Search Results

Search found 25518 results on 1021 pages for 'iterative development'.

Page 544/1021 | < Previous Page | 540 541 542 543 544 545 546 547 548 549 550 551  | Next Page >

  • Enemies don't shoot. What is wrong? [closed]

    - by Bryan
    I want that every enemy shoots independently bullets. If an enemy’s bullet left the screen, the enemy can shoot a new bullet. Not earlier. But for the moment, the enemies don't shoot. Not a single bullet. I guess their is something wrong with my Enemy class, but I can't find a bug and I get no error message. What is wrong? public class Map { Texture2D myEnemy, myBullet ; Player Player; List<Enemy> enemieslist = new List<Enemy>(); List<Bullet> bulletslist = new List<Bullet>(); float fNextEnemy = 0.0f; float fEnemyFreq = 3.0f; int fMaxEnemy = 3 ; Vector2 Startposition = new Vector2(200, 200); GraphicsDeviceManager graphicsDevice; public Map(GraphicsDeviceManager device) { graphicsDevice = device; } public void Load(ContentManager content) { myEnemy = content.Load<Texture2D>("enemy"); myBullet = content.Load<Texture2D>("bullet"); Player = new Player(graphicsDevice); Player.Load(content); } public void Update(GameTime gameTime) { Player.Update(gameTime); float delta = (float)gameTime.ElapsedGameTime.TotalSeconds; for(int i = enemieslist.Count - 1; i >= 0; i--) { // Update Enemy Enemy enemy = enemieslist[i]; enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta); // Try to remove an enemy if (enemy.Remove == true) { enemieslist.Remove(enemy); enemy.Remove = false; } } this.fNextEnemy += delta; //New enemy if (fMaxEnemy > 0) { if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3)) { Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f; enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position)); fMaxEnemy -= 1; fNextEnemy -= fEnemyFreq; } } } public void Draw(SpriteBatch batch) { Player.Draw(batch); foreach (Enemy enemies in enemieslist) { enemies.Draw(batch, myEnemy); } foreach (Bullet bullets in bulletslist) { bullets.Draw(batch, myBullet); } } } public class Enemy { List<Bullet> bulletslist = new List<Bullet>(); private float nextShot = 0; private float shotFrequency = 2.0f; Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public bool Shot; public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player) { this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; this.Remove = false; this.Shot = false; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta) { nextShot += delta; for (int i = bulletslist.Count - 1; i >= 0; i--) { // Update Bullet Bullet bullets = bulletslist[i]; bullets.Update(gameTime, graphics, delta); // Try to remove a bullet... Collision, hit, or outside screen. if (bullets.Remove == true) { bulletslist.Remove(bullets); bullets.Remove = false; } } if (nextShot >= shotFrequency) { this.Shot = true; nextShot -= shotFrequency; } // Does the enemy shot? if ((Shot == true) && (bulletslist.Count < 1)) // New bullet { Vector2 bulletDirection = Vector2.Normalize(PlayerPos - this.vPos) * 200f; bulletslist.Add(new Bullet(this.vPos, bulletDirection, PlayerPos)); Shot = false; } if (!Remove) { this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f; this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth + 1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch batch, Texture2D myTexture) { if (!Remove) { batch.Draw(myTexture, this.vPos, Color.White); } } } public class Bullet { Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player) { this.Remove = false; this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta) { if (!Remove) { this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth +1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight +1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch spriteBatch, Texture2D myTexture) { if (!Remove) { spriteBatch.Draw(myTexture, this.vPos, Color.White); } } }

    Read the article

  • Particles are not moving correctly [closed]

    - by cr33p
    I want to make a particle explosion, after something gets destroyed, but somehow only one line of mixed colors show up on the screen. Here's the header: http://pastebin.com/JW5bPLj2 Here's the source: http://pastebin.com/KHmFqytD I don't get what's wrong, as it's nearly the same as in "Programming Linux Games" Can somebody help me fix that? PS: "Uint32 delta" is needed to update the pixels based on time. PSS: Maybe I should add that it's programmed in C and includes SDL. EDIT: Found the problem. It was the "drawParticles" function. The problem was, that I passed a double to "offset" (as particles[i].x, etc are all doubles). So I ended up with values like ~MAX_INT because I didn't cast the doubles properly to ints.

    Read the article

  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

    Read the article

  • Sprite batching in OpenGL

    - by Roy T.
    I've got a JAVA based game with an OpenGL rendering front that is drawing a large amount of sprites every frame (during testing it peaked at 700). Now this game is completely unoptimized. There is no spatial partitioning (so a sprite is drawn even if it isn't on screen) and every sprite is drawn separately like this: graphics.glPushMatrix(); { graphics.glTranslated(x, y, 0.0); graphics.glRotated(degrees, 0, 0, 1); graphics.glBegin(GL2.GL_QUADS); graphics.glTexCoord2f (1.0f, 0.0f); graphics.glVertex2d(half_size , half_size); // upper right // same for upper left, lower left, lower right graphics.glEnd(); } graphics.glPopMatrix(); Currently the game is running at +-25FPS and is CPU bound. I would like to improve performance by adding spatial partitioning (which I know how to do) and sprite batching. Not drawing sprites that aren't on screen will help a lot, however since players can zoom out it won't help enough, hence the need for batching. However sprite batching in OpenGL is a bit of mystery to me. I usually work with XNA where a few classes to do this are built in. But in OpenGL I don't know what to do. As for further optimization, the game I'm working on as a few interesting characteristics. A lot of sprites have the same texture and all the sprites are square. Maybe these characteristics will help determine an efficient batching technique?

    Read the article

  • Multi-threaded JOGL Problem

    - by moeabdol
    I'm writing a simple OpenGL application in Java that implements the Monte Carlo method for estimating the value of PI. The method is pretty easy. Simply, you draw a circle inside a unit square and then plot random points over the scene. Now, for each point that is inside the circle you increment the counter for in points. After determining for all the random points wither they are inside the circle or not you divide the number of in points over the total number of points you have plotted all multiplied by 4 to get an estimation of PI. It goes something like this PI = (inPoints / totalPoints) * 4. This is because mathematically the ratio of a circle's area to a square's area is PI/4, so when we multiply it by 4 we get PI. My problem doesn't lie in the algorithm itself; however, I'm having problems trying to plot the points as they are being generated instead of just plotting everything at once when the program finishes executing. I want to give the application a sense of real-time display where the user would see the points as they are being plotted. I'm a beginner at OpenGL and I'm pretty sure there is a multi-threading feature built into it. Non the less, I tried to manually create my own thread. Each worker thread plots one point at a time. Following is the psudo-code: /* this part of the code exists in display() method in MyCanvas.java which extends GLCanvas and implements GLEventListener */ // main loop for(int i = 0; i < number_of_points; i++){ RandomGenerator random = new RandomGenerator(); float x = random.nextFloat(); float y = random.nextFloat(); Thread pointThread = new Thread(new PointThread(x, y)); } gl.glFlush(); /* this part of the code exists in run() method in PointThread.java which implements Runnable */ void run(){ try{ gl.glPushMatrix(); gl.glBegin(GL2.GL_POINTS); if(pointIsIn) gl.glColor3f(1.0f, 0.0f, 0.0f); // red point else gl.glColor3f(0.0f, 0.0f, 1.0f); // blue point gl.glVertex3f(x, y, 0.0f); // coordinates gl.glEnd(); gl.glPopMatrix(); }catch(Exception e){ } } I'm not sure if my approach to solving this issue is correct. I hope you guys can help me out. Thanks.

    Read the article

  • Checking collision of bullets and Asteroids

    - by Moaz ELdeen
    I'm trying to detect collision between two list of bullets and asteroids. The code works fine, but when the bullet intersects with an asteroid, and that bullet passes through another asteroid, the code gives an assertion, and it says about it can't increment the iterator. I'm sure there is a small bug in that code, but I can't find it. for (list<Bullet>::iterator itr_bullet = ship.m_Bullets.begin(); itr_bullet!=ship.m_Bullets.end();) { for (list<Asteroid>::iterator itr_astroid = asteroids.begin(); itr_astroid!=asteroids.end(); itr_astroid++) { if(checkCollision(itr_bullet->getCenter(),itr_astroid->getCenter(), itr_bullet->getRadius(), itr_astroid->getRadius())) { itr_astroid = asteroids.erase(itr_astroid); } } itr_bullet++; }

    Read the article

  • Problem with scrolling background in one OpenGL loop

    - by GvS
    I have 960x3000 map image in png and I'm scrolling it in a loop like this (it's called in 60 FPS loop): glPushMatrix(); glBindTexture( GL_TEXTURE_2D, mapTex[iBgImg]); glBegin(GL_QUADS); double mtstart = 0.0f - fBgVPos/(double)BgSize; double mtend = mtstart + mtsize; glTexCoord2d(0.0, mtstart); glVertex2f(fBgX, TOP_MARGIN); glTexCoord2d(1.0, mtstart); glVertex2f(fBgX + MAP_WIDTH, TOP_MARGIN); glTexCoord2d(1.0, mtend); glVertex2f(fBgX + MAP_WIDTH, BOTTOM_MARGIN); glTexCoord2d(0.0, mtend); glVertex2f(fBgX, BOTTOM_MARGIN); glEnd(); glPopMatrix(); unfortunately it isn't smooth when the game is in windowed mode. However, it is smooth in full screen mode. I'm using GLFW for windows. Maybe there is something wrong with my method? Is there anything better? Or could this be hardware problem? Edit: Window is created using glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, GL_TRUE); glfwOpenWindowHint(GLFW_REFRESH_RATE, 60); and main loop is using glfwSwapInterval(1) to ensure 60 FPS;

    Read the article

  • glTexImage2D not loading my data

    - by Clyde
    Can anyone suggest why this code doesn't work? When I draw using this texture all I get is black. If I use GLUtils.texImage2D() to load a png file, it works correctly. ByteBuffer bb = ByteBuffer.allocateDirect(128*128*4).order(ByteOrder.nativeOrder()); bb.position(0); for(int row = 0; row != 128; row++) { for(int i = 0 ; i != 128 ; i++) { bb.put((byte)0x80); bb.put((byte)0xFF); bb.put((byte)0xFF); bb.put((byte)i); } } int[] handle = new int[1]; GLES20.glEnable(GLES20.GL_TEXTURE_2D); GLES20.glGenTextures(1, handle, 0); DrawAdapter.checkGlError("Gen textures"); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, handle[0]); DrawAdapter.checkGlError("Bind textures"); bb.position(0); GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 128, 128, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, bb); DrawAdapter.checkGlError("glTexImage2D"); return handle[0];

    Read the article

  • CLR Profiler Allocated Bytes and XNA ContentManager

    - by Vackup
    I've been fighting with XNA ContentManager and memory allocations for some weeks because I'm trying to port my game from XNA (Windows) to ExEn / Monotouch (iphone). The problem is that after playing a few levels, my game exits unexpectedly on a real iPhone device (not simulator). Profiling memory usage on Windows with CLRProfile, I found some useful stuff but I also found something I dont understand. If I use 2 ContentManagers (1 for shared assets and 1 for level assets), when profiling, "Allocated Bytes" grows and grows after level through level but Memory consumption measured by Windows Task Manager stays constant (down when I unload the content manager and up again when I load content). Obviously, I contentManager.Unload() when level ends. After a few levels my game exits unexpectedly on an iPhone device. If I use 1 content manager, "CRLProfiler Allocated Bytes" stays constant on Windows and on the iPhone; I can play the game normally and it doesnt exit unexpectedly. I use the same assets level through level. It seems like in ios (iPhone) when loading and unloading the same assets, it allocates memory and consumes all device memory, so the ios kill it. Can anybody explain me how this really works? I've read quite a bit, but I still don't understand what's going on.

    Read the article

  • How to work with edge Texture

    - by XzenTorXz
    Im not sure if i use the right terms, but im not able to find something to start with. Im trying to develop a little HTML5 game. I have a ground with a texture and now I want to make a surrounding texture. The texture is an image wich should be bend around the ground. At the moment im using easelJS for display my images/textures. So im looking for some sort of Tutorial/Script/Advice. Im not even sure if I can bend a image in javascript. So the worst case I can think of is split the image in 100 pieces and then put it back together and rotate each piece. for example like this:

    Read the article

  • How can I go about learning to write a shader

    - by Donutz
    So here's the background: I'm writing a game, just for my own amusement and education really. I've already come to the conclusion that XNA was the way to go for graphics, I've bought a couple of books, I've gotten basic game graphics going, and that's great. Now I'm starting to get a little in-depth and I'm starting to need to do stuff not covered in my (beginner) books. In particular, I need to display a sprite using a mask. Actually, what I need to do is display a generic sprite with a different color for each player. After banging around on the web, it seems the way to go is to have a color texture (one for each player) which I display using the mask, then display the generic part of the sprite. This has to be done dynamically, i.e. at runtime because there are too many sprites to keep in memory if I try to generate all the permutations at startup. So, I need to use a shader. Fine. I've downloaded a sample shader program, and managed to hit it with a hammer until it does something close enough to what I want so that I know I'm on the right track. And here, we come to my problem... I have no friggin' clue what I'm doing. While there are a lot of samples and such about shaders, no one ever actually explains what's going on. For instance, I can't find any real docs on Tex2D. I feel like the guys in Zoolander poking at the computer. So, my question (yes, I have a question) -- where is a good URL or what is a good book to take me from dumskie to reasonably competent to write a basic shader?

    Read the article

  • Isometric Collision Detection

    - by Sleepy Rhino
    I am having some issues with trying to detect collision of two isometric tile. I have tried plotting the lines between each point on the tile and then checking for line intercepts however that didn't work (probably due to incorrect formula) After looking into this for awhile today I believe I am thinking to much into it and there must be a easier way. I am not looking for code just some advise on the best way to achieve detection of overlap

    Read the article

  • Building an instance system.

    - by Kyle C
    I am looking into how to design an instance system for the game I am working on. I have always wondered how these are created in games like World of Warcraft, where instances == dungeons/raids/etc). Areas that are separated from players other than those in your group, but have specific logic to them. Specifically how can you reuse your existing code base and not have a bunch of checks everywhere ? if (isInstance) do x; else do y; I don't know if this will make too much of a difference on any answers, but we're using a pretty classic "Object as pure aggregation" component system for our entities.

    Read the article

  • Getting collision detection in Pygames

    - by user36010
    I am writing a game in Pygame, I want to get collision detection. The aim is when a object hits another, the target object disappears. I want to avoid having classes and just have my code class less for now, in one script. This makes it difficult to get collision detection because the Rect method in Pygame is called on by an object(class). The logic I want to achieve is: object hits a target object target object disappears. is there an easy way to achieve this?(with minimal code possible)

    Read the article

  • How can I tweak this A* search pathfinding algorithm to handle different terrain movement values?

    - by user422318
    I'm creating a 2D map-based action game with similar interaction design as Diablo II. In other words, the player clicks around a map to move their player. I just finished player movement and am moving on to pathfinding. In the game, enemies should charge the player's character. There are also five different terrain types that give different movement bonuses. I want the AI to take advantage of these terrain bonuses as they try to reach the player. I was told to check out the A* search algorithm (http://en.wikipedia.org/wiki/A*_search_algorithm). I'm doing this game in HTML5 and JavaScript, and found a version in JavaScript: http://www.briangrinstead.com/blog/astar-search-algorithm-in-javascript I'm trying to figure out how to tweak it though. Below are my ideas about what I need to change. What else do I need to worry about? When I create a graph, I will need to initialize the 2D array I pass in passed on with a traversal of a map that corresponds to the different terrain types. in graph.js: "GraphNodeType" definition needs to be modified to handle the 5 terrain types. There will be no walls. in astar.js: The g and h scoring will need to be modified. How should I do this? in astar.js: isWall() should probably be removed. My game doesn't have walls. in astar.js: I'm not sure what this is. I think it indicates a node that isn't valid to be processed. When would this happen, though? At a high level, how do I change this algorithm from "oh, is there a wall there?" to "will this terrain get me to the player faster than the terrain around me?" Because of time, I'm also debating reusing my Bresenham algorithm for the enemies. Unfortunately, the different terrain movement bonuses won't be used by the AI, which will make the game suck. :/ I'd really like to have this in for the prototype, but I'm not a developer by trade nor am I a computer scientist. :D If you know of any code that does what I'm looking for, please share! Sanity check tips for this are also appreciated.

    Read the article

  • Can GJK be used with the same "direction finding method" every time?

    - by the_Seppi
    In my deliberations on GJK (after watching http://mollyrocket.com/849) I came up with the idea that it ins not neccessary to use different methods for getting the new direction in the doSimplex function. E.g. if the point A is closest to the origin, the video author uses the negative position vector AO as the direction in which the next point is searched. If an edge (with A as an endpoint) is closest, he creates a normal vector to this edge, lying in the plane the edge and AO form. If a face is the feature closest to the origin, he uses even another method (which I can't recite from memory right now) However, while thinking about the implementation of GJK in my current came, I noticed that the negative direction vector of the newest simplex point would always make a good direction vector. Of course, the next vertex found by the support function could form a simplex that less likely encases the origin, but I assume it would still work. Since I'm currently experiencing problems with my (yet unfinished) implementation, I wanted to ask whether this method of forming the direction vector is usable or not.

    Read the article

  • Parsing glGetShaderInfoLog() to get error info. Is this reliable, or is there a better way?

    - by m4ttbush
    I want to get a list of errors and their line numbers so I can display the error information different to how it's formatted in the error string, and also show the line in error. It looks easy enough to just parse the result of glGetShaderInfoLog(), look for "ERROR:" then read the next number up to : and then the next, and then the error description up to the next newline. But the OpenGL docs say "Application developers should not expect different OpenGL implementations to produce identical information logs." Which makes me worry that my code may behave incorrectly on different systems. I don't need them to be identical, I just need them to follow the same format. So is there a better way to get a list of errors with line number separate, is it safe to assume that they'll always follow the "ERROR: 0:123:" format, or is there simply no reliable way to do this? Thanks!

    Read the article

  • Top Down bounds of vision

    - by Rorrik
    Obviously in a first person view point the player sees only what's in front of them (with the exception of radars and rearview mirrors, etc). My game has a top down perspective, but I still want to limit what the character sees based on their facing. I've already worked out having objects obstruct vision, but there are two other factors that I worry would be disorienting and want to do right. I want the player to have reduced peripheral vision and very little view behind them. The assumption is he can turn his head and so see fairly well out to the sides, but hardly at all behind without turning the whole body. How do I make it clear you are not seeing behind you? I want the map to turn so the player is always facing up. Part of the game is to experience kind of a maze and the player should be able to lose track of North. How can I turn the map rather than the player avatar without causing confusion?

    Read the article

  • What's the closest thing to Apple's SpriteKit on Android devices? [on hold]

    - by Krumelur
    I've been playing around with the iOS 7 SpriteKit APIs and I totally love them. As I'm pretty much a n00b on Android, I'm wondering what the best Alternative would be if I wanted to go cross platform? I find Cocos2D learning curve pretty steep, where with SpriteKit it's a matter of minutes to get something on the screen. Then there's MonoGame and Cocos 2D for MonoGame - haven't tried either one I must admit.

    Read the article

  • Write depth buffer to texture

    - by innochenti
    I need to read depth buffer from GPU and write it to texture. How this can be done? Here is how texture for depth buffer is created: depthBufferDesc.Width = screenWidth; depthBufferDesc.Height = screenHeight; depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.SampleDesc.Quality = 0; depthBufferDesc.Usage = D3D10_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthBufferDesc.CPUAccessFlags = 0; depthBufferDesc.MiscFlags = 0; m_device->CreateTexture2D(&depthBufferDesc, NULL, m_depthStencilBuffer); Also, I've got another question: is it possible to bind depth buffer texture as sampler to the pixel shader?

    Read the article

  • forward rendering and multiple shadow maps

    - by Irbis
    I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this: bind fbo1 save depth values for first light unbind fbo1 bind fbo2 save depth values for second light unbind fbo2 enable additive blending bind first depth texture render scene bind second depth texture render scene disable additive blending For one light source the program works fine. For many light sources I use an additive blending to acumulate lighting results but then some objects become transparent (for example when an object which is further away from the camera is drawn before an object which is closer to the camera). How to resolve that problem ? How should I accumulate lighting effects for many light sources (many shadow maps) ? P.S. I use OpenGL/GLSL 3.3+

    Read the article

  • How to create a simple side scroller game

    - by D34thSt4lker
    I'm still pretty new to game programming and any tutorial that I have worked with stuck to only games with the initial screen. I want to start creating my own games but there are a few things that I still need to learn. One of them is how to create a game that side-scrolls. For example; Mario... Or ANY type of game like that... Can anyone give me a small example to create something like that. I'm not asking for any specific language because currently in school I am learning javascript but I know some c++/java/processing/objective-c as well. So any of those languages would be fine and I could probably implement it in any of the others... I have been searching for some help with this for a while now but could never actually get any help on it. Thanks in advance!

    Read the article

  • Why is the MaskBit maxed out

    - by CStreel
    Hi there for some reason the maskbit of my b2FixtureDef is being maxxed out and im not sure why Here is the declaration of the items that are used in the game enum PhysicBits { PB_NONE = 0x0000, PB_PLAYER = 0x0001, PB_PLATFORM = 0x0002 }; Basically what i want is the player to run along a surface is not slow down (i set platform & player friction to 0.0f) I then setup my Contact Listener to print out the connections (currently only have 1 platform and 1 player) Player Fixture Def b2FixtureDef fixtureDef; fixtureDef.shape = &groundBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; fixtureDef.filter.categoryBits = PB_PLAYER; fixtureDef.filter.maskBits = PB_PLATFORM; Platform Fixture Def b2FixtureDef fixtureDef; fixtureDef.shape = &groundBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; fixtureDef.filter.categoryBits = PB_PLATFORM; fixtureDef.filter.maskBits = PB_PLAYER; Now correct me if im wrong but these are saying the following: Player Collides with Platform Platform Collides with Player Here is the printout of the fixtures colliding with each other ******** <-- Indicates new Contact Platform ContactA: 2 MaskA: 1 ------ Player ContactB: 1 MaskB: 2 ******** <-- Indicates new Contact Platform ContactA: 2 MaskA: 1 ------ Player ContactB: 1 MaskB: 65535 ******** <-- Indicates new Contact Platform ContactA: 1 MaskA: 65535 ------ Player ContactB: 1 MaskB: 65535 Here is where i am confused. On the second & third contact the player maskBit is set to 65535 when it should be 2 and there are 3 contacts when i am sure at most there should only be 2. I've been trying to figure this out for hours and i can't understand why it is doing this. I would be very grateful is someone could shine some light on this for me UPDATE: **I printed out the class of the contacting objects. For some reason it seems to do the following: First Contact: Correct Result. Second Contact: Player b2Fixture Obtains a new maskBit. Third Contact: Platform b2Fixture appears to be set to the same as the Player b2Fixture. It would seem I have a memory race condition i think**

    Read the article

  • XNA Spritebatch sorting by texture vs depth

    - by Motig
    I am refining my 2D game engine, and I want to look in to sorting sprite batches by texture (because I'm quite often using the same textures repeatedly). However, I also want to retain a few 'layers' of depth (i.e. ground < buildings < units < GUI etc). My question is, which of the following is the best approach (in terms of performance)? Create multiple SpriteBatches and Begin() and End() them in order; or... Create a single SpriteBatch and call Begin() and End() multiple times, once for each layer (in order)?

    Read the article

  • How do you ensure consistent experience across multiple graphics cards (or even driver versions)?

    - by Grigory Javadyan
    So I was writing a simple 2D game with OpenGL and SDL and had this problem when there was awful tearing when running in windowed mode (even though I explicitly asked SDL_SetVideoMode to use double buffering). Didn't worry about it all too much because most of the time the game grabs the entire screen, windowed mode is just for debugging. Anyway, yesterday I updated my nVidia drivers and tearing disappeared, the game runs smooth and looks nice in windowed mode too. I can see how the problem may be in the graphics driver, but this leads to a question. Obviously, professional game developers have to deal with a lot of different hardware/software configurations. What are the techniques they use to make sure the game looks the roughly the same on different graphics cards or even the same model of graphics card, but with different driver versions?

    Read the article

< Previous Page | 540 541 542 543 544 545 546 547 548 549 550 551  | Next Page >