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  • Away3D & Directional Light w/ Rotating Meshes

    - by seethru
    This is likely a stupid error but I can't seem to find what I've done wrong. I've got a simple scene with 10 cylinders rotating at a default speed. If I grab one of these cylinders I can rotate it in the opposite direction or at a greater speed. I have a single directional light in the scene. It would appear that the directional light is only calculated at initialization and not on further frames. The shadow created by the light rotates with the cylinder giving the impression that the light is rotating when it isn't. Camera & Light Initialization _view = new View3D(); addChild(_view); _view.antiAlias = 4; _view.backgroundColor = 0xFFFFFF; _view.camera.z = -850; _view.camera.y = 0; _view.camera.x = 0; _view.camera.lookAt(new Vector3D()); _view.camera.lens = new PerspectiveLens(15); _view.mousePicker = PickingType.RAYCAST_BEST_HIT; _light = new DirectionalLight(); _light.z = -850; _light.direction = new Vector3D(1, 1, 1); _light.color = 0xFFFFFF; _light.ambient = 0.1; _light.diffuse = 0.7; _view.scene.addChild(_light); Mesh and Material creation var material:TextureMaterial = new TextureMaterial(createPow2Texture(sprite, _colors[i]) , true, false, true); material.animateUVs = true; material.lightPicker = _lightPicker; cylinder = new Mesh(new CylinderGeometry(radius, radius, 13, 70, 1, true, true), material); cylinder.subMeshes[0].scaleU = spriteWidth / sprite.width; cylinder.y = y; cylinder.mouseEnabled = true; cylinder.pickingCollider = PickingColliderType.AS3_BEST_HIT; cylinder.addEventListener(MouseEvent3D.MOUSE_OVER, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_MOVE, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_OUT, onMouseOutMesh); _cylinders.push(cylinder); Frame private function onEnterFrame(event:Event):void { for each (var mesh:Mesh in _cylinders) { if (mesh == _mouseOverMesh) continue; mesh.rotationY += 0.25; } _view.render(); }

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  • How to code a 4x shader/filter which emulates arcade crt display behavior?

    - by Arthur Wulf White
    I want to write a shader/filer probably in adobe Pixel Bender that will do the best job possible in emulating the fill of an oldskul monochromatic arcade CRT screen. Much like this here: http://filthypants.blogspot.com/2012/07/customizing-cgwgs-crt-pixel-shader.html Here are some attributes I know will exist in this filter: It will take in a low res image 160 x 120 and return a medium res image 640 x 480. It will add scanlines It will blur the color channels to create that color bleeding effect It will distort the shape of the image from a perfect rectangle into a rounder shape. The question is, could you please provide any other attributes that are beneficial to emulating an arcade CRT feel and links and resources on coding these effects. Thanks

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  • Logging library for (c++) games

    - by Klaim
    I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging is vital to debugging, even if you remove all logs in the end. Let's say I'm making a PC game (not console) that needs logs (multiplayer and multithreaded and/or multiprocess) and I have good reasons for looking for a library for logging (like, I don't have time or I'm not confident in my ability to write one correctly for my case). Assuming that I need : performance ease of use (allow streaming or formating or something like that) reliable (don't leak or crash!) cross-platform (at least Windows, MacOSX, Linux/Ubuntu) Wich logging library would you recommand? Currently, I think that boost::log is the most flexible one (you can even log to remotely!), but have not good performance update: is for high performance, but isn't released yet. Pantheios is often cited but I don't have comparison points on performance and usage. I've used my own lib for a long time but I know it don't manage multithreading so it's a big problem, even if it's fast enough. Google Log seems interesting, I just need to test it but if you already have compared those libs and more, your advice might be of good use. Games are often performance demanding while complex to debug so it would be good to know logging libraries that, in our specific case, have clear advantages.

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  • How do i start Game programming in windows phone xna?

    - by Ankit Rathod
    Hello, I am very much interested in Game programming in Xna. However during my college days i did not take Physics or Maths. Does that mean i can't create games in xna? I just know basics of trignometry. Can you all point me to few links where i can learn xna as well as the basic stuff of Maths that is bound to be required in most of the games? Are all game programmers excellent in Maths and Physics ? Thanks in advance :)

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  • Google play game services and Facebook integration in one game

    - by Ineentho
    We are creating a cross platform game for iOS and Android. We have thought about how and with which services we should integrate achievements and scoreboards with. For the iOS part, we are pretty sure that this how we want to do, in order from when the user opens the app for the first time: Connect with Game Center (Should be automatic, the user shouldn't even notice?) We will also get the players nickname for public scoreboards here. Ask if the user wants to connect with Facebook so that we can compare the players highscores with their friends. We could add Google play game services there as well, but I don't feel like that adds anything to the experience for the end user. Now comes the tricky part: Android We thought that we could do just like for iOS, except that we replace Game Center with Google Play Game Services. However, unlike Game Center, Game Services will ask the user to log in to their Google+ account and allow us to access their account. So now, what we have is a double login, first with Google+ and then with Facebook. What will users think about that? Should we scrap Play Services entirely and just ask the user for a nickname within our app and user Facebook for achievements?

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  • Adding Vertices to a dynamic mesh via Method Call

    - by Raven Dreamer
    I have a C# Struct with a static method, "Get Shape" which populates a List with the vertices of a polyhedron. Method Signature: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) Adding directly to the vertices list (via vertices.Add(vector3) ), the code works as expected, and the new polyhedron appears when I trigger the method. However, I want to do some processing on the vertices I'm adding (a rotation), and the most sensible way I can think to do that is by creating a separate list of Vector3s, and then combining the lists when I'm done. However, vertices.AddRange(newVerts) does not add the shape to the mesh, nor does a foreach loop with verts.Add(vertices[i]). And this is before I've added in any of the processing! I have a feeling this might stem from passing the list of vertices in as a parameter, rather than returning a list and then adding to the vertices in the calling object, but since I'm filling 4 lists, I was trying to avoid having to create a data struct to return all four at once. Any ideas? The working version of the method is reprinted below, in full: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) { //List<Vector3> vertices = new List<Vector3>(); int l_blockShape = b.blockShape; int l_blockType = b.blockType; //CheckFace checks if the block is empty //if this block is empty, don't draw anything. int vertexIndex; //only y faces need to be hidden. //if((l_blockShape & BlockShape.NegZFace) == BlockShape.NegZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //XY Z+1 face //if((l_blockShape & BlockShape.PosZFace) == BlockShape.PosZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY face //if((l_blockShape & BlockShape.NegXFace) == BlockShape.NegXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY X+1 face // if((l_blockShape & BlockShape.PosXFace) == BlockShape.PosXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX face if((l_blockShape & BlockShape.NegYFace) == BlockShape.NegYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX + 1 face if((l_blockShape & BlockShape.PosYFace) == BlockShape.PosYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y+1 , z+.2f)); vertices.Add(new Vector3(x+.8f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.2f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } }

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  • Skyrim Nexus Mods on Xbox 360 by use of dawnguard?

    - by user17895
    i think it's possible i opened up the dawnguard marketplace content and it consists 3 files: dawnguard.bsa < mod dawnguard.esp <- mod installing file. and spa.bin <-dont know where this is for. and it has been confirmed you can use the top 2 files on pc for a not fully functional dawnguard (barely functional to be exact) and if we could just replace or add a few other bsa and esp files to this marketplace content we could get mods up and running on xbox altough i need confirmation on this. I also have no clue where the spa.bin file for is, i need to examine it some further. Further this is adding a few non-distributed Files to marketplace content and wont get you booted from XBL. Also if anyone wants to examine these files for further information i will gladly share them with you. if you have any information or answers please email me at [email protected] thx

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  • Geometry shader for multiple primitives

    - by Byte56
    How can I create a geometry shader that can handle multiple primitives? For example when creating a geometry shader for triangles, I define a layout like so: layout(triangles) in; layout(triangle_strip, max_vertices=3) out; But if I use this shader then lines or points won't show up. So adding: layout(triangles) in; layout(triangle_strip, max_vertices=3) out; layout(lines) in; layout(line_strip, max_vertices=2) out; The shader will compile and run, but will only render lines (or whatever the last primitive defined is). So how do I define a single geometry shader that will handle multiple types of primitives? Or is that not possible and I need to create multiple shader programs and change shader programs before drawing each type?

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  • How does this game loop actually work?

    - by Nicolai
    I read this playfulJS post, about ray-casting: http://www.playfuljs.com/a-first-person-engine-in-265-lines/ It looks really interested, so I decided to look at his javascript. I am no expert in javascript, so I quickly got lost. It's the game loop "object" that really gets me. I simply don't understand how it works. From the code: function GameLoop() { this.frame = this.frame.bind(this); this.lastTime = 0; this.callback = function() {}; } GameLoop.prototype.start = function(callback) { this.callback = callback; requestAnimationFrame(this.frame); }; GameLoop.prototype.frame = function(time) { var seconds = (time - this.lastTime) / 1000; this.lastTime = time; if (seconds < 0.2) this.callback(seconds); requestAnimationFrame(this.frame); }; var loop = new GameLoop(); loop.start(function frame(seconds) { map.update(seconds); player.update(controls.states, map, seconds); camera.render(player, map); }); Now, what really confuses me here, is this bind stuff and how this actually loops. I am guessing, that if less than 0.2 seconds have passed, since the last time the loop was run, it simply goes back to re-check the time. If more than 0.2 seconds have passed, it leaves the frame function, and executes the 3 lines in the loop. But, if this is true, then how does the loop.start() get called again? And what on earth is the meaning of this.frame = this.frame.bind(this);? I've looked up prototypes bind() but I really don't understand it.

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  • Calculate the Intersection of Two Volumes

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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  • Drawing a circle in opengl es android, squiggly boundaries

    - by ladiesMan217
    I am new to OpenGL ES and facing a hard time drawing a circle on my GLSurfaceView. Here's what I have so far. the Circle Class public class MyGLBall { private int points=40; private float vertices[]={0.0f,0.0f,0.0f}; private FloatBuffer vertBuff; //centre of circle public MyGLBall(){ vertices=new float[(points+1)*3]; for(int i=3;i<(points+1)*3;i+=3){ double rad=(i*360/points*3)*(3.14/180); vertices[i]=(float)Math.cos(rad); vertices[i+1]=(float) Math.sin(rad); vertices[i+2]=0; } ByteBuffer bBuff=ByteBuffer.allocateDirect(vertices.length*4); bBuff.order(ByteOrder.nativeOrder()); vertBuff=bBuff.asFloatBuffer(); vertBuff.put(vertices); vertBuff.position(0); } public void draw(GL10 gl){ gl.glPushMatrix(); gl.glTranslatef(0, 0, 0); // gl.glScalef(size, size, 1.0f); gl.glColor4f(1.0f,1.0f,1.0f, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); } } I couldn't retrieve the screenshot of my image but here's what it looks like As you can see the border has crests and troughs thereby renering it squiggly which I do not want. All I want is a simple curve

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  • Recommended main loop style

    - by Frootmig-H
    I've just begun attempting an FPS with JMonkeyEngine, but I'm currently stuck as to the best way to implement the main loop - especially with regards to non-instantaneous user actions. By that, I mean things like reloading a weapon. The user starts the action, and it continues for a while with an animation and some sound, and when it completes, game state updates. (I should mention that it's not technically a loop, it's an update method, called as often as possible. Is that different? Me no understand terminology). So, far I've considered : Animation driven Player presses reload Start reload animation If user stars another action, abort animation, start new action. When the animation_complete event is received (JMonkeyEngine provides this), update ammo counters. Event driven Player presses reload Start reload animation Queue up a out-of-thread method to be called at time t + (duration of reload animation) If user starts another action, cancel both animation and queued method. When queued method executes, update ammo. This avoids relying on the animation event (JMonkeyEngine has a particular quirk), but brings in the possibility of thread problems. 'Blocking' (not sure of the correct term) Player presses reload Start reloading animation reloading = true reloadedStartTime = now while (reloading && ((now - reloadingStartTime) < reloadingDuration)) { If user starts another action, break and cancel reloading. } Update ammo counters reloading = false My main concern is that actions can interrupt each other. Reloading can be interrupted by firing, or by dropping or changing weapon, crouching can be interrupted by running, etc. What's the recommended way to handle this? What are the advantages and disadvantages of each method? I'm leaning towards event-driven, even though it requires more care; failing that, blocking.

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  • MD5 vertex skinning problem extending to multi-jointed skeleton (GPU Skinning)

    - by Soapy
    Currently I'm trying to implement GPU skinning in my project. So far I have achieved single joint translation and rotation, and multi-jointed translation. The problem arises when I try to rotate a multi-jointed skeleton. The image above shows the current progress. The left image shows how the model should deform. The middle image shows how it deforms in my project. The right shows a better deform (still not right) inverting a certain value, which I will explain below. The way I get my animation data is by exporting it to the MD5 format (MD5mesh for mesh data and MD5anim for animation data). When I come to parse the animation data, for each frame, I check if the bone has a parent, if not, the data is passed in as is from the MD5anim file. If it does have a parent, I transform the bones position by the parents orientation, and the add this with the parents translation. Then the parent and child orientations get concatenated. This is covered at this website. if (Parent < 0){ ... // Save this data without editing it } else { Math3::vec3 rpos; Math3::quat pq = Parent.Quaternion; Math3::quat pqi(pq); pqi.InvertUnitQuat(); pqi.Normalise(); Math3::quat::RotateVector3(rpos, pq, jv); Math3::vec3 npos(rpos + Parent.Pos); this->Translation = npos; Math3::quat nq = pq * jq; nq.Normalise(); this->Quaternion = nq; } And to achieve the image to the right, all I need to do is to change Math3::quat::RotateVector3(rpos, pq, jv); to Math3::quat::RotateVector3(rpos, pqi, jv);, why is that? And this is my skinning shader. SkinningShader.vert #version 330 core smooth out vec2 vVaryingTexCoords; smooth out vec3 vVaryingNormals; smooth out vec4 vWeightColor; uniform mat4 MV; uniform mat4 MVP; uniform mat4 Pallete[55]; uniform mat4 invBindPose[55]; layout(location = 0) in vec3 vPos; layout(location = 1) in vec2 vTexCoords; layout(location = 2) in vec3 vNormals; layout(location = 3) in int vSkeleton[4]; layout(location = 4) in vec3 vWeight; void main() { vec4 wpos = vec4(vPos, 1.0); vec4 norm = vec4(vNormals, 0.0); vec4 weight = vec4(vWeight, (1.0f-(vWeight[0] + vWeight[1] + vWeight[2]))); normalize(weight); mat4 BoneTransform; for(int i = 0; i < 4; i++) { if(vSkeleton[i] != -1) { if(i == 0) { // These are interchangable for some reason // BoneTransform = ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform = ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } else { // These are interchangable for some reason // BoneTransform += ((invBindPose[vSkeleton[i]] * Pallete[vSkeleton[i]]) * weight[i]); BoneTransform += ((Pallete[vSkeleton[i]] * invBindPose[vSkeleton[i]]) * weight[i]); } } } wpos = BoneTransform * wpos; vWeightColor = weight; vVaryingTexCoords = vTexCoords; vVaryingNormals = normalize(vec3(vec4(vNormals, 0.0) * MV)); gl_Position = wpos * MVP; } The Pallete matrices are the matrices calculated using the above code (a rotation and translation matrix get created from the translation and quaternion). The invBindPose matrices are simply the inverted matrices created from the joints in the MD5mesh file. Update 1 I looked at GLM to compare the values I get with my own implementation. They turn out to be exactly the same. So now i'm checking if there's a problem with matrix creation... Update 2 Looked at GLM again to compare matrix creation using quaternions. Turns out that's not the problem either.

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  • Quaternion Camera

    - by Alex_Hyzer_Kenoyer
    Can someone help me figure out how to use a Quaternion with the PerspectiveCamera in libGDX or in general? I am trying to rotate my camera around a sphere that is being drawn at (0,0,0). I am not sure how to go about setting up the quaternion correctly, manipulating it, and then applying it to the camera. Edit: Here is what I have tried to do so far. // This is how I set it up Quaternion orientation = new Quaternion(); orientation.setFromAxis(Vector3.Y, 45); // This is how I am trying to update the rotations public void rotateX(float amount) { Quaternion temp = new Quaternion(); temp.set(Vector3.X, amount); orientation.mul(temp); } public void rotateY(float amount) { Quaternion temp = new Quaternion(); temp.set(Vector3.Y, amount); orientation.mul(temp); } public void updateCamera() { // This is where I am unsure how to apply the rotations to the camera // I think I should update the view and projection matrices? camera.view.mul(orientation); ... }

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  • Clientside anticheating in multiplayer game 1vs1

    - by garnav
    I'm developing a simple card game, where there will be a matchmaking system that will put you against another human player. This will be the only game mode available, a 1vs1 against another human, no AI. I want to prevent cheating as much as possible. I have already read a lot of similar questions here and I already know that I cannot trust the client and I have to make all verifications server side. I intend to have a server (need one for the matchmaking anyway) and I intend to make some verifications server side but if I want to check everything server side this makes my server to be able to keep track of the state of all current games and check every action, and I don't have the money/infrastructure to support that server. My idea is to make clients check and verify some of the actions made by their opponent* and if they find some illegal action notify the possible cheating to the server and make the server verify it. This will still require my server to keep track of all current games, but it will save resources only checking some things that cannot be checked at client side(like card order in the deck) and only checking other things when they are actually wrong. *(only those they can check with out allowing themselves cheating! for example:they can't check if the played card was in hand cos that will need them to know all cards in hand) Summing up, my questions are: is this a viable approach? will I actually save resources doing this or the extra complexity in the server and client for exchanging this messages is not worth it? do you know any game that has successfully or unsuccessfully tried a similar approach? Thanks all for reading and answering

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • Character Stats and Power

    - by Stephen Furlani
    I'm making an RPG game system and I'm having a hard time deciding on doing detailed or abstract character statistics. These statistics define the character's natural - not learned - abilities. For example: Mass Effect: 0 (None that I can see) X20 (Xtreme Dungeon Mastery): 1 "STAT" Diablo: 4 "Strength, Magic, Dexterity, Vitality" Pendragon: 5 "SIZ, STR, DEX, CON, APP" Dungeons & Dragons (3.x, 4e): 6 "Str, Dex, Con, Wis, Int, Cha" Fallout 3: 7 "S.P.E.C.I.A.L." RIFTS: 8 "IQ, ME, MA, PS, PP, PE, PB, Spd" Warhammer Fantasy Roleplay (1st ed?): 12-ish "WS, BS, S, T, Ag, Int, WP, Fel, A, Mag, IP, FP" HERO (5th ed): 14 "Str, Dex, Con, Body, Int, Ego, Pre, Com, PD, ED, Spd, Rec, END, STUN" The more stats, the more complex and detailed your character becomes. This comes with a trade-off however, because you usually only have limited resources to describe your character. D&D made this infamous with the whole min/max-ing thing where strong characters were typically not also smart. But also, a character with a high Str typically also has high Con, Defenses, Hit Points/Health. Without high numbers in all those other stats, they might as well not be strong since they wouldn't hold up well in hand-to-hand combat. So things like that force trade-offs within the category of strength. So my original (now rejected) idea was to force players into deciding between offensive and defensive stats: Might / Body Dexterity / Speed Wit / Wisdom Heart Soul But this left some stat's without "opposites" (or opposites that were easily defined). I'm leaning more towards the following: Body (Physical Prowess) Mind (Mental Prowess) Heart (Social Prowess) Soul (Spiritual Prowess) This will define a character with just 4 numbers. Everything else gets based off of these numbers, which means they're pretty important. There won't, however, be ways of describing characters who are fast, but not strong or smart, but absent minded. Instead of defining the character with these numbers, they'll be detailing their character by buying skills and powers like these: Quickness Add a +2 Bonus to Body Rolls when Dodging. for a character that wants to be faster, or the following for a big, tough character Body Building Add a +2 Bonus to Body Rolls when Lifting, Pushing, or Throwing objects. [EDIT - removed subjectiveness] So my actual questions is what are some pitfalls with a small stat list and a large amount of descriptive powers? Is this more difficult to port cross-platform (pen&paper, PC) for example? Are there examples of this being done well/poorly? Thanks,

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  • 3D rotation tool. How can I add simple extrusion?

    - by Gerve
    The 3D rotation tool is excellent but it only lets you rotate 2D objects, this means my object is wafer thin. Is there any way to add simple extrusion or depth to a symbol? I don't really want to use any 3rd party libraries like Away3D or Papervision, this is overkill for my simple 2D game. I only want to do this creating a couple motion tweens if possible. More Details: Below is what my symbol looks like (just with a bit more color). The symbol does a little 3D rotation and then flies away, it's just for something like a scoreboard within the app.

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  • Flash game size and distribution between asset types

    - by EyeSeeEm
    I am currently developing a Flash game and am planning on a large amount of graphics and audio assets, which has led to some questions about Flash game size. By looking at some of the popular games on NG, there seem to be many in the 5-10Mb and a few in the 10-25Mb range. I was wondering if anyone knew of other notable large-scale games and what their sizes were, and if there have been any cases of games being disadvantaged because of their size. What is a common distribution of game size between code, graphics and audio? I know this can vary strongly, but I would like to hear your thoughts on an average case for a high-quality game.

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  • as3 3D camera lookat

    - by Johannes Jensen
    I'm making a 3D camera scene in Flash, draw using drawTriangles() and rotated and translated using a Matrix3D. I've got the camera to look after a specific point, but only on the Y-axis, using the x and z coordinates, here is my code so far: var dx:Number = camera.x - lookAt.x; var dy:Number = camera.y - lookAt.y; var dz:Number = camera.z - lookAt.z; camera.rotationY = Math.atan2(dz, dx) * (180 / Math.PI) + 270; so no matter the x or z position, the point is always on the mid of the screen, IF and only if y matches with the camera. So what I need is to calculate the rotationX (which are measured in degrees not radians), and I was wondering how I would do this?

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  • Converting from different handedness coordinate systems

    - by SirYakalot
    I am currently porting a demo from XNA to DirectX which, as I understand it, both have coordinate systems with different handednesses. What are the things I need to bare in mind when converting between the two? I understand not everything needs to be changed. Also I notice that many of the 3D maths functions in some of the direct3D libraries have right handed and left handed alternatives. Would it be better to just use these?

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  • OpenGL 2D Depth Perception

    - by Stephen James
    This is the first time i have ever commented on a forum about programming, so sorry if I'm not specific enough. Here's my problem: I have a 2D RPG game written in Java using LWJGL. All works fine, but at the moment I'm having trouble deciding what the best way to do depth perception is. So , for example, if the player goes in front of the tree/enemy (lower than the objects y-coordinate) then show the player in front), if the player goes behind the tree/enemy (higher than the objects specific y-coordinate), then show the player behind the object. I have tried writing a block of code to deal with this, and it works quite well for the trees, but not for the enemies yet. Is there a simpler way of doing this in LWJGL that I'm missing? Thanks :)

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  • When "W" is held, the character moves forward, but when "W" and "A" is held, movement completely stops

    - by Vlad1k
    I am making a 2D game, and when I hold the key "w", the player goes forward, but when I hold both "w" and "a", the movement stops completely, when I want it to go forward, while shifting to the left. Here is my script: var speed = 4; function Update() { // Make the character walk forward if "w" is being held if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } // Stop the movement if "w" is not being held if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk forward if "s" is being held if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } // Stop the movement if "s" is not being held if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk left if "a" is being held if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } // Stop the movement if "a" is not being held if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } //Make the character walk right if "d" is being held if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } // Stop the movement if "d" is not being held if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } } PLEASE MAKE THE CODE BETTER! I AM NEW! EDIT: Here is a video to show my problem. http://www.screenr.com/3oxH Here is the newest code: var speed = 4f; function Update() { if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } else if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } else if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } else if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } }

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  • What should I use (controls, methods) to make a 2D tile based map editor?

    - by user1306322
    I'm making a 2d game where each tile is a square and it's viewed at straight angle, no skewing, no rotation, it's pretty simple. Two weeks ago I tried using DataGridView, but as the number of rows and columns increased, it became frustratingly slow, then I read how it should've happened to me earlier, because this control is not supposed to work with large number of cells, and I have at least 7500 cells in my smallest level, which made it unbearable to use. This is what I expect from my new editor: Most importantly, tile type. Tile images or their color codes are fine (seeing map as it is in-game is cool, but the faster, the better). Secondly, all tile parameters (in text, preferrably editable in a popup or sidebar). I'm using my own format, so I'm most probably not going to use third party product. Besides, I'm trying to learn how to do it myself.

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  • OpenGL 2D Depth Perception

    - by Stephen James
    I have a 2D RPG game written in Java using LWJGL. All works fine, but at the moment I'm having trouble deciding what the best way to do depth perception is. So , for example, if the player goes in front of the tree/enemy (lower than the objects y-coordinate) then show the player in front), if the player goes behind the tree/enemy (higher than the objects specific y-coordinate), then show the player behind the object. I have tried writing a block of code to deal with this, and it works quite well for the trees, but not for the enemies yet. Is there a simpler way of doing this in LWJGL that I'm missing?

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