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  • What libgdx project files can I ignore from version control?

    - by Zhen
    In an automatically created libgdx project, what files can I safely tell Git (or other revision control systems) to ignore? I'm considering these: *-android/.settings/ *-android/bin/ *-desktop/.settings/ *-desktop/bin/ *-html/.settings/ *-html/gwt-unitCache/ *-html/war/WEB-INF/classes/ *-html/war/WEB-INF/deploy/ *-html/war/assets/ *-html/war/ */.settings/ */bin/ Am I missing some? Is there a complete list somewhere?

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  • Should iOS games use a Timer?

    - by ????
    No matter what frameworks we use -- Core Graphics, Cocos2D, OpenGL ES -- to write games, should a timer be used (for games that has animation even when a user doesn't do any input, such as after firing a missile and waiting to see if the UFO is hit)? I read that NSTimer might not get fired until after scheduled time (interval), and CADisplayLink can delay and get fired at a later time as well, only that it tells you how late it is so you can move the object more, so it can make the object look like it skipped frame. Must we use a Timer? And if so, what is the best one to use?

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  • Variable number of GUI Buttons

    - by Wakaka
    I have a generic HTML5 Canvas GUI Button class and a Scene class. The Scene class has a method called createButton(), which will create a new Button with onclick parameter and store it in a list of buttons. I call createButton() for all UI buttons when initializing the Scene. Because buttons can appear and disappear very often during rendering, Scene would first deactivate all buttons (temporarily remove their onclick, onmouseover etc property) before each render frame. During rendering, the renderer would then activate the required buttons for that frame. The problem is that part of the UI requires a variable number of buttons, and their onclick, onmouseover etc properties change frequently. An example is a buffs system. The UI will list all buffs as square sprites for the current unit selected, and mousing over each square will bring up a tooltip with some information on the buff. But the number of buffs is variable thus I won't know how many buttons to create at the start. What's the best way to solve this problem? P.S. My game is in Javascript, and I know I can use HTML buttons, but would like to make my game purely Canvas-based. Create buttons on-the-fly during rendering. Thus I will only have buttons when I require them. After the render frame these buttons would be useless and removed. Create a fixed set of buttons that I'm going to assume the number of buffs per unit won't exceed. During each render frame activate the buttons accordingly and set their onmouseover property. Assign a button to each Buff instance. This sounds wrong as the buff button is a part of the GUI which can only have one unit selected. Assigning a button to every single Buff in the game seems to be overkill. Also, I would need to change the button's position every render frame since its order in the unit's list of buffs matter. Any other solutions? I'm actually quite for idea (1) but am worried about the memory/time issues of creating a new Button() object every render frame. But this is in Javascript where object creation is oh-so-common ({} mainly) due to automatic garbage collection. What is your take on this? Thanks!

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  • Why is this beat detection code failing to register some beats properly?

    - by Quincy
    I made this SoundAnalyzer class to detect beats in songs: class SoundAnalyzer { public SoundBuffer soundData; public Sound sound; public List<double> beatMarkers = new List<double>(); public SoundAnalyzer(string path) { soundData = new SoundBuffer(path); sound = new Sound(soundData); } // C = threshold, N = size of history buffer / 1024 B = bands public void PlaceBeatMarkers(float C, int N, int B) { List<double>[] instantEnergyList = new List<double>[B]; GetEnergyList(B, ref instantEnergyList); for (int i = 0; i < B; i++) { PlaceMarkers(instantEnergyList[i], N, C); } beatMarkers.Sort(); } private short[] getRange(int begin, int end, short[] array) { short[] result = new short[end - begin]; for (int i = 0; i < end - begin; i++) { result[i] = array[begin + i]; } return result; } // get a array of with a list of energy for each band private void GetEnergyList(int B, ref List<double>[] instantEnergyList) { for (int i = 0; i < B; i++) { instantEnergyList[i] = new List<double>(); } short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; int samplesPerBand = nextSamples / B; // for the whole song while (sampleIndex + nextSamples < samples.Length) { complex[] FFT = FastFourier.Calculate(getRange(sampleIndex, nextSamples + sampleIndex, samples)); // foreach band for (int i = 0; i < B; i++) { double energy = 0; for (int j = 0; j < samplesPerBand; j++) energy += FFT[i * samplesPerBand + j].GetMagnitude(); energy /= samplesPerBand; instantEnergyList[i].Add(energy); } if (sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; samplesPerBand = nextSamples / B; } } // place the actual markers private void PlaceMarkers(List<double> instantEnergyList, int N, float C) { double timePerSample = 1 / (double)soundData.SampleRate; int index = N; int numInBuffer = index; double historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } } } For some reason it's only detecting beats from 637 sec to around 641 sec, and I have no idea why. I know the beats are being inserted from multiple bands since I am finding duplicates, and it seems that it's assigning a beat to each instant energy value in between those values. It's modeled after this: http://www.flipcode.com/misc/BeatDetectionAlgorithms.pdf So why won't the beats register properly?

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  • Game Asset Storage: Archive vs Individual files

    - by David Colson
    As I am in the process of creating a 3D c++ game and I was wondering what would be more beneficial when dealing with game assets with regards to storage. I have seen some games have a single asset file compressed with everything in it and other with lots of little compressed files. If I had lots of individual files I would not need to load a large file at once and use up memory but the code would have to go about file seeking when the level loads to find all the correct files needed. There is no file seeking needed when dealing with one large file, but again, what about all the assets not currently needed that would get loaded with the one file? I could also have an asset file for each level, but then how do I deal with shared assets This has been bothering me for a while so tell me what other advantages and disadvantages are there to either way of doing things.

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  • What are the key "connectors" for animation creation?

    - by qaisjp
    I'm creating an animation "engine" for a 2D game which loads a *.2dped file to load a character (it's body part positions, height, length of arm etc), and then a *.2difp to manipulate the body part positions. I'd like to know what the key body parts (bones, I mean) I should allow to be manipulated. My current list, sorted by ID's: 1: BONE_PELVIS1 2: BONE_PELVIS 3: BONE_SPINE1 4: BONE_UPPERTORSO 5: BONE_NECK 6: BONE_HEAD2 7: BONE_HEAD1 8: BONE_HEAD 21: BONE_RIGHTUPPERTORSO 22: BONE_RIGHTSHOULDER 23: BONE_RIGHTELBOW 24: BONE_RIGHTWRIST 25: BONE_RIGHTHAND 26: BONE_RIGHTTHUMB 31: BONE_LEFTUPPERTORSO 32: BONE_LEFTSHOULDER 33: BONE_LEFTELBOW 34: BONE_LEFTWRIST 35: BONE_LEFTHAND 36: BONE_LEFTTHUMB 41: BONE_LEFTHIP 42: BONE_LEFTKNEE 43: BONE_LEFTANKLE 44: BONE_LEFTFOOT 51: BONE_RIGHTHIP 52: BONE_RIGHTKNEE 53: BONE_RIGHTANKLE 54: BONE_RIGHTFOOT It's currently made to support real people, but am I going too accurate for a 2D character?

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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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  • Spawning bullets on command in Box2D

    - by recharge330
    I'm making a simple bullet hell game but I can't figure out how to get my character to shoot. Lets say I have bulletBody and shipBody, how would I continually spawn bulletBodies using the shipBody coordinates. I've tried a function that uses an array of b2bodies and just assigns them the bodydef and fixture but that causes the game to crash. C++ sample code would be best but any help is appreciated. EDIT: It looks like any reference to my b2World in a function will cause the game to crash. How do I declare the bodies without using a b2World as an argument in the function.

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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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  • What are the advantages to use vector-based fonts over bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • Microsoft XNA code sample wont work with blender model

    - by FreakinaBox
    I downloaded this code sample and integrated it into my game http://xbox.create.msdn.com/en-US/education/catalog/sample/mesh_instancing It works with the model that they supplied, but throws and exception whenever I use one of my models. The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I tried pluging my model into their original source code and same thing. My model is an fbx from blender and has a texture. This is the function that throws the error GraphicsDevice.DrawInstancedPrimitives( PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, instances.Length );

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  • How to syncronize two animations without delays

    - by GeKi
    I have one character idle animation running inside a game in a loop, over and over again. A a certain time I trigger another animation to be played, for the same character. The second animation won't play immediately, as will be a discontinuity in my character animation. First I wait for the idle animation to finish and then I play my second animation. Now I have a smooth, continuous animation, BUT I have introduced a delay between my action and character animation. If I play the second animation right away as it is triggered, the character animation won't be continuous and smooth. I was thinking on breaking the idle animation in small pieces and also to have the same number of second action animations to match the last frame of the idle pieces. This won't solve the delay completely, only will minimize it a bit. So it's a magic formula of how can I get rid of this delay? Thanks.

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  • Non-object-oriented game tutorials

    - by Arcadian
    I've been tasked with writing an essay extolling the virtues of object oriented programming and creating an accompanying game to demonstrate them. My initial idea is to find a tutorial for a simple game written in a programming language which does not follow the OOP paradigm (or written in an OOP language but not in an OOP way) and recreate it in an OOP way using either C# or Java (haven't yet decided). This would then allow me to make concrete comparisons between the two. The game doesn't have to be anything complex; Tetris, Pong, etc. that sort of thing. The problem I've had so far is finding a suitable tutorial, any suggestions?

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  • What is the standard way of delivering HTML5 games to portals and such?

    - by Bane
    Let me explain what I mean by "standard way of delivering"... Think about Flash games sites. Flash games can be delivered as a single file, either hosted by the site, or, I guess, provided by someone else. HTML5 games, on the other hand, don't have something so standard. Usually, they have their own page, and portals just link to that page. I think that it greatly hinders the purpose of that portal, because, well, you want people to stay on your site and look for other games. Now, I think that a some kind of iframe way of delivering games would help solve this problem greatly. I saw some games doing that, and they were often included on tutorial sites to show a live example, which is obviously a great thing. So, is there a standard at all? Any suggestions? Can you create a game that just preloads itself in an iframe (I heard something about a "single document" or something)?

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  • Getting Started with Component Architecture: DI?

    - by ashes999
    I just moved away from MVC towards something more component-architecture-like. I have no concept of messages yet (it's rough prototype code), objects just get internal properties and values of other classes for now. That issue aside, it seems like this is turning into an aspect-oriented-programming challenge. I've noticed that all entities with, for example, a position component will have similar properties (get/set X/Y/Z, rotation, velocity). Is it a common practice, and/or good idea, to push these behind an interface and use dependency injection to inject a generic class (eg. PositionComponent) which already has all the boiler-plate code? (I'm sure the answer will affect the model I use for message/passing)

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  • What is better for the overall performance and feel of the game: one setInterval performing all the work, or many of them doing individual tasks?

    - by Bane
    This question is, I suppose, not limited to Javascript, but it is the language I use to create my game, so I'll use it as an example. For now, I have structured my HTML5 game like this: var fps = 60; var game = new Game(); setInterval(game.update, 1000/fps); And game.update looks like this: this.update = function() { this.parseInput(); this.logic(); this.physics(); this.draw(); } This seems a bit inefficient, maybe I don't need to do all of those things at once. An obvious alternative would be to have more intervals performing individual tasks, but is it worth it? var fps = 60; var game = new Game(); setInterval(game.draw, 1000/fps); setInterval(game.physics, 1000/a); //where "a" is some constant, performing the same function as "fps" ... With which approach should I go and why? Is there a better alternative? Also, in case the second approach is the best, how frequently should I perform the tasks?

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  • Cube rotation DX10

    - by German
    Well I'm reading the Frank's Luna DirectX10 book and, while I'm trying to understand the first demo, I found something that's not very clear at least for me. In the updateScene method, when I press A, S, W or D, the angles mTheta and mPhi change, but after that, there are three lines of code that I don't understand exactly what they do: // Convert Spherical to Cartesian coordinates: mPhi measured from +y // and mTheta measured counterclockwise from -z. float x = 5.0f*sinf(mPhi)*sinf(mTheta); float z = -5.0f*sinf(mPhi)*cosf(mTheta); float y = 5.0f*cosf(mPhi); I mean, this explains that they do, it says that it converts the spherical coordinates to cartesian coordinates, but, mathematically, why? why the x value is calculated by the product of the sins of both angles? And the z by the product of the sine and cosine? and why the y just uses the cosine? After that, those values (x, y and z) are used to build the view matrix. The book doesn't explain (mathematically) why those values are calculated like that (and I didn't find anything to help me to understand it at the first Part of the book: "Mathematical prerequisites"), so it would be good if someone could explain me what exactly happen in those code lines or just give me a link that helps me to understand the math part. Thanks in advance!

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  • 2D Topdown Shooter Mouse Movement

    - by Jarmo
    I'm trying to make a topdown 2D space game for my school project. I'm almost done but I just want to add a few little things to make the game more fun to play. if (keystate.IsKeyDown(Keys.W)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * 3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } if (keystate.IsKeyDown(Keys.S)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * -3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } This is what i use to move towards and away from my mouse crossair. I tried to make a somewhat similar function to make it strafe with "A" and "D". But for some reason I just couldn't get it done. Any thoughts?

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  • How are dependant quests generated in Guild Wars 2?

    - by Aufziehvogel
    I recently read that Guild Wars 2 uses a system where the creation of quests depends on which actions user took when they were presented another quest. An example was: There might be a quest to protect a person. If users do not take this action, the person might be kidnapped and later there is a quest to rescue this person. Is there any information on whether the creation of these quests is somehow automatic? From the article it sounded like automatically, but from the specific example you could also guess that people just created a task-set where they added conditions (Task 1 taken: OK; Task 1 not taken: Show Task 2). From what I heard about AI they might also have implemented some sort of a huge neural network to make decisions?

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  • Rotate to a set degree then stop Unity

    - by N0xus
    I'm trying to make an object rotate up on the Y axis 90 degrees, then stop. I've got the rotating up bit working fine, it's getting it to stop once it hits 90. Some of the things I've tried include the following: float i = rotateSpeed * Time.deltaTime; while ( x != 90 ) { transform.Rotate( i, 0, 0); } int x = 0; x++; if( x == 90 ) { transform.Rotate( 0, 0, 0 ); } For some reason I can't get this simple thing to work. What am I missing / not doing?

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  • How to determine which cells in a grid intersect with a given triangle?

    - by Ray Dey
    I'm currently writing a 2D AI simulation, but I'm not completely certain how to check whether the position of an agent is within the field of view of another. Currently, my world partitioning is simple cell-space partitioning (a grid). I want to use a triangle to represent the field of view, but how can I calculate the cells that intersect with the triangle? Similar to this picture: The red areas are the cells I want to calculate, by checking whether the triangle intersects those cells. Thanks in advance. EDIT: Just to add to the confusion (or perhaps even make it easier). Each cell has a min and max vector where the min is the bottom left corner and the max is the top right corner.

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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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  • MouseEvent.CLICK not working? (AS3)

    - by Jake
    ok so here's my code in AS3, I'd like to know why when i actually click on the picture, nothing happens. And if any of you have great tutorial of what to learn after classes/functions in AS3, let me know =D : package { import flash.display.Bitmap; import flash.display.Sprite; import flash.display.Shape; import flash.events.MouseEvent; public class Main extends Sprite { [Embed(source="../Pics/Picture.png")] private var HeroClass:Class; private var hero:Bitmap = new HeroClass(); public function Main():void { addChild(hero); hero.addEventListener(MouseEvent.CLICK, onClick); function onClick(e:MouseEvent):void { trace("hey"); hero.visible = false; } } } }

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  • Logic in Entity Components Sytems

    - by aaron
    I'm making a game that uses an Entity/Component architecture basically a port of Artemis's framework to c++,the problem arises when I try to make a PlayerControllerComponent, my original idea was this. class PlayerControllerComponent: Component { public: virtual void update() = 0; }; class FpsPlayerControllerComponent: PlayerControllerComponent { public: void update() { //handle input } }; and have a system that updates PlayerControllerComponents, but I found out that the artemis framework does not look at sub-classes the way I thought it would. So all in all my question here is should I make the framework aware of subclasses or should I add a new Component like object that is used for logic.

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  • SDL_DisplayFormat works, but not SDL_DisplayFormatAlpha

    - by Bounderby
    The following code is intended to display a green square on a black background. It executes, but the green square does not show up. However, if I change SDL_DisplayFormatAlpha to SDL_DisplayFormat the square is rendered correctly. So what don't I understand? It seems to me that I am creating *surface with an alpha mask and I am using SDL_MapRGBA to map my green color, so it would be consistent to use SDL_DisplayFormatAlpha as well. (I removed error-checking for clarity, but none of the SDL API calls fail in this example.) #include <SDL.h> int main(int argc, const char *argv[]) { SDL_Init( SDL_INIT_EVERYTHING ); SDL_Surface *screen = SDL_SetVideoMode( 640, 480, 32, SDL_HWSURFACE | SDL_DOUBLEBUF ); SDL_Surface *temp = SDL_CreateRGBSurface( SDL_HWSURFACE, 100, 100, 32, 0, 0, 0, ( SDL_BYTEORDER == SDL_BIG_ENDIAN ? 0x000000ff : 0xff000000 ) ); SDL_Surface *surface = SDL_DisplayFormatAlpha( temp ); SDL_FreeSurface( temp ); SDL_FillRect( surface, &surface->clip_rect, SDL_MapRGBA( screen->format, 0x00, 0xff, 0x00, 0xff ) ); SDL_Rect r; r.x = 50; r.y = 50; SDL_BlitSurface( surface, NULL, screen, &r ); SDL_Flip( screen ); SDL_Delay( 1000 ); SDL_Quit(); return 0; }

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