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  • JMonkey Engine (JME) load Blender scene with textures?

    - by leigero
    I am having the hardest time trying to accomplish the simplest task. I have created a floor and 4 walls (not that complicated) in Blender. I added a basic material and cloud texture so they have something to look at other than gray. When I import them into JMonkey they show up as solid white objects with no shading or depth. White silhouettes. I thought this may be a lighting issue, but I have ambient light added to the scene. I can remove that light or adjust its intensity and it has no affect on the scene. I exported all Blender files into OgreXML format, then converted them to .j3o format in JMonkey. I renamed the textures to match their corresponding mesh and this didn't do anything. Does anybody know how to create a flat object and put it into JMonkey with a texture? This sounds simple and there is absolutely no information on this. This should be step 1!

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  • How to deal with large open worlds?

    - by Mr. Beast
    In most games the whole world is small enough to fit into memory, however there are games where this is not the case, how is this archived, how can the game still run fluid even though the world is so big and maybe even dynamic? How does the world change in memory while the player moves? Examples for this include the TES games (Skyrim, Oblivion, Morrowind), MMORPGs (World of Warcraft), Diablo, Titan Quest, Dwarf Fortress, Far Cry.

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  • Lighting get darker when texture is aplied

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • openfeint or gamecenter?

    - by Gajet
    which one has more potential customers, easier API, and wider feature list? i'm going to develop implement one of those two for highscore recording in my game which ones gives more advantages? and by the way I might be going to port my game to android, so if you know any thing that can help me not to rewrite my code (for example a C++ wrapper for both of them) that would mean a greate plus for openfeint in my point of veiw.

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  • Game Timer In C++

    - by user1870398
    I need to be able to find out how many milliseconds since that last update. Is there any way I can find it out with time rather then a thread that counts like I did below? #include <iostream> #include<windows.h> #include<time.h> #include<process.h> using namespace std; int Timer = 0; int LastTimer = 0; bool End = false; void Update(int Ticks) { } void UpdateTimer() { while (true) { LastTimer = Timer; Timer++; Sleep(1); if (End) break; } } int WINAPI WinMain(HINSTANCE par1, HINSTANCE par2, LPSTR par3, int par4) { _beginthread(UpdateTimer, 0, NULL); while(true) { if (Timer == 1000) Timer = 0; Update(Timer - LastTimer); } }

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  • Audio Panning using RtAudio

    - by user1801724
    I use Rtaudio library. I would like to implement an audio program where I can control the panning (e.g. shifting the sound from the left channel to the right channel). In my specific case, I use a duplex mode (you can find an example here: duplex mode). It means that I link the microphone input to the speaker output. I seek on the web, but I did not find anything useful. Should I apply a filter on the output buffer? What kind of filter? Can anyone help me? Thanks

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  • How do engines avoid "Phase Lock" (multiple objects in same location) in a Physics Engine?

    - by C0M37
    Let me explain Phase Lock first: When two objects of non zero mass occupy the same space but have zero energy (no velocity). Do they bump forever with zero velocity resolution vectors or do they just stay locked together until an outside force interacts? In my home brewed engine, I realized that if I loaded a character into a tree and moved them, they would signal a collision and hop back to their original spot. I suppose I could fix this by implementing impulses in the event of a collision instead of just jumping back to the last spot I was in (my implementation kind of sucks). But while I make my engine more robust, I'm just curious on how most other physics engines handle this case. Do objects that start in the same spot with no movement speed just shoot out from each other in a random direction? Or do they sit there until something happens? Which option is generally the best approach?

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  • Restoring projection matrix

    - by brainydexter
    I am learning to use FBOs and one of the things that I need to do when rendering something onto user defined FBO, I have to setup the projection, modelview and viewport for it. Once I am done rendering to the FBO, I need to restore these matrices. I found: glPushAttrib(GL_VIEWPORT_BIT); glPopAttrib(); to restore the viewport to its old state. Is there a way to restore the projection and modelview matrix to whatever it was earlier ? Tech: C++/OpenGL Thanks!

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  • How to handle wildly varying rendering hardware / getting baseline

    - by edA-qa mort-ora-y
    I've recently started with mobile programming (cross-platform, also with desktop) and am encountering wildly differing hardware performance, in particular with OpenGL and the GPU. I know I'll basically have to adjust my rendering code but I'm uncertain of how to detect performance and what reasonable default settings are. I notice that certain shader functions are basically free in a desktop implemenation but can be unusable in a mobile device. The problem is I have no way of knowing what features will cause what performance issues on all the devices. So my first issue is that even if I allow configuring options I'm uncertain of which options I have to make configurable. I'm wondering also wheher one just writes one very configurable pipeline, or whether I should have 2 distinct options (high/low). I'm also unsure of where to set the default. If I set to the poorest performer the graphics will be so minimal that any user with a modern device would dismiss the game. If I set them even at some moderate point, the low end devices will basically become a slide-show. I was thinking perhaps that I just run some benchmarks when the user first installs and randomly guess what works, but I've not see a game do this before.

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  • Managing flash animations for a game

    - by LoveMeSomeCode
    Ok, I've been writing C# for a while, but I'm new to ActionScript, so this is a question about best practices. We're developing a simple match game, where the user selects tiles and tries to match various numbers - sort of like memory - and when the match is made we want a series of animations to take place, and when they're done, remove the tile and add a new one. So basically it's: User clicks the MC Animation 1 on the MC starts Animation 1 ends Remove the MC from the stage Add a new MC Start the animation on the new MC The problem I run into is that I don't want to make the same timeline motion tween on each and every tile, when the animation is all the same. It's just the picture in the tile that's different. The other method I've come up with is to just apply the tweens in code on the main stage. Then I attach an event handler for MOTION_FINISH, and in that handler I trigger the next animation and listen for that to finish etc. This works too, but not only do I have to do all the tweening in code, I have a seperate event handler for each stage of the animation. So is there a more structured way of chaining these animations together?

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  • DirectWrite Producing Strange Artifacts?

    - by smoth190
    I've written the basis to my UI system around Direct2D. I like it because it's fast and easy to use (even if I had to do some messy work to get it to work with DirectX11). However, I notice when using DirectWrite I'm getting strange problems with my text. As you can see, the e is a little screwwed up, and it overall looks a little bumpy. This only happens with certain fonts in certain sizes, and with certain arrangements of letters. This particular example is Verdana in size 16.0 font. Can I fix this? It's pretty annoying to change all my words and fonts because of this problem.

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  • Can I use DllImport/PInvoke in libraries loaded as Assets in Unity Free?

    - by sebf
    I am interested in using utilising third-party libraries in Unity Free. I know Unity can use managed libraries as Assets, but only the Pro version supports using native libraries. (DllImport within scripts). This thread however suggests that it is possible to import DLLs in the free version. I would like to utilise native libraries (as a hobbyist I cannot afford Pro), but want to do it the supported way so I don't have to worry about Unity 'fixing' this hole if that is what it is. Is there any supported way to use native libraries with Unity free? (i.e. does that thread suggest a workaround or is it a 'bug'? Is it supported to use DllImport/PInvoke in libraries loaded as assets? (could I create a wrapper myself?)

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  • How do I do Collisions in my JavaScript Game Code Below?

    - by Henry
    I'm trying to figure out how would I add collision detection to my code so that when the "Man" character touches the "RedHouse" the RedHouse disappears? Thanks. By the way, I'm new to how things are done on this site, so thus, if there is anything else needed or so, let me know. <title>HMan</title> <body style="background:#808080;"> <br> <canvas id="canvasBg" width="800px" height="500px"style="display:block;background:#ffffff;margin:100px auto 0px;"></canvas> <canvas id="canvasRedHouse" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy2" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasMan" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <script> var isPlaying = false; var requestAnimframe = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame; var canvasBg = document.getElementById('canvasBg'); var ctxBg = canvasBg.getContext('2d'); var canvasRedHouse = document.getElementById('canvasRedHouse'); var ctxRedHouse = canvasRedHouse.getContext('2d'); var House1; House1 = new RedHouse(); var canvasMan = document.getElementById('canvasMan'); var ctxMan = canvasMan.getContext('2d'); var Man1; Man1 = new Man(); var imgSprite = new Image(); imgSprite.src = 'SpritesI.png'; imgSprite.addEventListener('load',init,false); function init() { drawBg(); startLoop(); document.addEventListener('keydown',checkKeyDown,false); document.addEventListener('keyup',checkKeyUp,false); } function drawBg() { var SpriteSourceX = 0; var SpriteSourceY = 0; var drawManOnScreenX = 0; var drawManOnScreenY = 0; ctxBg.drawImage(imgSprite,SpriteSourceX,SpriteSourceY,800,500,drawManOnScreenX, drawManOnScreenY,800,500); } function clearctxBg() { ctxBg.clearRect(0,0,800,500); } function Man() { this.SpriteSourceX = 10; this.SpriteSourceY = 540; this.width = 40; this.height = 115; this.DrawManOnScreenX = 100; this.DrawManOnScreenY = 260; this.speed = 10; this.actualFrame = 1; this.speed = 2; this.isUpKey = false; this.isRightKey = false; this.isDownKey = false; this.isLeftKey = false; } Man.prototype.draw = function () { clearCtxMan(); this.updateCoors(); this.checkDirection(); ctxMan.drawImage(imgSprite,this.SpriteSourceX,this.SpriteSourceY+this.height* this.actualFrame, this.width,this.height,this.DrawManOnScreenX,this.DrawManOnScreenY, this.width,this.height); } Man.prototype.updateCoors = function(){ this.leftX = this.DrawManOnScreenX; this.rightX = this.DrawManOnScreenX + this.width; this.topY = this.DrawManOnScreenY; this.bottomY = this.DrawManOnScreenY + this.height; } Man.prototype.checkDirection = function () { if (this.isUpKey && this.topY > 240) { this.DrawManOnScreenY -= this.speed; } if (this.isRightKey && this.rightX < 800) { this.DrawManOnScreenX += this.speed; } if (this.isDownKey && this.bottomY < 500) { this.DrawManOnScreenY += this.speed; } if (this.isLeftKey && this.leftX > 0) { this.DrawManOnScreenX -= this.speed; } if (this.isRightKey && this.rightX < 800) { if (this.actualFrame > 0) { this.actualFrame = 0; } else { this.actualFrame++; } } if (this.isLeftKey) { if (this.actualFrame > 2) { this.actualFrame = 2; } function checkKeyDown(var keyID = e.keyCode || e.which; if (keyID === 38) { Man1.isUpKey = true; e.preventDefault(); } if (keyID === 39 ) { Man1.isRightKey = true; e.preventDefault(); } if (keyID === 40 ) { Man1.isDownKey = true; e.preventDefault(); } if (keyID === 37 ) { Man1.isLeftKey = true; e.preventDefault(); } } function checkKeyUp(e) { var keyID = e.keyCode || e.which; if (keyID === 38 || keyID === 87) { Man1.isUpKey = false; e.preventDefault(); } if (keyID === 39 || keyID === 68) { Man1.isRightKey = false; e.preventDefault(); } if (keyID === 40 || keyID === 83) { Man1.isDownKey = false; e.preventDefault(); } if (keyID === 37 || keyID === 65) { Man1.isLeftKey = false; e.preventDefault(); } } function clearCtxMan() { ctxMan.clearRect(0,0,800,500); } function RedHouse() { this.srcX = 135; this.srcY = 525; this.width = 265; this.height = 245; this.drawX = 480; this.drawY = 85; } RedHouse.prototype.draw = function () { clearCtxRedHouse(); ctxRedHouse.drawImage(imgSprite,this.srcX,this.srcY, this.width,this.height,this.drawX,this.drawY,this.width,this.height); }; function clearCtxRedHouse() { ctxRedHouse.clearRect(0,0,800,500); } function loop() { if (isPlaying === true){ Man1.draw(); House1.draw(); requestAnimframe(loop); } } function startLoop(){ isPlaying = true; loop(); } function stopLoop(){ isPlaying = false; } </script> <style> .top{ position: absolute; top: 4px; left: 10px; color:black; } .top2{ position: absolute; top: 60px; left: 10px; color:black; } </style> <div class="top"> <p><font face="arial" color="black" size="4"><b>HGame</b><font/><p/> <p><font face="arial" color="black" size="3"> My Game Here <font/><p/> </div> <div class="top2"> <p><font face="arial" color="black" size="3"> It will start now <font/><p/> </div>

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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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  • How can I calculate a vertex normal for a hard edge?

    - by K.G.
    Here is a picture of a lovely polygon: Circled is a vertex, and numbered are its adjacent faces. I have calculated the normals of those faces as such (not yet normalized, 0-indexed): Vertex 1 normal 0: 0.000000 0.000000 -0.250000 Vertex 1 normal 1: 0.000000 0.000000 -0.250000 Vertex 1 normal 2: -0.250000 0.000000 0.000000 Vertex 1 normal 3: -0.250000 0.000000 0.000000 Vertex 1 normal 4: 0.250000 0.000000 0.000000 What I'm wondering is, how can I determine, taken as given that I want this vertex to represent a hard edge, whether its normal should be the normal of 1/2 or 3/4? My plan after I glanced at the sketch I used to put this together was "Ha! I'll just use whichever two faces have the same normal!" and now I see that there are two sets of two faces for which this is true. Is there a rule I can apply based on the face winding, angle of the adjacent edges, moon phase, coin flip, to consistently choose a normal direction for this box? For the record, all of the other polygons I plan to use will have their normals dictated in Maya, but after encountering this problem, it made me really curious.

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  • 2D isometric: screen to tile coordinates

    - by Dr_Asik
    I'm writing an isometric 2D game and I'm having difficulty figuring precisely on which tile the cursor is. Here's a drawing: where xs and ys are screen coordinates (pixels), xt and yt are tile coordinates, W and H are tile width and tile height in pixels, respectively. My notation for coordinates is (y, x) which may be confusing, sorry about that. The best I could figure out so far is this: int xtemp = xs / (W / 2); int ytemp = ys / (H / 2); int xt = (xs - ys) / 2; int yt = ytemp + xt; This seems almost correct but is giving me a very imprecise result, making it hard to select certain tiles, or sometimes it selects a tile next to the one I'm trying to click on. I don't understand why and I'd like if someone could help me understand the logic behind this. Thanks!

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  • Best practices for implementing collectible virtual item "packs"?

    - by Glenn Barnett
    I'm in the process of building a game in which virtual items can be obtained either by in-game play (defeating enemies, gaining levels), or by purchasing "packs" via microtransactions. Looking at an existing example like Duels.com's item packs, it looks like a lot of thought went into their implementation, including: Setting clear player expectations as to what can be obtained in the pack Limiting pack supply to increase demand and control inflation Are there other considerations that should be taken into account? For example, should the contents of the packs be pre-generated to guarantee the advertised drop rates, or is each drop rate just a random chance, and you could end up with higher or lower supply?

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  • Turn-based tile game dynamic item/skill/command script files

    - by user1542
    I want to create a mechanism that could read text script, for example some kind of custom script such as ".skill" or ".item", which maybe contain some sort of simple script like .item Item.Name = "Strength Gauntlet"; Character.STR += 20; .. .skill Skill.Name = "Poison Attack"; Skill.Description = "Steal HP and inflict poison"; Player.HP += 200; Enemy.HP -= 200; Enemy.Status += Status.POISON; It may be different from this, but just want to give some idea of what I desire. However, I do not know how to dynamically parse these things and translate it into working script. For example, in battle scenerio, I should make my game read one of this ".skill" file and apply it to the current enemy, or the current player. How would I do this? Should I go for String parsing? It is like a script engine, but I prefer C# than creating new language, so how would I parse custom files into appropiate status commands? Another problem is, I have also created a command engine which would read String input and parse it into action such as "MOVE (1,2)" would move character to tile (1,2). Each command belong to separate class, and provide generic parsing method that should be implemented by hand. This is for the reason of custom number/type of arguments per each command. However, I think this is not well designed, because I desire it to automatically parse the parameters according to specify list of types. For example, MOVE command in "MOVE 1 2" would automatically parse the parameters into int, int and put it into X and Y. Now, this form can change, and we should be able to manually specify all type of formats. Any suggestion to this problem? Should I change from string parsing to some hardcode methods/classes?

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  • How do I simplify terrain with tunnels or overhangs?

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

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  • What's a good way to programmatically manage a cloneable entity?

    - by bobobobo
    Say you have missiles or rockets that a player can fire. What's a good way to programmatically manage the cloning of a base rocket, for example? I can think of 2 ways to do it: Player has a currently selected weapon (which is an int) When player shoots, the selectedWeapon member is looked at, and the correct instance of rocket is created (with some base parameters) Or Player has a currently selected weapon (which is a pointer, to a "base instance" of the rocket object) When player shoots, the base instance rocket is cloned, transformed, and shot into the game world

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  • Partial recalculation of visibility on a 2D uniform grid

    - by Martin Källman
    Problem Imagine that we have a 2D uniform grid of dimensions N x N. For this grid we have also pre-computed a visibility look-up table, e.g. with DDA, which answers the boolean query is cell X visible from cell Y? The look-up table is a complete graph KN of the cells V in the grid, with each edge E being a binary value denoting the visibility between its vertices. Question If any given cell has its visibility modified, is it possible to extract the subset Edelta of edges which must have their visibility recomputed due to the change, so as to avoid a full-on recomputation for the entire grid? (Which is N(N-1) / 2 or N2 depending on the implementation) Update If is not possible to solve thi in closed form, then maintaining a separate mapping of each cell and every cell pair who's line intersects said cell might also be an option. This obviously consumes more memory, but the data is static. The increased memory requirement could be reduced by introducing a hierarchy, subdividing the grid into smaller parts, and by doing so the above mapping can be reused for each sub-grid. This would come at a cost in terms of increased computation relative to the number of subdivisions; also requiring a resumable ray-casting algorithm.

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  • Trying to implement fling events on an object

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

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  • rts libgdx design?

    - by user36531
    I am attempting to create a simple rts multi-player strategy game using libgdx. I am stumped at the moment. I want the underlying game world to run at all times and be aware of where all items are on the map.. so if player A logs in and moves unit to some location on the grid and logs off, that unit info is still there and can be accessed again by player A when they log back on to move somewhere else (if it didnt get attacked during the playerA was logged off). How can i do this? Do i create a main game world on the server and when players connect make client just sequentially request whats in each visible tile? Is there an easier way to get this done? Or go SQL route? Whats better?

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  • RGB values from image into a one dimension array in c#

    - by velocityxyz
    I was wondering if there is a was a way to read rgb values from an image into a one dimensional array in C#. If it doesnt make sense, in java I would do something like this. int[] pixels; BufferedImage image = getClass().getResourceAsStream("asdfghjkl.png"); int w = image.getWidth(); int h = image.getHeight(); pixels = new int[w * h]; image.getRGB(0, 0, w, h, pixels, 0, w) ; So any help would be great, or if you can point me in the right direction, that'd be great

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  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

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