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  • Best gui toolkit to use for creating 3D board game

    - by UserInteractive
    I have created a board game using Java and Swing - using GridLayout and various other apis. It works properly but the UI looks very very simple. I would want couple of animations like tilting the GridLayoutat any angle. There are pawns on boxes of the GridLayout that I want to be animated when somebody clicks on it. I'm not sure of the right GUI toolkit to use for this. Swing repaint is possible to a limit and cannot be used for a lot of animation and graphics. And I realized after creating the game that Swing is probably not a good tool to create games. Could anybody suggest a better framework to use that I can use it in Eclipse with Java? I was thinking of JavaFX or tools like Adobe Flash or Adobe Air. Any suggestions please?

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  • How can I support the creation and rendering of both interior and exterior environments?

    - by Nick
    Say I already have a renderer that can support outdoor terrain and environment rendering. How would I go about adding support for interior environments (for example, like World of Warcraft's dungeons) to my game? I'm interested both in how I should fit the interiors into my content creation process (for example, I thought about leaving holes in the terrain mesh into which I can "paste" the interior dungeon mesh at runtime) and how to render them (it seems like I'd want a different rendering flow other than a blended texture rendering phase that terrain uses).

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  • Implementing invisible bones

    - by DeadMG
    I suddenly have the feeling that I have absolutely no idea how to implement invisible objects/bones. Right now, I use hardware instancing to store the world matrix of every bone in a vertex buffer, and then send them all to the pipeline. But when dealing with frustrum culling, or having them set to invisible by my simulation for other reasons, means that some of them will be randomly invisible. Does this mean I effectively need to re-fill the buffer from scratch every frame with only the visible unit's matrices? This seems to me like it would involve a lot of wasted bandwidth.

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  • How to use mount points in MilkShape models?

    - by vividos
    I have bought the Warriors & Commoners model pack from Frogames and the pack contains (among other formats) two animated models and several non-animated objects (axe, shield, pilosities, etc.) in MilkShape3D format. I looked at the official "MilkShape 3D Viewer v2.0" (msViewer2.zip at http://www.chumba.ch/chumbalum-soft/ms3d/download.html) source code and implemented loading the model, calculating the joint matrices and everything looks fine. In the model there are several joints that are designated as the "mount points" for the static objects like axe and shield. I now want to "put" the axe into the hand of the animated model, and I couldn't quite figure out how. I put the animated vertices in a VBO that gets updated every frame (I know I should do this with a shader, but I didn't have time to do this yet). I put the static vertices in another VBO that I want to keep static and not updated every frame. I now tried to render the animated vertices first, then use the joint matrix for the "mount joint" to calculate the location of the static object. I tried many things, and what about seems to be right is to transpose the joint matrix, then use glMatrixMult() to transform the modelview matrix. For some objects like the axe this is working, but not for others, e.g. the pilosities. Now my question: How is this generally implemented when using bone/joint models, and especially with MilkShape3D models? Am I on the right track?

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  • get stick analogue XY position using Jinput in lwjgl

    - by oIrC
    i want to capture the movement of the analogue stick of the gamePad. is there any equivalent function to this public void mouseMoved(MouseEvent mouseEvent) { mouseEvent.getX(); //return the X coordinate of the cursor inside a component mouseEvent.getY();//return the Y coordinate of the cursor inside a component } into lwjgl.input.Controllers, i found controller.getAxisValue() but this one doesn't work as the function above. any help? thanks.

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  • Unity 3D coding language, C# or JavaScript [on hold]

    - by hemantchhabra
    Hello to the gaming community. I am a budding game designer, learning to code for the first time in my life. I did learned c++ in school, 8 years back, so I sort of understand the logic when people are doing coding and I can suggest them the right route also, but to an extent I can't code. I am beginning to learn coding for Unity 3D. Which one do you suggest is more versatile and easier to work on for future, because I am a game designer not a coder, I would do coding until I don't have anyone else to code for me. It should be easy and fast to learn, functional and universal to apply, and innovative at the same time. C# or JavaScript ? Thank you for your time Ps- if you could suggest me steps to learn and tutorials to look for, that would be just awesome.

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  • Should components have sub-components in a component-based system like Artemis?

    - by Daniel Ingraham
    I am designing a game using Artemis, although this is more of philosophical question about component-based design in general. Let's say I have non-primitive data which applies to a given component (a Component "animal" may have qualities such as "teeth" or "diet"). There are three ways to approach this in data-driven design, as I see it: 1) Generate classes for these qualities using "traditional" OOP. I imagine this has negative implications for performance, as systems then must be made aware of these qualities in order to process them. It also seems counter to the overall philosophy of data-driven design. 2) Include these qualities as sub-components. This seems off, in that we are now confusing the role of components with that of entities. Moreover out of the box Artemis isn't capable of mapping these subcomponents onto their parent components. 3) Add "teeth", "diet", etc. as components to the overall entity alongside "animal". While this feels odd hierarchically, it may simply be a peculiarity of component-based systems. I suspect 3 is the correct way to think about things, but I was curious about other ideas.

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  • Lag compensation of projectile shooting game

    - by Denis Ermolin
    I'm thinking about an algorithm for firing projectiles with lag compensation. Now I did find only one descent solution: Player hits fire button. Client sends input "fire". Client waits for server response. Server generates bullet then sends response to client. Client recieves response and finally fires projectile. Is this solution only "trueway"? I find it the only one that can be fair to all of the clients. Valve in this case, doesn't compensate lag from rocket shots. I am feeling that I will not compensate it, too. I think that with today's bandwidth I can close my eyes on this problem, because I don't see any solutions with fair logic. What do you think?

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  • Understanding Unity3d physics: where is the force applied?

    - by Heisenbug
    I'm trying to understand which is the right way to apply forces to a RigidBody. I noticed that there are AddForce and AddRelativeForce methods, one applied in world space coordinate system meanwhile the other in the local space. The thing that I do not understand is the following: usually in physics library (es. Bullet) we can specify the force vector and also the force application point. How can I do this in Unity? Is it possible to apply a force vector in a specific point relative to the given RigidBody coordinate system? Where does AddForce apply the force?

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  • How to load a text file from a server into iPhone game with AS3 in Adobe AIR?

    - by Phil
    Im creating an iPhone game with Adobe AIR, and I want to be able to load a simple text msg into an dynamic text box on the games front screen from my server (and then be able to update that text file on the server, so it updates automatically in the game after the game is on the app store) How would I go about acheiving that? is it as simple as using a getURL? are there any specifical issues with trying to do this on the iPhone via AIR that I should be aware of? Thanks for any advice.

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  • DX10 sprite and pixel shader

    - by Alex Farber
    I am using ID3DX10Sprite to draw 2D image on the screen. 3D scene contains only one textured sprite placed over the whole window area. Render method looks like this: m_pDevice-ClearRenderTargetView(...); m_pSprite-Begin(D3DX10_SPRITE_SORT_TEXTURE); m_pSprite-DrawSpritesImmediate(&m_SpriteDefinition, 1, 0, 0); m_pSprite-End(); Now I want to make some transformations with the sprite texture in a shader. Currently the program doesn't work with shader. How it is possible to add pixel shader to the program with this structure? Inside the shader, I need to set all colors equal to red, and multiply pixel values by some coefficient. Something like this: float4 TexturePixelShader(PixelInputType input) : SV_Target { float4 textureColor; textureColor = shaderTexture.Sample(SampleType, input.tex); textureColor.x = textureColor.x * coefficient; textureColor.y = textureColor.x; textureColor.z = textureColor.x; return textureColor; }

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  • Bejeweled-like game, managing different gem/powerup behaviors?

    - by Wissam
    I thought I'd ask a question and look forward to some insight from this very compelling community. In a Bejeweled-like (Match 3) game, the standard behavior once a valid swap of two adjacent tiles is made is that the resulting matching tiles are destroyed, any tiles now sitting over empty spaces fall to the position above the next present-tile, and any void created above is filled with new tiles. In richer Match-3 games like Bejeweled, 4 in a row (as opposed to just 3) modifies this behavior such that the tile that was swapped is retained, turned into a "flaming" gem, it falls, and then the empty space above is filled. The next time that "flaming gem" is played it explodes and destroys the 8 perimeter tiles, triggers a different animation sequence (neighbors of those 8 tiles being destroyed look like they've been hit by a shockwave then they fall to their respective positions). Scoring is different, the triggered sounds are different, etc. There are even more elaborate behaviors for Match5, Match-cross-pattern, and many powerups that can be purchased, each which produces a more elaborate sequence of events, sounds, animations, scoring, etc... What is the best approach to developing all these different behaviors that respond to players' "move" and her current "performance" and that deviate from the standard sequence of events, scoring, animation, sounds etc, in such a way that we can always flexibly introduce a new "powerup" ? What we are doing now is hard-coding the events of each one, but the task is long and arduous and seems like the wrong approach especially since the game-designers and testers often offer (later) valuable insight on what works better in-game, which means that the code itself may have to be re-written even for minor changes in behavior (say, destroy only 7 neighboring tiles, instead of all 8 in an explosion). ANY pointers for good practices here would be highly appreciated.

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  • Game testing on Android - emulator or real devices?

    - by n00bfuscator
    I am working at a localization agency and we have been approached by a client about testing their games on iOS as well as Android. Testing on iOS seems fairly easy as we can just buy a couple of devices and we should be covered. For Android it seems to be completely different. From what i found, the emulator can cover all API levels, screen sizes and such, but i hear it's buggy and nothing could replace testing on real devices. With the vast amount of Android devices out there and the rate at which new devices are released it seems impossible to keep up. How can i test games (localization and functional) on Android covering all compatible devices?

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  • OpenGL lighting with dynamic geometry

    - by Tank
    I'm currently thinking hard about how to implement lighting in my game. The geometry is quite dynamic (fixed 3D grid with custom geometry in each cell) and needs some light to get more depth and in general look nicer. A scene in my game always contains sunlight and local light sources like lamps (point lights). One can move underground, so sunlight must be able to illuminate as far as it can get. Here's a render of a typical situation: The lamp is positioned behind the wall to the top, and in the hollow cube there's a hole in the back, so that light can shine through. (I don't want soft shadows, this is just for illustration) While spending the whole day searching through Google, I stumbled on some keywords like deferred rendering, forward rendering, ambient occlusion, screen space ambient occlusion etc. Some articles/tutorials even refer to "normal shading", but to be honest I don't really have an idea to even do simple shading. OpenGL of course has a fixed lighting pipeline with 8 possible light sources. However they just illuminate all vertices without checking for occluding geometry. I'd be very thankful if someone could give me some pointers into the right direction. I don't need complete solutions or similar, just good sources with information understandable for someone with nearly no lighting experience (preferably with OpenGL).

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  • Help understand GLSL directional light on iOS (left handed coord system)

    - by Robse
    I now have changed from GLKBaseEffect to a own shader implementation. I have a shader management, which compiles and applies a shader to the right time and does some shader setup like lights. Please have a look at my vertex shader code. Now, light direction should be provided in eye space, but I think there is something I don't get right. After I setup my view with camera I save a lightMatrix to transform the light from global space to eye space. My modelview and projection setup: - (void)setupViewWithWidth:(int)width height:(int)height camera:(N3DCamera *)aCamera { aCamera.aspect = (float)width / (float)height; float aspect = aCamera.aspect; float far = aCamera.far; float near = aCamera.near; float vFOV = aCamera.fieldOfView; float top = near * tanf(M_PI * vFOV / 360.0f); float bottom = -top; float right = aspect * top; float left = -right; // projection GLKMatrixStackLoadMatrix4(projectionStack, GLKMatrix4MakeFrustum(left, right, bottom, top, near, far)); // identity modelview GLKMatrixStackLoadMatrix4(modelviewStack, GLKMatrix4Identity); // switch to left handed coord system (forward = z+) GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeScale(1, 1, -1)); // transform camera GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeWithMatrix3(GLKMatrix3Transpose(aCamera.orientation))); GLKMatrixStackTranslate(modelviewStack, -aCamera.position.x, -aCamera.position.y, -aCamera.position.z); } - (GLKMatrix4)modelviewMatrix { return GLKMatrixStackGetMatrix4(modelviewStack); } - (GLKMatrix4)projectionMatrix { return GLKMatrixStackGetMatrix4(projectionStack); } - (GLKMatrix4)modelviewProjectionMatrix { return GLKMatrix4Multiply([self projectionMatrix], [self modelviewMatrix]); } - (GLKMatrix3)normalMatrix { return GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3([self modelviewProjectionMatrix]), NULL); } After that, I save the lightMatrix like this: [self.renderer setupViewWithWidth:view.drawableWidth height:view.drawableHeight camera:self.camera]; self.lightMatrix = [self.renderer modelviewProjectionMatrix]; And just before I render a 3d entity of the scene graph, I setup the light config for its shader with the lightMatrix like this: - (N3DLight)transformedLight:(N3DLight)light transformation:(GLKMatrix4)matrix { N3DLight transformedLight = N3DLightMakeDisabled(); if (N3DLightIsDirectional(light)) { GLKVector3 direction = GLKVector3MakeWithArray(GLKMatrix4MultiplyVector4(matrix, light.position).v); direction = GLKVector3Negate(direction); // HACK -> TODO: get lightMatrix right! transformedLight = N3DLightMakeDirectional(direction, light.diffuse, light.specular); } else { ... } return transformedLight; } You see the line, where I negate the direction!? I can't explain why I need to do that, but if I do, the lights are correct as far as I can tell. Please help me, to get rid of the hack. I'am scared that this has something to do, with my switch to left handed coord system. My vertex shader looks like this: attribute highp vec4 inPosition; attribute lowp vec4 inNormal; ... uniform highp mat4 MVP; uniform highp mat4 MV; uniform lowp mat3 N; uniform lowp vec4 constantColor; uniform lowp vec4 ambient; uniform lowp vec4 light0Position; uniform lowp vec4 light0Diffuse; uniform lowp vec4 light0Specular; varying lowp vec4 vColor; varying lowp vec3 vTexCoord0; vec4 calcDirectional(vec3 dir, vec4 diffuse, vec4 specular, vec3 normal) { float NdotL = max(dot(normal, dir), 0.0); return NdotL * diffuse; } ... vec4 calcLight(vec4 pos, vec4 diffuse, vec4 specular, vec3 normal) { if (pos.w == 0.0) { // Directional Light return calcDirectional(normalize(pos.xyz), diffuse, specular, normal); } else { ... } } void main(void) { // position highp vec4 position = MVP * inPosition; gl_Position = position; // normal lowp vec3 normal = inNormal.xyz / inNormal.w; normal = N * normal; normal = normalize(normal); // colors vColor = constantColor * ambient; // add lights vColor += calcLight(light0Position, light0Diffuse, light0Specular, normal); ... }

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  • Player sprite moving slower on iPhone 4

    - by nvillec
    I just finished getting movement/jump animation for a player sprite in Xcode using Cocos2D. The basic movement algorithm is a timer that updates every 0.01 sec, changing the sprite position to (sprite.position.x + xVel, sprite.position.y + yVel). Each time a movement button is tapped, the appropriate velocity (initialized to 0) is changed to whatever speed I choose, then a stop movement button returns the velocity to 0. It's not an ideal solution but I'm very new at this and stoked to at least have that working with little help from the internet. So I may not have explained that perfectly, but it is in fact working to my satisfaction in Xcode's iPhone Simulator, however when I build it for my device and run it on my phone, the sprite's movement speed is noticeably slower than in Xcode. At first I thought it must have to do with the resolution of the iPhone 4, making the sprite's movement path twice as long, but I found that if I pull up the multitask bar, then return to the app the speed will sometimes jump back to normal. My second theory was that the code is just inefficient and is bogging the processes down, but I would see this reflected in the frame rate wouldn't I? It stays at 59-60 the whole time, and the spritesheet animation runs at the correct speed. Has anyone experienced this? Is this a really obvious issue that I'm completely missing? Any help (or tips for optimizing my approach to movement) would be much appreciated!

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  • Can't detect collision properly using Rectangle.Intersects()

    - by Daniel Ribeiro
    I'm using a single sprite sheet image as the main texture for my breakout game. The image is this: My code is a little confusing, since I'm creating two elements from the same Texture using a Point, to represent the element size and its position on the sheet, a Vector, to represent its position on the viewport and a Rectangle that represents the element itself. Texture2D sheet; Point paddleSize = new Point(112, 24); Point paddleSheetPosition = new Point(0, 240); Vector2 paddleViewportPosition; Rectangle paddleRectangle; Point ballSize = new Point(24, 24); Point ballSheetPosition = new Point(160, 240); Vector2 ballViewportPosition; Rectangle ballRectangle; Vector2 ballVelocity; My initialization is a little confusing as well, but it works as expected: paddleViewportPosition = new Vector2((GraphicsDevice.Viewport.Bounds.Width - paddleSize.X) / 2, GraphicsDevice.Viewport.Bounds.Height - (paddleSize.Y * 2)); paddleRectangle = new Rectangle(paddleSheetPosition.X, paddleSheetPosition.Y, paddleSize.X, paddleSize.Y); Random random = new Random(); ballViewportPosition = new Vector2(random.Next(GraphicsDevice.Viewport.Bounds.Width), random.Next(GraphicsDevice.Viewport.Bounds.Top, GraphicsDevice.Viewport.Bounds.Height / 2)); ballRectangle = new Rectangle(ballSheetPosition.X, ballSheetPosition.Y, ballSize.X, ballSize.Y); ballVelocity = new Vector2(3f, 3f); The problem is I can't detect the collision properly, using this code: if(ballRectangle.Intersects(paddleRectangle)) { ballVelocity.Y = -ballVelocity.Y; } What am I doing wrong?

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  • Isometric smooth fog

    - by marcg11
    I'm working on a simple 2d game with direct3d 9. It's a isometric game with diamond tiles and a staggered map. This is what I have: As you se I have some king of fog which is acomplished by having a fog matrix which is true (clear terrain) or false (obscure terran). But the result is very chunky. The fog moves as the player moves by tiles but not by pixels. Basically I check for every tile if there is fog, if so I just change the color of that tile: if(scene->fog[i+mapx][j+mapy] == FOG_NONE) { tile_color = 0x666666FF; } I also would like the fog to be smoother, for that I followed this "tutorial" but I haven't managed to work it it out. http://www.appsizematters.com/2010/07/how-to-implement-a-fog-of-war-part-2-smooth/

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  • Algorithms for rainfall + river creation in procedurally generated terrain

    - by Peck
    I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like Dwarf fortress with biomes created from meshing together various maps. So first step has been done. Using the diamond-square algorithm I've created some nice hieghtmaps. Next step is I would like to add some water features and have them somewhat realistically generated with rainfall. I've read about a few different approaches such as starting at the high points of the map, and "stepping" down to the lowest neighboring point, pooling/eroding as it works its way down to sea level. Are there any documented algorithms with this or are they more off the cuff? Would love any advice/thoughts.

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  • Rendering scaled-down card images

    - by user1065145
    I have high-quality SVG card images, but they drastically lose their quality when I downsize them. I have tried two ways of rendering cards (using Inkscape and Imagemagics): 1) Render SVG to high-res PNG and resize it then: inkscape -D --export-png=QS1024.png --export-width=1024 QS.svg convert QS1024.png -filter Lanczos -sampling-factor 1x1 -resize 71x QS71.png 2) Render SVG to image of proper size at once: inkscape -D --export-png=QS71.png --export-width=71 QS.svg Both approaches generate blurry card images, which looks even worse than old Windows cards. What are the best way to generate smaller card images from SVG sources and not to loose their quality a lot? UPDATE: I am using Inkscape to render SVG - PNG and ImageMagick then to downsize PNG. I've tried using convert -resize with couple of filters (Lanczos/Mitchell/etc), but result was pretty much the same. Original: 71x raster:

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  • HLSL: An array of textures and sampler states

    - by nate142
    The shader must switch between multiple textures depending on the Alpha value of the original texture for each pixel. Now this would word fine if I didn't have to worry about SamplerStates. I have created my array of textures and can select a texture based on the Alpha value of the pixel. But how do I create an Array of SamplerStates and link it to my array of textures? I attempted to treat the SamplerState as a function by adding the (int i) but that didn't work. Also I can't use Texture.Sample since this is shader model 2.0. //shader model 2.0 (DX9) texture subTextures[255]; SamplerState MeshTextureSampler(int i) { Texture = (subTextures[i]); }; float4 SampleCompoundTexture(float2 texCoord, float4 diffuse) { float4 SelectedColor = SAMPLE_TEXTURE(Texture, texCoord); int i = SelectedColor.a; texture SelectedTx = subTextures[i]; return tex2D(MeshTextureSampler(i), texCoord) * diffuse; }

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  • Game Patching Mac/PC

    - by Centurion Games
    Just wondering what types of solutions are available to handle patching of PC/Mac games that don't have any sort of auto updater built into them. In windows do you just spin off some sort of new install shield for the game that includes the updated files, hope you can read a valid registry key to point to the right directory, and overwrite files? If so how does that translate over to Mac where the game is normally just distributed as straight up .app file? Is there a better approach than the above for an already released product? (Assuming direct sells, and not through a marketplace that features auto-updating like Steam.) Are there any off the shelf auto-updater type libraries that could also be easily integrated with a C/C++ code base even after a game has been shipped to make this a lot simpler, and that are cross platform? Also how do auto-updaters work with new OS's that want applications and files digitally signed?

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  • Finding the endpoint of a named bone in Irrlicht

    - by Boreal
    I'm making a tank game that will have multiple tanks. I want to be able to define the weapon placements using bones that I can add right inside the modelling program (Blender to be exact). All tanks will have a bone called Body and a bone called Turret, and then names like Cannon0 and PickupGun for where the shots will be fired from that are attached to the Turret bone. Is there some way to find the absolute end position of a bone that I choose by name?

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  • Cocos2d v2.0 and OpenGL 2.0/1.0: where to start

    - by mm24
    I started developing my very first game 3 months ago using Cocos2d 2.0 for iPhone. I am now in the stage where I'd like to add some cool effects to the bullets and some special weapons (see my waveforms question here). I got a good answer in the cocos2d-iphone forum (see this one). Unfortunately I am a bit paralized now. I don't know if I will be overdoing by learning OpengGL 2.0 or if I should just stick ot the old 1.0. There is a good intro on various tutorial's written in Steffen Itterheims blog (see this post). I would like to add to my game: a blur effect to the bullets (here is a tutorial for OpenGL 1.0) a waveform (see above) some realistic water ripples (here is a nice sample code) So now, given that I don't want to overdo things but at the same time I want to achieve those effects, from where should I start? Should I discard the OpenGL 1.0 tutorials? OR should I use only OpenGL 1.0 code? How can I avoid confusion? I mean, it seems that the compiler recognizes both, but that there are some conflictual calls in some circumnstances, I am fairly sure this has some explanation, is there some reference to this somewhere?

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  • Collision planes confusion

    - by Jeffrey
    I'm following this tutorial by thecplusplusguy and in the linked video he explain that for example for the world basement and walls we need to create the actual rendered (shown to the player) walls and then duplicate them, place them in the same coordinates as the rendered walls and call them collision (by defining their material to collision). Then it defines in the Object loader function that those objects with material == collision are collision planes and should not be rendered but just used to check collision. Now I'm pretty confused. Why would we add this kind of complexity to a problem that can easily be solved by a simple loadObject(string plane_object, bool check_collision);: Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true In this case we have lowered the complexity of his method and make it more flexible and faster to develop (faster because we don't always have to make a copy for each plane and flexible because we don't hardcode the Object loader). The only case in which this method could not work is when we need hidden collision planes, and for that we could modify the loadObject() function like this: loadObject(string plane_object, bool check_collision = true, bool hide_object = false); Creating only the walls object (by loading .obj file in plane_object) Define them also as collision planes whenever the check_collision is set to true And add the ability to actually show the object or hide it based on hide_object. The final question is: am I right? What would the possible problem encountered with my solution versus his?

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