my image loader to be capable of reading all different kinds of TGAs, so my question is, how do I flip the image upside down? Note that I store all image data inside a one-dimensional byte array, because OpenGL (glTexImage2D to be specific) requires it that way. Thanks in advance.

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  • using lua in kobold2d to control parameters

    - by nycynik
    Is there a tutorial on using LUA in Kobold2d? I want to know if its possible to use it to control the game behavior (like max speed decrease of timer, and bonus points) by uploading a new script to the app. I found this link in the FAQ: http://www.kobold2d.com/pages/viewpage.action?pageId=917888 but it does not mention if I can replace the lua script from within the game, and reload it, is that possible? Should i just have a parameter file instead that i can download and replace?

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  • Efficient skeletal animation

    - by Will
    I am looking at adopting a skeletal animation format (as prompted here) for an RTS game. The individual representation of each model on-screen will be small but there will be lots of them! In skeletal animation e.g. MD5 files, each individual vertex can be attached to an arbitrary number of joints. How can you efficiently support this whilst doing the interpolation in GLSL? Or do engines do their animation on the CPU? Or do engines set arbitrary limits on maximum joints per vertex and invoke nop multiplies for those joints that don't use the maximum number? Are there games that use skeletal animation in an RTS-like setting thus proving that on integrated graphics cards I have nothing to worry about in going the bones route?

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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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  • Nifty default controls prevent the rest of my game from rendering

    - by zergylord
    I've been trying to add a basic HUD to my 2D LWJGL game using nifty gui, and while I've been successful in rendering panels and static text on top of the game, using the built-in nifty controls (e.g. an editable text field) causes the rest of my game to not render. The strange part is that I don't even have to render the gui control, merely declaring it appears to cause this problem. I'm truly lost here, so even the vaguest glimmer of hope would be appreciated :-) Some code showing the basic layout of the problem: display setup: // load default styles nifty.loadStyleFile("nifty-default-styles.xml"); // load standard controls nifty.loadControlFile("nifty-default-controls.xml"); screen = new ScreenBuilder("start") {{ layer(new LayerBuilder("baseLayer") {{ childLayoutHorizontal(); //next line causes the problem control(new TextFieldBuilder("input","asdf") {{ width("200px"); }}); }}); }}.build(nifty); nifty.gotoScreen("start"); rendering glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,WINDOW_DIMENSIONS[0],WINDOW_DIMENSIONS[1],0f); //I can remove the 2 nifty lines, and the game still won't render nifty.render(true); nifty.update(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,(float)VIEWPORT_DIMENSIONS[0],0f,(float)VIEWPORT_DIMENSIONS[1]); glTranslatef(translation[0],translation[1],0); for (Bubble bubble:bubbles){ bubble.draw(); } for (Wall wall:walls){ wall.draw(); } for(Missile missile:missiles){ missile.draw(); } for(Mob mob:mobs){ mob.draw(); } agent.draw();

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  • How to make a iOS plugin for Unity3d

    - by DannoEterno
    I've passed last 2 days reading articles and book for understand how can i make a plugin for iOS in Unity. Basically i need just a demo for understand how it work. For now i've tried to make this process (with really poor luck): I've started a new project in Unity and writed a simple script using UnityEngine; using System.Collections; using System; using System.Runtime.InteropServices; public class CallPlugin : MonoBehaviour { [DllImport ("__Internal")] private static extern int test(); void Start () { Debug.Log(test()); } } Then i've created a project in Xcode with this simple script: extern "C"{ int test() { int che = 5; return che; } } Then i've tried: to put the .mm and .h in the Assets/Plugins/iOS = nothing to build the unity project and than add the .h and .mm in the Xcode project = nothing In Unity i will always get the EntryPointNotFoundException, so unity see the file but is unable to reach the method. The problem is... how?! :) Maybe i miss something or i've done something wrong? Thanks a lot for every help that you can give me :)

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  • How to get xy coordinates along a given path

    - by netbrain
    Say i have two points (x,y), (0,0) and (10,10). Now i wan´t to get coordinates along the line by stepping through values of x and y. I thought i solved it with the following functions: fy = startY + (x - startX) * ((destY-startY)/(destX-startX)); fx = (y + startY) / ((destY-startY)/(destX-startX)) + startX; taken from http://en.wikipedia.org/wiki/Linear_interpolation However, it seems that im getting a problem when destX and startX is the same value, so you get division by zero. Is there a better way of getting coordinates along a line when knowing the start and endpoint of the line?

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  • Double Buffering in Panda3D (C++)

    - by jsvcycling
    How would I go about using Double Buffering (to create a loading screen) in Panda3D using C++? I've searched Google and found some forums that talk about the concept of swapping buffers, but I haven't seen any that show any type of source code (specifically Panda3D/C++). I'd like to try and stay away from using pure OpenGL code and work it through Panda3D, but if I have no other choice, then I'll have to go with OpenGL coding.

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  • The true cost to get my XNA game on XBox?

    - by Fëanor
    There seem to be many hurdles to get ones game onto Xbox, so far I have uncovered: You need Visual Studio (once your game becomes commercial you cannot use Express - but have to pay for professional). $1000+ You then buy a XBox to find you also need a harddrive - so buy a Xbox harddrive too. $400 You need to buy XBox Gold LIVE subscription. $70 You need to buy AppHub Creators Club subscription $100 Then after all that I cannot even find the place on my XBox to download Indie games?!!! Seriously WTF - after doing all this I could have come proficient in WebGL and done it all for free... Before I go all the way down this path (hole) are there any other hidden hurdels before I can publish my game? UPDATE: "Indie Games are not available in Australia, due to the requirement for all games to be rated by the Australian Classification Board, and the prohibitive expenses involved."....... im going to have to break something....

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  • Balancing Player vs. Monsters: Level-Up Curves

    - by ashes999
    I've written a fair number of games that have RPG-like "levelling up," where the player gains experience for killing monsters/enemies, and eventually, reaches a new level, where their stats increase. How do you find a balance between player growth, monster strength, and difficulty? The extreme ends of this spectrum are: Player levels up really fast and blows away monsters without much effort Monsters are incredibly strong and even at low levels, are very difficult to beat I've also tried a strange situation of making enemies relative to players, i.e. an enemy will always be at 50% or 100% or 150% of player stats (thus requiring the player to use other techniques instead of brute strength to succeeed). But where's the balance, and how do you find it? Edit: For example, I am expecting to hear things like: Balance high instead of balance low (200 HP and 20 str is easier to balance than 20 HP and 2 str) Look at easiest vs. hardest monsters, and see what you have in terms of a range

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  • Splitting a tetris game apart - where to put time-management?

    - by nightcracker
    I am creating a tetris game in C++ & SDL, and I'm trying to do it "good" by making it object-oriented and keeping scopes small. So far I have the following structure: A main with some lowlevel SDL set up and handling input A game class that keeps track of score and provides the interface for main (move block down, etc) A map class that keeps track of the current game field, which blocks are where. Used by the game class. A block class that consists of the current falling block, used by game. A renderer class abstracting low level SDL to a format where you render "tetris blocks". Used by map and block. Now I have a though time where to place the time-management of this game. For example, where should be decided when a block bumps the bottom of the screen how long it takes the current block locks in place and a new block spawns? I also have an other unrelated question, is there some place where you can find some standard data on tetris like standard score tables, rulesets, timings, etc?

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  • Models from 3ds max lose their transformations when input into XNA

    - by jacobian
    I am making models in 3ds max. However when I export them to .fbx format and then input them into XNA, they lose their scaling. -It is most likely something to do with not using the transforms from the model correctly, is the following code correct -using xna 3.0 Matrix[] transforms=new Matrix[playerModel.Meshes.Count]; playerModel.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. int count = 0; foreach (ModelMesh mesh in playerModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = transforms[count]* Matrix.CreateScale(scale) * Matrix.CreateRotationX((float)MathHelper.ToRadians(rx)) * Matrix.CreateRotationY((float)MathHelper.ToRadians(ry)) * Matrix.CreateRotationZ((float)MathHelper.ToRadians(rz))* Matrix.CreateTranslation(position); effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } count++; mesh.Draw(); }

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  • How can I ease the work of getting pixel coordinates from a spritesheet?

    - by ThePlan
    When it comes to spritesheets they're usually easier to use, and they're very efficient memory-wise, but the problem that I'm always having is getting the actual position of a sprite from a sheet. Usually, I have to throw in some aproximated values and modify them several times until I get it right. My question: is there a tool which can basically show you the coordinates of the mouse relative to the image you have opened? Or is there a simpler method of getting the exact rectangle that the sprite is contained in?

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  • Set a 2d camera's position so that a building is under the players feet

    - by Potato
    My issue is this: i am making a scrolling game in XNA, and the camera updates based on the players velocity, but the player never actually moves, he is always in the center of the screen. When he hits the top of the building though i want him to always be on top and sink through the texture in a way like this: what i am doing to make this happen is i am just setting his velocity to 0, so its not moving, but the more velocity he hits a building with the more he sinks through it. I also tried setting the buildings position to the plays Bounding Box's bottom, and this achieved the look i wanted but this also resulted in the other buildings rising in the air, because the velocity was still moving (even if i set it to 0). if it was not a scrolling game, this would be not a problem, because you just set the players position to the top of the building, but because the player never actually moves, i actually need to move the camera to the point where the building is under the players feet without the other buildings rising. (Take note this is note a real camera, it is just a class that moves the objects in the world based on the players velocity). All questions are welcome.

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  • How can I create an orthographic display that handles different screen dimensions?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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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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  • C++ Directx 11 D3DXVECTOR3 doesn't allow me to devide it

    - by Miguel P
    If i have a simple vector3 like this: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos)); It works perfect! But let's say i wanted to multiply it by: Speed*(float) timeHandler.GetDelta() So: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos) * Speed*(float) timeHandler.GetDelta()); Now this fails completely, i've used this snippet before, but for some wierd reason it simply won't work( The vector somehow leads x,y,z to 0 or almost, no idea why). Do you have any idea why?

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  • How do I use unpackHalf2x16?

    - by user1032861
    I'm trying to use (un)packHalf2x16, without success so far. I'm drawing with: glVertexAttribIPointer(0, 2, GL_UNSIGNED_INT, 0, 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vbo); glDrawArrays(GL_POINTS, 0, n_points); glDisableVertexAttribArray(0); and on the shader #version 330 core #extension GL_ARB_shading_language_packing : require in uvec2 A0; // (...) vec4 t = vec4(unpackHalf2x16(A0.x), unpackHalf2x16(A0.y)); But nothing gets drawn. I'm pretty sure buffer's content is right, and if I use vec4 t = vec4(0); I can see it's working properly. How is this packing / unpacking thing supposed to work? I can't find any example.

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  • Writing a dynamic achievement system without hardcoding rules into the application

    - by imaginative
    I really enjoyed the solution provided here for groundwork on writing an achievement framework. The problem I have is I have game designers that would like to be able to insert achievements into a CMS at runtime. In a way, it sounds insane and complex to do this, but is it really? I think the concept of having to do a hard push of the application for every new achievement is cumbersome. I would love to be able to give our designers the capability to put together new achievements by entering them into a database. It shouldn't matter what tool I'm using, but for those interested, my backend is being written in JRuby (Ruby on top of the JVM). What are some possible ways of going about abstracting the logic in the aforementioned link even further so that rules can be interpreted at runtime?

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