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  • Acceleration Based Player Movement

    - by Mike Sawayda
    Ok, so I am making a first person shooter game and I am currently working on movement that looks and feels good. I want to incorporate acceleration based movement for the player so that he has to accelerate to max speed and decelerate to minimum speed. Acceleration will happen when you have the key pressed and deceleration will happen when you let go of that key. The problem is that there are some instances where you switch from moving forward to moving backward where no deceleration is needed because you could potentially be moving at double speed in the reverse if you did. Does anyone have a good implementation of how to accomplish acceleration based movement that works well?

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  • ArrayList of Entites Random Movement

    - by opiop65
    I have an arraylist of entites that I want to move randomly. No matter what I do, they won't move. Here is my female class: import java.awt.Graphics2D; import java.awt.Image; import java.awt.Rectangle; import java.util.Random; import javax.swing.ImageIcon; public class Female extends Entity { static int femaleX = 0; static int femaleY = 0; double walkSpeed = .1f; Random rand = new Random(); int random; int dir; Player player; public Female(int posX, int posY) { super(posX, posY); } public void update() { posX += femaleX; posY += femaleY; } public void draw(Graphics2D g2d) { g2d.drawImage(getFemaleImg(), posX, posY, null); if (Player.showBounds == true) { g2d.draw(getBounds()); } } public Image getFemaleImg() { ImageIcon ic = new ImageIcon("res/female.png"); return ic.getImage(); } public Rectangle getBounds() { return new Rectangle(posX, posY, getFemaleImg().getHeight(null), getFemaleImg().getWidth(null)); } public void moveFemale() { random = rand.nextInt(3); System.out.println(random); if (random == 0) { dir = 0; posX -= (int) walkSpeed; } } } And here is how I update the female class in the main class: public void actionPerformed(ActionEvent ae) { player.update(); for(int i = 0; i < females.size(); i++){ Female tempFemale = females.get(i); tempFemale.update(); } repaint(); } If I do something like this(in the female update method): public void update() { posX += femaleX; posY += femaleY; posX -= walkSpeed; } The characters move with no problem. Why is this?

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  • How do I consolidate the differences between iOS and Android update loops?

    - by kkan
    I'm currently working on moving some Android-ndk code to the iPhone. From looking at some samples it seems that the main loop is handled for you and all you've got to do is override the render method on the view to handle the rendering. Then add a selector to handle the update methods. The render method itself looks like it's attached to the windows refresh. But in android I've got my own game loop that controls the rendering and updates using C++ time.h. Is it possible to implement the same here bypassing Apple's loop? I'd really like the keep the structures of the code similar.

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  • Problem when texturing triangles using glVertexPointer()

    - by tigrou
    I'm having a problem for displaying a single quad, here is how i do : float tex_coord[] = { 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0 }; //how many coords should i give ? int indexes[] = { 3, 2, 0, 0, 1, 3 } float vertexes[] = { -37, 0, 30, -38, 0, 29, -41, 0, 32, -42, 0, 31 } glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vertexes); glTexCoordPointer(2, GL_FLOAT, 0, tex_coord); glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_INT, indices); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); The result : (with 2 triangles) (with 4 triangles)

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  • Black Screen on pressing back button in libgdx

    - by user26384
    In my game when i touch on advertisements and press back button to return on game the i am getting a black screen. I referred this link. I tried to change IosGraphics.java but the change is not reflected in monotouch project. I did the following : Extracted nightly.zip and opened gdx-backend-iosmonotouch-sources From there I changed IosGraphicsjava. I then made a new jar file gdx-backend-iosmonotouch.jar and replaced it with original jar file in the nightly folder. Compressed all the files from nightly folder in .zip file. Used this .zip file to make a new project throuch gdx-setup-ui.jar. I tried to open my project in monotouch and from com-gdx-backendios.dll i found that the changes in IosGraphics are not being reflected. Am I missing something? How do I solve this? I even tried to open gdx-backend-iosmonotouch-sources.jar with winrar and edit IosGraphics.java and save it. Even this didn't work.

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  • XNA content.load Dependancy

    - by Richard
    Quick question, My project i'm building for test purposes is working fine but i have dependencies flying around everywhere due to the XNA framework. In Update i have gametime passed everywhere... this is okay. In Draw i have gametime & spritebatch passed everywhere... this is okay. My issue is in the content.load textures/sounds/fonts. I have them as public variables ie Texture1 = Content.load(of texture2d)("Texture1") I'm passing a 'Game1' pointer into the constructor of every new class being instantiated to gain access to these variables. Am i missing an OOP trick to prevent me having to pass a pointer to 'game1' to every New class?

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  • How to configure background image to be at the bottom OpenGL Android

    - by Maxim Shoustin
    I have class that draws white line: public class Line { //private FloatBuffer vertexBuffer; private FloatBuffer frameVertices; ByteBuffer diagIndices; float[] vertices = { -0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f }; public Line(GL10 gl) { // a float has 4 bytes so we allocate for each coordinate 4 bytes ByteBuffer vertexByteBuffer = ByteBuffer.allocateDirect(vertices.length * 4); vertexByteBuffer.order(ByteOrder.nativeOrder()); // allocates the memory from the byte buffer frameVertices = vertexByteBuffer.asFloatBuffer(); // fill the vertexBuffer with the vertices frameVertices.put(vertices); // set the cursor position to the beginning of the buffer frameVertices.position(0); } /** The draw method for the triangle with the GL context */ public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, frameVertices); gl.glColor4f(1.0f, 1.0f, 1.0f, 1f); gl.glDrawArrays(GL10.GL_LINE_LOOP , 0, vertices.length / 3); gl.glLineWidth(5.0f); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } It works fine. The problem is: When I add BG image, I don't see the line glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setEGLConfigChooser(8, 8, 8, 8, 16, 0); glView.setRenderer(new mainRenderer(this)); // Use a custom renderer glView.setBackgroundResource(R.drawable.bg_day); // <- BG glView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); glView.getHolder().setFormat(PixelFormat.TRANSLUCENT); How to get rid of that?

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  • OcclusionQuery: how to ignore some objects?

    - by ApocKalipsS
    I'm trying to make a LensFlare effect when the player watch the sun in my XNA 4.0 Game. To do this, I use OcclusionQuery, here's my code: http://pastebin.com/meAkdwmD I also have some models, a terrain and a skybox. Here's my main Draw code: terrain.Draw(); model1.Draw(); model2.Draw(); skybox.Draw(); lensFlare.UpdateOcclusion(); lensFlare.Draw(); The problem is that the occlusion considers the sun to be behind the skybox, and the lensFlare wasn't showing up. So I moved lensFlare.UpdateOcclusion() before the drawing of the Skybox, and now the lensFlare appears, but my skybox is blinking (it's like it disappear and reappear at each frames...) How do I ignore the skybox in the occlusion?

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  • Influence Maps for Pathfinding?

    - by james
    I'm taking the plunge and am getting into game dev, it's been going well but I've got stuck on a problem. I have a maze that is 100x100 with 0,1 to indicate if its a path or a wall. Within the maze I have 300 or so enemies and a player. The outcome I'm looking for is all the enemies work their way towards the player position. Originally I did this using an A* path finding algorithm but with 300 enemies it was taking forever to path find each one individually. After some research I found that an influence map / collaborative diffusion would be the best way to go. But I'm having a real hard time working out how this is actually done. Firstly.. How do you create a influence map? From what I understand each of my walls with have a scent of 0 so that makes them impassable.. then basically a radial effect from my player position to each other cell (So my player starts at 100 and then going outwards from that each other cell will be reduced value) Is that correct? If so,.. How would you do that (Math magic?) My next problem is if that is correct how would my "enemies" stop from getting stuck if they have gone down the wrong way? As say if my player was standing on the otherside of a wall if the enemy is just looking for larger numbers wont it keep getting stuck? I'm doing this in JavaScript so performance is key. Thanks for any help! EDIT: Or if anyones got a better solution? I've been reading about navmeshs, steering pathing, pre calculating all paths on load etc etc

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  • Minecraft mob spawning coding?

    - by Richard
    I recently discovered how to change the game (with MCP) and now I'd like to do my first "big" change to the game, creating new mobs. I already made their skin, the model, the AI and added a new entityID to the mob list. I just need to know how to make them spawn normally under similar conditions to zombies and skeletons. Thanks in advance! :D EDIT: Also, if anyone knows it, post tutorials about minecraft code editing, that would be great.

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  • MMO Web game mouse vs wasd

    - by LazyProgrammer
    If considering to develop a web browser based game with multiple people and it's an RPG, click to move would probably be the only choice in movement right? Because if you were to use WASD and then ajax to the server every second that a player held on to the WASD key, that'd be pretty resource intensive if the server had to calculate the position and return the map image, assuming the next few screens are already buffered right? or is there a way to implement a WASD style and still have server side do all the calculations. (server side calculations to avoid cheating)

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  • How do I create tileable solid noise for map generation?

    - by nickbadal
    Hey guys, I'm trying to figure out how to generate tileable fractals in code (for game maps, but that's irrelevant) I've been trying to modify the Solid Noise plug-in shipped with GIMP (with my extremely limited understanding of how the code works) but I cant get mine to work correctly. My modified code so far (Java) GIMP's solid noise module that I'm basing my code off of (C) Here is what I'm trying to achieve but This is what I'm getting So if anybody can see what I've done wrong, or has a suggestion how I could go about doing it differently, I'd greatly appreciate it. Thanks in advance. And if I'm asking way to much or if just a huge failure at life, I apologize.

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  • which is better performance, using a disposable local variable or reusing a global one?

    - by petervaz
    This is for an android game. Suppose I have a function that is called several times for second and do some calculations involving an arraylist (or any other complex objects for what matter). Which approach would be preffered? local: private void doStuff(){ ArrayList<Type> XList = new ArrayList<Type>(); // do stuff with list } global: private ArrayList<Type> XList = new ArrayList<Type>(); private void doStuff(){ XList.clear(); // do stuff with list }

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  • Alternatives to voxel-based terrain

    - by Neomex
    Are there any alternatives to voxel based terrains? Such terrain should be fully destructable, allow for arches, overhangs, preserve sharp features where needed and keep consistent topology. Maybe you can explain the problem that makes you ask this question? Voxel based terrain is basically just using a 3D grid of data to store data. There are lots of ways to render that data, but it doesn't get much simpler for storing it. – Byte56 Current isosurface extraction methods aren't most effective/bug-free. Cubical Marching Squares seem to solve most of the issues, however it is a relatively new method and there aren't too many resources about it. (I've found single university paper) Even if we stick to CMS, when we want to add multi-material support, we can either divide surface into multiple meshes, or pass a texture array or texture atlas to shaders, then we are limited to set amount of textures and additionally increase memory-usage alot.

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  • Collision disturbing the jumping mechanic in java 2D game [on hold]

    - by user50931
    So I have been working on a 2D Java game recently and everything was going smoothly, until I reached a problem to do with the players jumping mechanic. So far I've got the player to jump a fixed rate and fall due to gravity. Hers my code for my Player class. public class Player extends GameObject { public Player(int x, int y, int width, int height, ObjectId id) { super(x, y, width, height, id); } @Override public void tick(ArrayList<GameObject> object) { if(go){ x+=vx; y+=vy; } if(vx <0){ facing =-1; }else if(vx >0) facing =1; checkCollision(object); checkStance(); } private void checkStance() { if(falling){ //gravity jumping = false; vy = speed/2; } if(jumping){ // Calculates how high jump should be vy = -speed*2; if(jumpY - y >= maxJumpHeight) falling =true; } } private void checkCollision(ArrayList<GameObject> object) { for(int i=0; i< object.size(); i++ ){ GameObject tempObject = object.get(i); if(tempObject.getId() == ObjectId.Ledge){ if(getBoundsTop().intersects(tempObject.getBoundsAll())){ //Top y = tempObject.getY() + tempObject.getBoundsAll().height; falling =true; } if(getBoundsRight().intersects(tempObject.getBoundsAll())){ // Right x = tempObject.getX() -width ; } if(getBoundsLeft().intersects(tempObject.getBoundsAll())){ //Left x = tempObject.getX() + tempObject.getWidth(); } if(getBoundsBottom().intersects(tempObject.getBoundsAll())){ //Bottom y = tempObject.getY() - height; falling =false; vy=0; }else{ falling =true; } } } } @Override public void render(Graphics g) { g.setColor(Color.BLACK); g.fillRect((int)x, (int)y, width, height); } @Override public Rectangle getBoundsAll() { return new Rectangle((int)x, (int)y,width,height); } public Rectangle getBoundsTop() { return new Rectangle((int) x , (int)y ,width,height/15); } public Rectangle getBoundsBottom() { return new Rectangle( (int)x , (int) y +height -(height /15),width,height/15); } public Rectangle getBoundsLeft() { return new Rectangle( (int) x , (int) y + height /10 ,width/8,height - (height /5)); } public Rectangle getBoundsRight() { return new Rectangle((int) x + width - (width/8) ,(int) y + height /10 ,width/8,height - height/5); } } My problem is when I add: else{ falling =true; } during the loop of the ArrayList to check collision, it stops the player from jumping and keeps him on the ground. I've tried to find a way around this but haven't had any luck. Any suggestions?

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  • Player rewards in games where you normally have nothing to purchase

    - by PeterK
    In many games there are rewards such as gold coins, points, etc. When these rewards can be used to purchase in-game items, it motivates the player to keep playing. Let's say we have an online game, poker, Yatzy etc. What type of reward would keep the players playing if there are few in-game items available to buy, or none at all? What I am looking for is a reward system that entices the players to play more in a game environment where there isn't that much to purchase. For example, there isn't much to buy in a poker or Yatzy game with the gold you win. I guess having some titles that are added to the userid is one way, or maybe purchasing a logo for the id... A leaderboard is another. Any thoughts on this?

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • HTML5 Canvas Tileset Animation

    - by Veyha
    How to do in HTML5 canvas Image animating? I am have this code now: http://jsfiddle.net/WnjB6/1/ In here I am can add animations something like - Animation.add('stand', [0, 1, 2, 3, 4, 5]); But how to play this animation? My image drawing function is - drawTile(canvasX, canvasY, tile, tileWidth, tileHeight); Animation['stand']; return 0, 1, 2, 3, 4, 5 I am need something like when I am run Animation.play('stand') run animation from 'stand' array. I am try to do this something like one day, but no have more idea how. :( Thanks and sorry for my bad English language.

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  • Having trouble's understanding NIF model file format?

    - by NoobScratcher
    I'm attempting too develop a 3rd party application to make it easy to import 3d model part's into my mod for skyrim the plan was to have a fileviewer and preview window of the nif model but since , I don't know what the NIF file format actually is or where to get the vertex data from it or the hole nine yards of parsing a text file in detail I'm at a lost what to do. I'm very good at C++ but not at this super over complicated file formats , id much prefer .obj over the nif file format specification here -- http://niftools.sourceforge.net/doc/nif/index.html If someone could help me in understanding the file format in a natural and simple way and the exact parsing needed to create the 3D Model in the frustum and a explanation on how you figured that out would be happy to know. I use cygwin , notepad++ , win32 7

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  • Are VM-based languages becoming viable for Graphics since the move to GPU computing?

    - by skiwi
    Perhaps the title is not the most clear, so let me elaborate it more: I am talking about VM-based languages, by that I mean languages that run on the JVM (java) and for example C#. Also I am talking about 3D graphics, just to be clear. Lately the trend has been that most computing is being done on the GPU and not on the CPU, and since times the issue with programming games on a VM-based language is that garbage collecting may happen randomly. So let's take a look which is responsible for what: Showing the graphics: GPU Uploading graphics to the GPU: CPU? Needs to be done every frame? Calculating physics constraints: GPU Doing the real game logic (Determining when to move objects (independent of physics calculations), processing AI): CPU Is my list actually correct? And if it is, is for example Java becoming more viable? Or is uploading the graphics (vertices) still the most expensive operation? Would like to get more insight into this.

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  • box2d and constant movement

    - by Arnas
    i'm developing a game with a top down view, the players body is a circle. To move the character you need to tap on the screen and it moves to the spot. To achieve this i'm saving the coordinate of the touch and call a method every frame which applies linear velocity to the body with a vector of the direction the body should go _body->SetLinearVelocity(b2Vec2((a.x - currPos.x)/SPEED_RATIO,(size.height - a.y - currPos.y)/SPEED_RATIO)); //click position - current position, screen height - click position (since the y axis is flipped, (0,0) is in the bottom left ) - current position = vector of the direction we want to go now the problem with this is that the body slows down until it finally stops when getting closer to the point we want it to go, since the closer we are to that point the lenght of the vector gets smaller. Besides that i've read that it's bad practice to set linear velocity in box2d and i should use apply force instead, but that way the forces would add up and overshoot the target where it's supposed to stop. So what i'm asking is how to move a box2d body to a coordinate in constant speed.

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  • XNA move from start position to target position exactly in 3D

    - by robasaurus
    If I have a list of positions that map out a path a character should follow. What would be the best way to move at a constant speed to each position making sure the character lands exactly at each position before moving onto the next? For example the character is at position A, we then queue up position B and position C. The character cannot move towards position C until it reaches position B exactly. It would be great if the solution worked at slower frame rates/update speeds as well.

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  • Maya and Game Engines (i.e. Environment Testing)

    - by DiscreteGenius
    What does it mean if I'm designing an environment and I want to test it in the game engine, to see what its like to "run" [or fly] around my environment? I heard an instructor say that exact thing in a Maya training video and I'd like to know more about "How Game Engines and Maya are related to each other." He stated this would be done to see how things look in "size" (e.g. I assume he meant: 'How big is the cathedral, bridge, wall, building, etc.'). I've tried to research such information but it's too complicated, and detailed. I just want a simplistic response to my query. Thanks to everyone willing to help and not criticize my question.

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  • Why circles are not created if small?

    - by Suzan Cioc
    I have changed the scale to my own and now I cant create any object, including circle, if it is of the size which is normal for my scale. I am to create big object first and then modify it to smaller size. Looks like minimal size protection is set somewhere. Where? UPDATE While creating a circle, if I drag for 0.04m circle disappears after drag end. If I drag for 0.08m circle also disappears. If I drag for more than 0.1m, circle persists after drag end. How to set so that it persist after 0.01m too?

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  • Collision representation in game overworlds

    - by Akroy
    I'm implementing a 2D overworld where one can walk through an area that is not tile based. I was wondering the best way to implement collisions. In the past when I've done similar things, I've used one image (or set of images) to show an elaborately drawn world and then a second binary image that does nothing but differentiate "wall" and "not wall". Then, I'd use the first for all drawing to the screen, but the second for collision detection. Having another image of the same size to represent collisions seems like lots of overhead. Is there a better way to handle this? (I'm currently using C++ with SDL, although I'm more interested in general concepts)

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