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  • Game Formula/Mechanic

    - by Georgiadis Abraam
    i am trying to design a game for a project i have, The main idea is a 3 Type of Heroes 3 Stat per Hero There are no levels involved so the differences must be located on Stats. Flogic)The logic of fight is that type1hero has good chances winning type2hero, type2hero has good chances type3hero and type3hero has good chances winning type1hero. For over a week i am trying to find a stats based formula that will allow me to fix this but i cant, i was meddling with numbers yesterday and it was decent but i cant extract the formula out of it. Could you plz guide me or give me hints on how should i start creating formulas on a Non lvl game that fulfills the fLogic?

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  • Trying to setup first DirectX project (don't understand the error) [on hold]

    - by user1157885
    I've just started learning DirectX with the book "3D Game Programming with DirectX". I just finished setting up all the paths and adding the code to the project which I think I did correctly, but I get this massive error which I don't really understand and is hard to google. Could someone tell me what it means and how to fix it? Error 1 error TRK0002: Failed to execute command: ""C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Utilities\bin\x64\fxc.exe" /nologo /Emain /Fo "C:\Desktop\DirectX 11 Projects\box\Win32Project2\Debug\color.cso" /Od /Zi "....\Book Files\3DGameProg\DVD\Code\Chapter 6 Drawing in Direct3D\Box\FX\color.fx"". The handle is invalid.

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  • GoogleAppEngine : ClassNotFoundException : javax.jdo.metadata.ComponentMetadata

    - by James.Elsey
    I'm trying to deploy my application to a locally running GoogleAppEngine development server, but I'm getting the following stack trace when I start the server Apr 23, 2010 9:03:33 PM com.google.apphosting.utils.jetty.JettyLogger warn WARNING: Nested in org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'clientDao' defined in ServletContext resource [/WEB-INF/applicationContext.xml]: Cannot resolve reference to bean 'entityManagerFactory' while setting bean property 'entityManagerFactory'; nested exception is org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'entityManagerFactory' defined in ServletContext resource [/WEB-INF/applicationContext.xml]: Invocation of init method failed; nested exception is java.lang.NoClassDefFoundError: javax/jdo/metadata/ComponentMetadata: java.lang.ClassNotFoundException: javax.jdo.metadata.ComponentMetadata at java.net.URLClassLoader$1.run(URLClassLoader.java:217) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:205) at java.lang.ClassLoader.loadClass(ClassLoader.java:319) at com.google.appengine.tools.development.IsolatedAppClassLoader.loadClass(IsolatedAppClassLoader.java:151) at java.lang.ClassLoader.loadClass(ClassLoader.java:264) at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:332) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:264) at javax.jdo.JDOHelper$18.run(JDOHelper.java:2009) at javax.jdo.JDOHelper$18.run(JDOHelper.java:2007) at java.security.AccessController.doPrivileged(Native Method) at javax.jdo.JDOHelper.forName(JDOHelper.java:2006) at javax.jdo.JDOHelper.invokeGetPersistenceManagerFactoryOnImplementation(JDOHelper.java:1155) at javax.jdo.JDOHelper.getPersistenceManagerFactory(JDOHelper.java:803) at javax.jdo.JDOHelper.getPersistenceManagerFactory(JDOHelper.java:698) at org.datanucleus.jpa.EntityManagerFactoryImpl.initialisePMF(EntityManagerFactoryImpl.java:482) at org.datanucleus.jpa.EntityManagerFactoryImpl.<init>(EntityManagerFactoryImpl.java:255) at org.datanucleus.store.appengine.jpa.DatastoreEntityManagerFactory.<init>(DatastoreEntityManagerFactory.java:68) at org.datanucleus.store.appengine.jpa.DatastorePersistenceProvider.createContainerEntityManagerFactory(DatastorePersistenceProvider.java:45) at org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean.createNativeEntityManagerFactory(LocalContainerEntityManagerFactoryBean.java:224) at org.springframework.orm.jpa.AbstractEntityManagerFactoryBean.afterPropertiesSet(AbstractEntityManagerFactoryBean.java:291) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.invokeInitMethods(AbstractAutowireCapableBeanFactory.java:1369) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.initializeBean(AbstractAutowireCapableBeanFactory.java:1335) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:473) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory$1.run(AbstractAutowireCapableBeanFactory.java:409) at java.security.AccessController.doPrivileged(Native Method) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:380) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:264) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:222) at org.springframework.beans.factory.support.AbstractBeanFactory.doGetBean(AbstractBeanFactory.java:261) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:185) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:164) at org.springframework.beans.factory.support.BeanDefinitionValueResolver.resolveReference(BeanDefinitionValueResolver.java:269) at org.springframework.beans.factory.support.BeanDefinitionValueResolver.resolveValueIfNecessary(BeanDefinitionValueResolver.java:104) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.applyPropertyValues(AbstractAutowireCapableBeanFactory.java:1245) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.populateBean(AbstractAutowireCapableBeanFactory.java:1010) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:472) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory$1.run(AbstractAutowireCapableBeanFactory.java:409) at java.security.AccessController.doPrivileged(Native Method) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:380) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:264) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:222) at org.springframework.beans.factory.support.AbstractBeanFactory.doGetBean(AbstractBeanFactory.java:261) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:185) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:164) at org.springframework.beans.factory.support.DefaultListableBeanFactory.preInstantiateSingletons(DefaultListableBeanFactory.java:429) at org.springframework.context.support.AbstractApplicationContext.finishBeanFactoryInitialization(AbstractApplicationContext.java:728) at org.springframework.context.support.AbstractApplicationContext.refresh(AbstractApplicationContext.java:380) at org.springframework.web.context.ContextLoader.createWebApplicationContext(ContextLoader.java:255) at org.springframework.web.context.ContextLoader.initWebApplicationContext(ContextLoader.java:199) at org.springframework.web.context.ContextLoaderListener.contextInitialized(ContextLoaderListener.java:45) at org.mortbay.jetty.handler.ContextHandler.startContext(ContextHandler.java:530) at org.mortbay.jetty.servlet.Context.startContext(Context.java:135) at org.mortbay.jetty.webapp.WebAppContext.startContext(WebAppContext.java:1218) at org.mortbay.jetty.handler.ContextHandler.doStart(ContextHandler.java:500) at org.mortbay.jetty.webapp.WebAppContext.doStart(WebAppContext.java:448) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) at org.mortbay.jetty.Server.doStart(Server.java:217) at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) at com.google.appengine.tools.development.JettyContainerService.startContainer(JettyContainerService.java:181) at com.google.appengine.tools.development.AbstractContainerService.startup(AbstractContainerService.java:116) at com.google.appengine.tools.development.DevAppServerImpl.start(DevAppServerImpl.java:217) at com.google.appengine.tools.development.DevAppServerMain$StartAction.apply(DevAppServerMain.java:162) at com.google.appengine.tools.util.Parser$ParseResult.applyArgs(Parser.java:48) at com.google.appengine.tools.development.DevAppServerMain.<init>(DevAppServerMain.java:113) at com.google.appengine.tools.development.DevAppServerMain.main(DevAppServerMain.java:89) The server is running at http://localhost:1234/ I'm a little confused over this, since I have the same application running locally on GlassFish/MySQL. All I have done is to swap in the relevant jar files, and change the persistence.xml. My applicationContext.xml looks as follows : <context:annotation-config/> <bean id="clientDao" class="com.jameselsey.salestracker.dao.jpa.JpaDaoClient"> <property name="entityManagerFactory" ref="entityManagerFactory"/> </bean> <bean id="entityManagerFactory" class="org.springframework.orm.jpa.LocalContainerEntityManagerFactoryBean"/> <bean id="transactionManager" class="org.springframework.orm.jpa.JpaTransactionManager"> <property name="entityManagerFactory" ref="entityManagerFactory" /> </bean> <bean id="org.springframework.context.annotation.internalPersistenceAnnotationProcessor" class="com.jameselsey.salestracker.util.GaeFixInternalPersistenceAnnotationProcessor" /> <bean class="org.springframework.orm.jpa.support.PersistenceAnnotationBeanPostProcessor"/> <tx:annotation-driven/> <bean id="clientService" class="com.jameselsey.salestracker.service.ClientService"/> </beans> My JPA DAO looks like this public class JpaDao extends JpaDaoSupport { protected <T> List<T> findAll(Class<T> clazz) { return getJpaTemplate().find("select c from " + clazz.getName() + " c"); } protected <T> T findOne(String jpql, Map params) { List<T> results = getJpaTemplate().findByNamedParams(jpql, params); if(results.isEmpty()) { return null; } if(results.size() > 1) { throw new IncorrectResultSizeDataAccessException(1, results.size()); } return results.get(0); } } And an example implemented method looks like this : @Override public Client getClientById(Integer clientId) { String jpql = "SELECT c " + "FROM com.jameselsey.salestracker.domain.Client c " + "WHERE c.id = " + clientId; return (Client) getJpaTemplate().find(jpql).get(0); } Like I say, this works ok on Glassfish/MySQL, is it possible this error could be a red herring to something else?

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  • Game Sound Effects Availability

    - by Ben
    Is there a need in the community for affordable game-focused sound effect packs? I am considering putting together some effects specifically geared toward games and indie developers that desire to get a working prototype quickly off the ground. Is there a need for this, or is there another standard "go-to" spot for this kind of thing? I want to offer value to the community but wanted to assess the need first. If anyone has thoughts, insight, or personal opinions on this I would love to hear it!

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  • Secure login for a game that is open source

    - by David Park
    I am making a game which i will be open sourcing. Its a simple arcade like game but requires a network connection because it is meant to be played with other people. The thing i am worrying about is how would i be sure that the client is the one that i put out for the end user to play with? Kind of a like of sv_pure for Team Fortress 2. I was thinking of different ways to combat this such as the server requesting the client's version or even it's md5 hash but people with simple java knowledge could just force a method to always return what the server wants.

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  • Struggling to get set up with JOGL2.0

    - by thecoshman
    I guess that Game Dev' is a more sensible place for my problem then SO. I did have JOGL1.1 set up and working, but I soon discovered that it did not support the latest OpenGL, so I started work on upgrading to JOGL2.0 it's not gone too well. Firstly, is it worth me trying to get JOGL to work, or should I just move over to LWJGL? I am fairly comfortable with OpenGL (via C++) and from what I did get working with JOGL1.1, I seem to be OK adapting to it. Assuming that I stick with JOGL, am I foolish for trying to use JOGL2.0? From what I can gather, JOGL2.0 is still in beta, but I am willing to go with it as I want to make use of the latest OpenGL I can. I have been using the Eclipse IDE and have set up a user library for JOGL, here is a screen shot of the configuration and I have added this user library to my own Eclipse project. the system variable %JOGL_HOME% points to "C:\Users\edacosh\Downloads\JOGL2.0" so that should work fine. Now, the problem I actually having, when I try to run my code, on the line GLProfile glp = GLProfile.getDefault(); The code stops with the following message... Exception in thread "main" java.lang.NoClassDefFoundError: com/jogamp/common/jvm/JVMUtil at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1145) at DiCE.DiCE.<init>(DiCE.java:33) at App.<init>(App.java:17) at App.main(App.java:12) Caused by: java.lang.ClassNotFoundException: com.jogamp.common.jvm.JVMUtil at java.net.URLClassLoader$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 4 more I have also set my project to ensure that it is using jre6 along with jdk6, as I was having some issues. I hope I have given you enough information to be able to help me. It probably doesn't help that I am rather new to Java, been developing in C++ for ages. Thanks

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  • Dynamic obstacles avoidance in navigation mesh system

    - by Variable
    I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are walking allover the map and collide with each other while they moving. I try to steering them when collision occurs, but this doesn't work well. For example, two characters block on the road while the third one's path is right in the middle of them and he'll get stuck. Can someone tell me the most popular way of doing dynamic avoidance? Thanks a lot.

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  • Ouya build experiencing odd graphical artifacts, screen half black

    - by Neeko
    I'm witnessing very odd graphical artifacts when I run my Unity game on Ouya. After the Unity splash screen, the game loads with the screen half black. This seemingly has started occurring out of the blue. It also doesn't occur in the editor or the standalone build, only on Ouya. I can't think of a single reason why this would be happening. If I open the Ouya menu screen and close it, the game returns to normal; somewhat, as there may be some artifacts lingering but the screen isn't half black like in the screen shot above. I know there's not much to go off of, but any insight into why this may be happening is greatly appreciated.

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  • Can somebody guide me asto how I can make a game for playing cards [closed]

    - by user2558
    In college me and my friends use to play cards all the time. I want to make a game for that. It's quite similar to hearts, a kind of modified hearts which we made up. I want to make a multiplayer game which could be played over the internet. Plus there should also be an option for computer to play if less players availiable at the time. I don't want to make a exe. I want to play in browser. How should I go about it.

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  • Artifacts when using SamplerState.LinearClamp in SpriteBatch

    - by Raymond Holmboe
    I'm using XNA 4.0 and VS2010 Express for Windows Phone and Windows Phone SDK 7.1. This is a platform game and I have a map made up of 16x16 textures that is drawn dynamically, tile by tile. When using SpriteBatch to draw my map with LinearClamp, I get artifacts that looks like blurry thin lines. They become visible when the camera moves from one pixel to another and when the camera is still, the artifacts disappear. Here's a small sample of what I mean: Here's how I draw with the spritebatch: SBWorld.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, camera.View); When using SamplerState.PointClamp the game just plays horribly (IMHO), so I cannot use that. Why do these lines appear and how do I get rid of those?

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  • Algorithm for waypoint path following?

    - by Thierry Savard Saucier
    I have a worldmap, with different cities on it. The player can choose a city from a menu, or click on an available cities on the world map, and the toon should walk over there. I want him to follow a predefined path. Lets say our hero is on the city 1. He clicks on city 4. I want him to follow the path to city 2 and from there to city 4. I was handling this easily with arrow movement (left right top bottom) since its a single check. Now I'm not sure how I should do this. Should I loop threw each possible path and check which one leads me to D the fastest ... and if I do how do I avoid running in circle forever with cities 1-5-2 ?

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  • Examples of 2D side-scrollers that achieve open non-linear feel?

    - by Milosz Falinski
    I'm working on a 2.5D platformer prototype that aims for an open feel while maintaining familiar core mechanics. Now, there's some obvious challenges with creating a non constricted feel in a spatially constricted environment. What I'm interested in, is examples of how game designers deal with the "here's a level, beat the bad guys/puzzles to get to the next level" design that seems so natural to most platformers (eg. Mario/Braid/Pid/Meat Boy to name a few). Some ideas for achieving openness I've come across include: One obvious successful example is Terraria, which achieves openness simply through complexity and flexibility of the game-system Another example that comes to mind is Cave Story. Game is non-linear, offers multiple choices and side-stories Mario, Rayman and some other 'classics' with a top-down level selection. I actually really dislike this as it never did anything for me emotionally and just seems like a bit of a lazy way to do things. Note: I've not actually had much experience with most of the 'classical' console platformers, apart from the obvious Marios/Zeldas/Metroids, since I've grown up on adventure games. By that I mean, it's entirely possible that I simply missed some games that solve the problem really well and are by some considered obvious 'classics'.

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  • Trying to implement fling events on an object

    - by Adam Short
    I have a game object, well a bitmap, which I'd like to "fling". I'm struggling to get it to fling ontouchlistener due to it being a bitmap and not sure how to proceed and I'm struggling to find the resources to help. Here's my code so far: https://github.com/addrum/Shapes GameActivity class: package com.main.shapes; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.os.Bundle; import android.view.GestureDetector; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View.OnTouchListener; import android.view.Window; public class GameActivity extends Activity { private GestureDetector gestureDetector; View view; Bitmap ball; float x, y; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //Remove title bar this.requestWindowFeature(Window.FEATURE_NO_TITLE); view = new View(this); ball = BitmapFactory.decodeResource(getResources(), R.drawable.ball); gestureDetector = new GestureDetector(this, new GestureListener()); x = 0; y = 0; setContentView(view); ball.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(android.view.View v, MotionEvent event) { // TODO Auto-generated method stub return false; } }); } @Override protected void onPause() { super.onPause(); view.pause(); } @Override protected void onResume() { super.onResume(); view.resume(); } public class View extends SurfaceView implements Runnable { Thread thread = null; SurfaceHolder holder; boolean canRun = false; public View(Context context) { super(context); holder = getHolder(); } public void run() { while (canRun) { if (!holder.getSurface().isValid()) { continue; } Canvas c = holder.lockCanvas(); c.drawARGB(255, 255, 255, 255); c.drawBitmap(ball, x - (ball.getWidth() / 2), y - (ball.getHeight() / 2), null); holder.unlockCanvasAndPost(c); } } public void pause() { canRun = false; while (true) { try { thread.join(); } catch (InterruptedException e) { e.printStackTrace(); } break; } thread = null; } public void resume() { canRun = true; thread = new Thread(this); thread.start(); } } } GestureListener class: package com.main.shapes; import android.view.GestureDetector.SimpleOnGestureListener; import android.view.MotionEvent; public class GestureListener extends SimpleOnGestureListener { private static final int SWIPE_MIN_DISTANCE = 120; private static final int SWIPE_THRESHOLD_VELOCITY = 200; @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { if (e1.getX() - e2.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { //From Right to Left return true; } else if (e2.getX() - e1.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { //From Left to Right return true; } if (e1.getY() - e2.getY() > SWIPE_MIN_DISTANCE && Math.abs(velocityY) > SWIPE_THRESHOLD_VELOCITY) { //From Bottom to Top return true; } else if (e2.getY() - e1.getY() > SWIPE_MIN_DISTANCE && Math.abs(velocityY) > SWIPE_THRESHOLD_VELOCITY) { //From Top to Bottom return true; } return false; } @Override public boolean onDown(MotionEvent e) { //always return true since all gestures always begin with onDown and<br> //if this returns false, the framework won't try to pick up onFling for example. return true; } }

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  • How to create a 3D world with 2D sprites similar to Ragnorak online?

    - by Romoku
    As far as I know Ragnorak Online is a 3D game world with 2D sprites overlayed. I would like to use this style in a game I am making in Unity, so I would like the player to be able to select little square tiles on the terrain. There are a couple routes I could take such as using a bunch of cubic polygons and linking them together or using one big map. The former approach doesn't seem to make any sense if the world is not flat as polygons wouldn't be reused often. The goal is to break down a 3D polygon into tiles which is heard to wrap my head around. I believe using something like an interval tree or array would be appropriate to store the rectangle grid, but how would I display a rectangle around the selection the player has his mouse over on the polygon terrain itself? Here is a screenshot. Here is a gameplay video. Here is the camera usage.

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  • LibGdx efficient data saving/loading?

    - by grimrader22
    Currently, my LibGDX game consists of a 512 x 512 map of Tiles and entities such as players and monsters. I am wondering how to efficiently save and load the data of my levels. At the moment I am using JSON serialization for each class I want to save. I implement the Json.Serializable interface for all of these classes and write only the variables that are necessary. So my map consists of 512 x 512 tiles, that's 260,000 tiles. Each tile on the map consists of a Tile object, which points to some final Tile object like a GRASS_TILE or a STONE_TILE. When I serialize each level tile, the final Tile that it points to is re-serialized over and over again, so if I have 100 Tiles all pointing to GRASS_TILE, the data of GRASS_TILE is written 100 times over. When I go to load/deserialize my objects, 100 GrassTile objects are created, but they are each their own object. They no longer point to the final tile object. I feel like this reading/writing files very slow. If I were to abandon JSON serialization, to my knowledge my next best option would be saving the level data to a sql database. Unless there is a way to speed up serializing/deserializing 260,000 tiles I may have to do this. Is this a good idea? Could I really write that many tiles to the database efficiently? To sum all this up, I am trying to save my levels using JSON serialization, but it is VERY slow. What other options do I have for saving the data of so many tiles. I also must note that the JSON serialization is not slow on a PC, it is only VERY slow on a mobile device. Since file writing/reading is so slow on mobile devices, what can I do?

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  • How do I simplify terrain with tunnels or overhangs?

    - by KKlouzal
    I'm attempting to store vertex data in a quadtree with C++, such that far-away vertices can be combined to simplify the object and speed up rendering. This works well with a reasonably flat mesh, but what about terrain with overhangs or tunnels? How should I represent such a mesh in a quadtree? After the initial generation, each mesh is roughly 130,000 polygons and about 300 of these meshes are lined up to create the surface of a planetary body. A fully generated planet is upwards of 10,000,000 polygons before applying any culling to the individual meshes. Therefore, this second optimization is vital for the project. The rest of my confusion focuses around my inexperience with vertex data: How do I properly loop through the vertex data to group them into specific quads? How do I conclude from vertex data what a quad's maximum size should be? How many quads should the quadtree include?

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  • Good book or tutorial for learning how to apply integration methods

    - by Cumatru
    I'm looking to animate a graph layout using edges as springs and nodes as weights ( a node with more links will have a bigger weight ). I'm not capable of wrapping my head around the usage of mathematical and physics relations in my application. As far as i read, Runge Kutta 4 ( preferably ) or Verlet will be a good choice, but i have problems with understanding how they really work, and what physics equations should i apply. If i can't understand them, i can't use them. I'm looking for a book or a tutorial which describe the things that i need.

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  • Algorithm allowing a good waypoint path following?

    - by Thierry Savard Saucier
    I'm more looking into how should I implement this, either a tutorial or even the name of the concept I'm missing. I'm pretty sure some basic pathfinding algorithm could help me here, but I dont know which one ... I have a worldmap, with different cities on it. The player can choose a city from a menu, or click on an available cities on the world map, and the toon should walk over there. But I want him to follow a predefine path. Lets say our hero is on the city 1. He clicks on city 4. I want him to follow the path to city 2 and from there to city 4. I was handling this easily with arrow movement (left right top bottom) since its a single check. Now I'm not sure how I should do this. Should I loop threw each possible path and check which one leads me to D the fastest ... and if I do how do I avoid running in circle forever with cities 1-5-2 ?

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  • Pack of resources in one big file with XNA

    - by Cristian
    Is it possible to pack all the little .xnb files into one big file? Given the level of abstraction of the XNA Framework I though this would come out of the box but I can't find any well integrated solution. So far the best candidate is XnaZip but in addition to having to compile the resources in a post-build event, and a little trouble porting the game to XBOX I have to rename all the references to resources I have already implemented.

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  • Logarithmic spacing of FFT bins

    - by Mykel Stone
    I'm trying to do the examples within the GameDev.net Beat Detection article ( http://archive.gamedev.net/archive/reference/programming/features/beatdetection/index.html ) I have no issue with performing a FFT and getting the frequency data and doing most of the article. I'm running into trouble though in the section 2.B, Enhancements and beat decision factors. in this section the author gives 3 equations numbered R10-R12 to be used to determine how many bins go into each subband: R10 - Linear increase of the width of the subband with its index R11 - We can choose for example the width of the first subband R12 - The sum of all the widths must not exceed 1024 He says the following in the article: "Once you have equations (R11) and (R12) it is fairly easy to extract 'a' and 'b', and thus to find the law of the 'wi'. This calculus of 'a' and 'b' must be made manually and 'a' and 'b' defined as constants in the source; indeed they do not vary during the song." However, I cannot seem to understand how these values are calculated...I'm probably missing something simple, but learning fourier analysis in a couple of weeks has left me Decimated-in-Mind and I cannot seem to see it.

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  • Making an interactive 2D map

    - by Chad
    So recently I have been working on a Legend of Zelda: A Link to the Past clone, and I am wondering how I could handle certain map interactions (like cutting grass, lifting rocks, etc). The way I am currently doing the tilemap is with 2 PNGs. The first is the "tilemap" where each pixel represents a 16x16 tile and the (red, green) values are the (x, y) coords for the tile in the second PNG (the "tileset"). I am then using the blue channel to store collision data. Each tile is split into 4 8x8 tiles and represented by a 2 bit value (0 = empty, 1 = Jumpdown point, 2 = unused right now, 3 = blocking). 4 of these 2 bit values make up the full blue channel (1 byte). So collisions work great, and I am moving on to putting interactive units on the level; but I am not sure what a good way is to do it. I have experimented with spawning an entity for each grass and rock, but there are just WAY to many; FPS just dies even if I confine it to the current "zone" the user is in (for those who remember LTTP it had zones you moved between). It does make a difference that this is a browser-based JavaScript game. tl;dr: What is a good way to have an interactive map without using full blown entities for each interactive item?

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  • How can I use iteration to lead targets?

    - by e100
    In my 2D game, I have stationary AI turrets firing constant speed bullets at moving targets. So far I have used a quadratic solver technique to calculate where the turret should aim in advance of the target, which works well (see Algorithm to shoot at a target in a 3d game, Predicting enemy position in order to have an object lead its target). But it occurs to me that an iterative technique might be more realistic (e.g. it should fire even when there is no exact solution), efficient and tunable - for example one could change the number of iterations to improve accuracy. I thought I could calculate the current range and thus an initial (inaccurate) bullet flight time to target, then work out where the target would actually be by that time, then recalculate a more accurate range, then recalculate flight time, etc etc. I think I am missing something obvious to do with the time term, but my aimpoint calculation does not currently converge after the significant initial correction in the first iteration: import math def aimpoint(iters, target_x, target_y, target_vel_x, target_vel_y, bullet_speed): aimpoint_x = target_x aimpoint_y = target_y range = math.sqrt(aimpoint_x**2 + aimpoint_y**2) time_to_target = range / bullet_speed time_delta = time_to_target n = 0 while n <= iters: print "iteration:", n, "target:", "(", aimpoint_x, aimpoint_y, ")", "time_delta:", time_delta aimpoint_x += target_vel_x * time_delta aimpoint_y += target_vel_y * time_delta range = math.sqrt(aimpoint_x**2 + aimpoint_y**2) new_time_to_target = range / bullet_speed time_delta = new_time_to_target - time_to_target n += 1 aimpoint(iters=5, target_x=0, target_y=100, target_vel_x=1, target_vel_y=0, bullet_speed=100)

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  • Platformer Enemy AI

    - by hayer
    I'm currently developing a platformer shooter. The game is multiplayer and while my net code could use some real work I have put that off for the time, so currently I'm trying to implement the AI. The game is pretty simple; Players run around on a map filled with a X amount of zombies that try to eat their brains, classic and overused I know. Weapons spawn at random intervals around the map. The problem is that the zombies, when they find their pray the have to follow it for some while.. And here is the problem, running the AI navcode seems to take for ever. So here is the ideas I have come up with so far Have the AI update at different intervals with a maximum of Y ms with no updates. Have the zombies assigned to groups of zombies. One is appointed the leader of the group who finds the way to the player - the rest just follows the leader. If the leader dies another one of the zombies in the group is appointed president of the zombie swarm. If there is less than five zombies in a group they try to meet up with other zombies.(Aka they are assigned to a different group and therefor a new leader) Multi-threading option one or two? For navigation I have some kinda navmesh(since the game is not tile-based) that tells the zombies where they can walk etc. If anyone else got some ideas on how to do navigation I would love some input. For LoS(zombie - player) I have split the map into grids. If the players grid is connected to the zombies grid(if I go with option two I would only need to check if leader zombies grid is connected to player, aka less checks) - if they are connected and there is more than 250ms since last check do a raytrace.. This is my first time programming AI so input on any field is appreciated.

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  • Moving Character in C# XNA Not working

    - by Matthew Stenquist
    I'm having trouble trying to get my character to move for a game I'm making in my sparetime for the Xbox. However, I can't seem to figure out what I'm doing wrong , and I'm not even sure if I'm doing it right. I've tried googling tutorials on this but I haven't found any helpful ones. Mainly, ones on 3d rotation on the XNA creators club website. My question is : How can I get the character to walk towards the right in the MoveInput() function? What am I doing wrong? Did I code it wrong? The problem is : The player isn't moving. I think the MoveInput() class isn't working. Here's my code from my character class : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Jumping { class Character { Texture2D texture; Vector2 position; Vector2 velocity; int velocityXspeed = 2; bool jumping; public Character(Texture2D newTexture, Vector2 newPosition) { texture = newTexture; position = newPosition; jumping = true; } public void Update(GameTime gameTime) { JumpInput(); MoveInput(); } private void MoveInput() { //Move Character right GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); velocity.X = velocity.X + (velocityXspeed * gamePad1.ThumbSticks.Right.X); } private void JumpInput() { position += velocity; if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed && jumping == false) { position.Y -= 1f; velocity.Y = -5f; jumping = true; } if (jumping == true) { float i = 1.6f; velocity.Y += 0.15f * i; } if (position.Y + texture.Height >= 1000) jumping = false; if (jumping == false) velocity.Y = 0f; } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } } }

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  • How can I view an R32G32B32 texture?

    - by bobobobo
    I have a texture with R32G32B32 floats. I create this texture in-program on D3D11, using DXGI_FORMAT_R32G32B32_FLOAT. Now I need to see the texture data for debug purposes, but it will not save to anything but dds, showing the error in debug output, "Can't find matching WIC format, please save this file to a DDS". So, I write it to DDS but I can't open it now! The DirectX texture tool says "An error occurred trying to open that file". I know the texture is working because I can read it in the GPU and the colors seem correct. How can I view an R32G32B32 texture in an image viewer?

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