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  • How to handle jumping up a slope in a runner game?

    - by you786
    In an 2D endless runner, what should happen when the player is running "too fast" up a slope and jumps? For example, in a "normal" case: .O. . __..O_____ . / . / O/ _/ If he is moving to the right slowly enough, he will jump upwards and land on the flat part of the surface. However, if he is moving too fast, the jump will have no effect as his forward motion will bring him back in contact with the slope before he can get high enough to pass over it. When the speed is sufficiently high, there will effectively be no jump. _________ / .O/ O/ _/ Are there any known ways to solve this issue? I know it's physically correct*, but are there techniques that other games use to overcome this in a reasonable manner? As a last resort I'll have to just remove all slopes that are too slanted. *If you constrain the player to never jumping backwards.

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  • Re-sizing the form without scaling the GUI

    - by Bmoore
    I am writing a turn based strategy game in C#. My GUI implementation consists of class that extends Form containing a class that extends Panel. When I render the GUI I draw to the paint method in the panel. I am trying to figure out what is the best way for handling form re-size events. I know I want a minimum window size, but I would prefer to not have a maximum or a set size. Ideally the GUI would reveal more/less of the map as the user changes the window size. I would like to avoid scaling the graphics if at all possible. What is the best way to handle re-size events?

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  • 2D collision resolving

    - by Philippe Paré
    I've just worked out an AABB collision algorithm for my 2D game and I was very satisfied until I found out it only works properly with movements of 1 in X and 1 in Y... here it is: public bool Intersects(Rectanglef rectangle) { return this.Left < rectangle.Right && this.Right > rectangle.Left && this.Top < rectangle.Bottom && this.Bottom > rectangle.Top; } public bool IntersectsAny(params Rectanglef[] rectangles) { for (int i = 0; i < rectangles.Length; i++) { if (this.Left < rectangles[i].Right && this.Right > rectangles[i].Left && this.Top < rectangles[i].Bottom && this.Bottom > rectangles[i].Top) return true; } return false; } and here is how I use it in the update function of my player : public void Update(GameTime gameTime) { Rectanglef nextPosX = new Rectanglef(AABB.X, AABB.Y, AABB.Width, AABB.Height); Rectanglef nextPosY; if (Input.Key(Key.Left)) nextPosX.X--; if (Input.Key(Key.Right)) nextPosX.X++; bool xFree = !nextPosX.IntersectsAny(Boxes.ToArray()); if (xFree) nextPosY = new Rectanglef(nextPosX.X, nextPosX.Y, nextPosX.Width, nextPosX.Height); else nextPosY = new Rectanglef(AABB.X, AABB.Y, AABB.Width, AABB.Height); if (Input.Key(Key.Up)) nextPosY.Y--; if (Input.Key(Key.Down)) nextPosY.Y++; bool yFree = !nextPosY.IntersectsAny(Boxes.ToArray()); if (yFree) AABB = nextPosY; else if (xFree) AABB = nextPosX; } What I'm having trouble with, is a system where I can give float values to my movement and make it so there's a smooth acceleration. Do I have to retrieve the collision rectangle (the rectangle created by the other two colliding)? or should I do some sort of vector and go along this axis until I reach the collision? Thanks a lot!

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  • XNA - Obtaining depth from the scene's render target?

    - by user1423893
    I'm currently rendering my scene to a render target so it can be used for rendering methods such as post processing and order independent transparency. rtScene = new RenderTarget2D( GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Rgba64, DepthFormat.Depth24Stencil8, // Requires a depth format for objects to be drawn correctly (e.g. wireframe model surrounding model) 0, RenderTargetUsage.PreserveContents ); I am required to use RenderTargetUsage.PreserveContents so that the same render target can be rendered to multiple times, once for each of the draw methods below. DrawBackground DrawDeferred DrawForward DrawTransparent The problem is that DrawTransparent requires a copy of the scene's depth as a texture. Is there any way to obtain this from the scene render target above (rtScene)? I can't have more than one render target with RenderTargetUsage.PreserveContents as this causes problems on hardware such as the XBOX 360, so rendering the depth to a separate render target at the same time as I render the scene isn't possible as far as I can tell. Would I be able to get around this problem by "Ping-Ponging" two render targets (using the more compatible RenderTargetUsage.DiscardContents) and using the result for the depth texture?

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  • Box2Dweb very slow on node.js

    - by Peteris
    I'm using Box2Dweb on node.js. I have a rotated box object that I apply an impulse to move around. The timestep is set at 50ms, however, it bumps up to 100ms and even 200ms as soon as I add any more edges or boxes. Here are the edges I would like to use as bounds around the playing area: // Computing the corners var upLeft = new b2Vec2(0, 0), lowLeft = new b2Vec2(0, height), lowRight = new b2Vec2(width, height), upRight = new b2Vec2(width, 0) // Edges bounding the visible game area var edgeFixDef = new b2FixtureDef edgeFixDef.friction = 0.5 edgeFixDef.restitution = 0.2 edgeFixDef.shape = new b2PolygonShape var edgeBodyDef = new b2BodyDef; edgeBodyDef.type = b2Body.b2_staticBody edgeFixDef.shape.SetAsEdge(upLeft, lowLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowLeft, lowRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowRight, upRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(upRight, upLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) Can box2d really become this slow for even two bodies or is there some pitfall? It would be very surprising given all the demos which successfully use tens of objects.

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  • How can I imitate interaction and movement in Diablo II?

    - by user422318
    I'm prototyping a simple browser-based game. It's played from a top down perspective on a 2d canvas. You left-click on a point on the map, and your character will begin walking to it. If you click on a different point on the map, then your character will begin walking to the new point. It's similar to Diablo II: http://www.youtube.com/watch?v=EvDKt-To6K0&feature=related How can I best imitate this movement system for a player? Ideas... Track current coords and target coords If target coords are exactly up, left, right, or down, then increment appropriate direction until you get there Implied else: target coords are in a quadrant. To make this movement look natural, character will have to move diagonally. For example, pretend the target is to the northeast. For each game frame, alternate incrementing current coordinates in the north and then east directions.

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  • Character equipment combinations

    - by JimFing
    I'm developing a 2d isometric game (typical Tolkien RPG) and wondering how to handle character/equipment combinations. So for example, the player wears leather boots with chain-mail and a wooden shield and a sword - but then picks up plate-armour instead of chain-mail. I'm using Blender3D to create objects, environments and characters in 3D, then a script runs to render all 3D meshes into 2D orthographic tile maps. So I can use this script to create all the combinations of character equipment for me, but there would be an explosion in terms of the combinations required.

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  • Multiplication for MVP matrices: Any benefits to doing so within the vertex shader?

    - by Nick Wiggill
    I'd like to understand under what circumstances (if any) it is worth doing MVP matrix multiplication inside a vertex shader. The vertex shader is run once per vertex, and a single mesh typically contains many vertices. All MVP inputs remain the same for each vertex in the vertex batch relating to a given draw call (model). Surely then, you're always better off keeping the multiplications in the client code, such that you pass in the whole MVP precalculated as a uniform? (avoiding redundant ops between individual vertices)

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  • Is there an AIR native extension to use GameCenter APIs for turn-based games?

    - by Phil
    I'm planning a turn based game using the iOS 5 GameCenter (GameKit) turn-based functions. Ideally I would program the game with AIR (I'm a Flash dev), but so far I can't seem to find any already available native extension that offers that (only basic GameCenter functions), so my questions are: Does anyone know if that already exists? And secondly how complex a task would it be to create an extension that does that? Are there any pitfalls I should be aware of etc.? ** UPDATE ** There does not seem a solution to the above from Adobe. For anyone who is interested check out the Adobe Gaming SDK. It contains a Game Center ANE which I've read contains options for multiplayer but not turn-based multiplayer, at least it's a start. Comes a bit late for me as I've already learned Obj-c!

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  • Low CPU/Memory/Memory-bandwith Pathfinding (maybe like in Warcraft 1)

    - by Valmond
    Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding? I remember that the enemy could get trapped in bowl-like caverns which means there were (most probably) no full-path calculations from "start to end". If I recall correctly, the algorithm could be something like this: A) Move towards enemy until success or hitting a wall B) If blocked by a wall, follow the wall until you can move towards the enemy without being blocked and then do A) But I'd like to know, if someone knows :-) [edit] As explained to Byte56, I'm searching for a low cpu/mem/mem-bandwidth algo and wanted to know if Warcraft had some special secrets to deliver (never seen that kind of pathfinding elsewhere), I hope that that is more concordant with the stackexchange rules.

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  • RasterizerState set to null after calling DrawText in Nuclex

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

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  • Particle Effect Completion

    - by Siddharth
    In my game I use particle effect for various purposes. In that I detect the completion of the particle effect. Basically I want to do something after completion of the particle effect. But the problem is that I didn't able to find the particle effect completion. So any community member please help me. EDIT : I was creating particle effect using following code pointParticleEmtitter = new PointParticleEmitter(pX, pY); particleSystem = new ParticleSystem(pointParticleEmtitter, maxRate, minRate, maxParticles, mParticleTextureRegion.deepCopy()); particleSystem.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); particleSystem.addParticleInitializer(new ColorInitializer(0f, 0f, 1f)); particleSystem.addParticleModifier(new AlphaModifier(1, 0, 0, 0.5f)); particleSystem.addParticleModifier(new ExpireModifier(0.5f)); gameObject.getScene().attachChild(particleSystem); Using above code the particle effect was started but when finished that I want to detect. After finishing effect I want to remove the object from the scene.

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  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Character coding / programming

    - by Jery
    Lately I tryed a few times to create characters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your character is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together.

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  • Does Windows 8 still support DirectX 9?

    - by SullY
    Is Windows 8 supporting DirectX 9? Because I was looking through some samples written in C++ and DirectX 9 made for Windows 8. It wasn't that, like I know it ( look here http://directxtutorial.com/Lesson.aspx?lessonid=111-4-2 ). E.g. Inizialising DirectX with COM: ComPtr<ID3D11Device1> dev; ComPtr<ID3D11DeviceContext1> devcon; It's just weird because I know it with the old way: ID3D11Device *dev; ID3D11DeviceContext *devcon; ( I hope you understand what I want to tell ) I hope it hasn't change completely due the released their new OS.

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  • Updating "Inactive" Chunks

    - by Conner Bryan
    In my game, the only chunks (4x4 areas of tiles) in memory are the ones that the player is in. However, chunks need to have updates applied to them over time. A (likely) well-known example would be MineCraft: even if the player isn't in a chunk, the wheat still needs to grow over time. My current solution is to call a method and pass in the time since the chunk was active.. but what if the chunk depends on nearby chunks for information, i.e. vines spreading or similar? Is there any reasonable solutions to this problem, or should I simply not depend on nearby chunks?

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  • HowTo Enable jBullet DebugMode

    - by Kenneth Bray
    I would like to render the physics world of jBullet to debug some issues in my game, and I am not finding too much on enabling the debugDraw method of jBullet. Do I need to write my own debugDraw method, or is there an easier way to draw the physics models to the screen? If there is already a built in method I would prefer to use that, otherwise I guess I will start making my own functions to handle this.

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  • How to prevent "underwater sight" in games

    - by CPP_Person
    In many games where the player can go underwater, it seems like when you look where the top half of the screen is in the air, and the bottom half the screen is in the water, it's almost like the water doesn't exist and the player is... flying slowly with water sounds? Is there a logical way to solve this? An algorithm? Doesn't seem like any solution has come up yet since many games still have this. I don't want to make the same mistake.

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • FPS camera specification

    - by user1095108
    I remember I once composed a FPS viewing transformation, as a composition of 3 rotations, each with an angle as a parameter. The first angle specified the left/right rotation around the y-axis, the second angle the up/down rotation around the x-axis, and the third around the z-axis. The viewing transformation was therefore specified by 3 angles. Naturally, this transformation had a gimbal lock, depending in what order the transformation were performed. What should I look at to derive my viewing transformation without the gimbal lock? I know the "lookAt" method already, but I consider that cumbersome. EDIT: MY first guess is to do the first 2 transformations to get a viewing direction and then the axis-angle rotation on this axis.

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  • HTML5 - check if font has loaded

    - by espais
    At present I load my font for my game in with @font-face For instance: @font-face { font-family: 'Orbitron'; src: url('res/orbitron-medium.ttf'); } and then reference it throughout my JS implementation as such: ctx.font = "12pt Orbitron"; where ctx is my 2d context from the canvas. However, I notice a certain lag time while the font is downloaded to the user. Is there a way I can use a default font until it is loaded in? Edit - I'll expand the question, because I hadn't taken the first comment into account. What would the proper method of handling this be in the case that a user has disabled custom fonts?

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  • Data for animation

    - by saadtaame
    Say you are using C/SDL for a 2D game project. It's often the case that people use a structure to represent a frame in an animation. The struct consists of an image and how much time the frame is supposed to be visible. Is this data sufficient to represent somewhat complex animatio? Is it a good idea to separate animation management code and animation data? Can somebody provide a link to animations tutorials that store animations in a file and retrieve them when needed. I read this in a book (AI game programming wisdom) but would like to see a real implementation.

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  • jump pads problem

    - by Pasquale Sada
    I'm trying to make a character jump on a landing pad who stays above him. Here is the formula I've used (everything is pretty much self-explainable, maybe except character_MaxForce that is the total force the character can jump ): deltaPosition = target - character_position; sqrtTerm = Sqrt(2*-gravity.y * deltaPosition.y + MaxYVelocity* character_MaxForce); time = (MaxYVelocity-sqrtTerm) /gravity.y; speedSq = jumpVelocity.x* jumpVelocity.x + jumpVelocity.z *jumpVelocity.z; if speedSq < (character_MaxForce * character_MaxForce) we have the right time so we can store the value jumpVelocity.x = deltaPosition.x / time; jumpVelocity.z = deltaPosition.z / time; otherwise we try the other solution time = (MaxYVelocity+sqrtTerm) /gravity.y; and then store it jumpVelocity.x = deltaPosition.x / time; jumpVelocity.z = deltaPosition.z / time; jumpVelocity.y = MaxYVelocity; rigidbody_velocity = jumpVelocity; The problem is that the character is jumping away from the landing pad or sometime he jumps too far never hitting the landing pad.

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  • What is the simplest way to render video into memory (for drawing to a texture) in .NET?

    - by sebf
    In my project I would like to be able to play back video on surfaces in the world. I intend to do this by having the video frames rendered to a block of memory, then use this to update a texture each frame. Everything is in place - except for the part that actually gets the video. I have looked on Google and found that the video library world is very expansive (and geared towards video processing), and am having trouble finding a suitable one. FFMpeg is very comprehensive, but is an entire suite and would take a good amount of work to integrate. So far the most promising library I've found is the one based on the VLC player libraries - by virtue of it using the same resources as VLC Player it is known to be very capable; it also renders to blocks of memory, but the API (at least of the one on Codeplex) is more of a port of the C++ API rather than a managed wrapper. The 'solution' can be any wrapper/API/library, but with characteristics that make it suitable for use in a rendering engine, namely: Renders the video frame data to memory, so it can be picked up and passed to a texture on the GPU easily. Super simple - all that is needed is a way to load, jump and render a frame programatically - ideally it would use the systems codecs and not require an assortment of plugins. Permissive license (LGPL or more free-er) .NET bindings at least; all the better if it is natively managed Can anyone suggest a lightweight, (.NET) library, that can take a video file, and spit out some frames into a byte[]?

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  • In a 2D tile-based game, how should NPCs and tiles reference each other?

    - by lezebulon
    I'm making a tile engine for 2D games (seen from the top). Basically the world is composed of a grid of tiles. Now I want to put for instance NPCs that can move on the map. What do you think is best: 1) each tile has a pointer to the NPC that is on its tile, or a NULL pointer 2) having a list of NPCs, and they have the coordinates of the tile they are on. 3) something else? 1) is faster for collision detection but it would use much more memory space and it is slower to find all NPCs in a map. 2) is the opposite. thanks

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