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  • Create a kind of Interface c++ [migrated]

    - by Liuka
    I'm writing a little 2d rendering framework with managers for input and resources like textures and meshes (for 2d geometry models, like quads) and they are all contained in a class "engine" that interacts with them and with a directX class. So each class have some public methods like init or update. They are called by the engine class to render the resources, create them, but a lot of them should not be called by the user: //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" loadtexture(); gettexture(); //called by the user } class Engine { private: Tmanager texManager; public: Init() { //initialize all the managers } Render(){...} Update(){...} Tmanager* GetTManager(){return &texManager;} //to get a pointer to the manager //if i want to create or get textures } In this way the user, calling Engine::GetTmanager will have access to all the public methods of Tmanager, including init update and rendertexture, that must be called only by Engine inside its init, render and update functions. So, is it a good idea to implement a user interface in the following way? //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" friend class Tmanager_UserInterface; operator Tmanager_UserInterface*(){return reinterpret_cast<Tmanager_UserInterface*>(this)} } class Tmanager_UserInterface : private Tmanager { //delete constructor //in this class there will be only methods like: loadtexture(); gettexture(); } class Engine { private: Tmanager texManager; public: Init() Render() Update() Tmanager_UserInterface* GetTManager(){return texManager;} } //in main function //i need to load a texture //i always have access to Engine class engine-GetTmanger()-LoadTexture(...) //i can just access load and get texture; In this way i can implement several interface for each object, keeping visible only the functions i (and the user) will need. There are better ways to do the same?? Or is it just useless(i dont hide the "framework private functions" and the user will learn to dont call them)? Before i have used this method: class manager { public: //engine functions userfunction(); } class engine { private: manager m; public: init(){//call manager init function} manageruserfunciton() { //call manager::userfunction() } } in this way i have no access to the manager class but it's a bad way because if i add a new feature to the manager i need to add a new method in the engine class and it takes a lot of time. sorry for the bad english.

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  • Where can I find affordable legal advice for game software related inquiries?

    - by Steven Lu
    I am working on simulation middleware which is applicable for game engine implementations. What I would like to do is to make it freely available for use for all non-commercial purposes, while at the same time imposing some percentage of royalty on revenue (above a certain threshold) that is derived from my work. Something very similar to Epic's UDK licensing model. To facilitate the use of my software, I plan to offer binaries (static libs) for several platforms, as well as obfuscated source code which I will freely distribute, in addition to documentation of the API. I simply want to impose the restriction that if you try to make money from it, I get a cut eventually. I'm wondering if there are online forums and such where I am likely to find people who are willing to assist me in terms of learning what sort of things I have to do to get things down on the right kinds of documents. So far a site like this seems to be the most promising.

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  • Directional and orientation problem

    - by Ahmed Saleh
    I have drawn 5 tentacles which are shown in red. I have drew those tentacles on a 2D Circle, and positioned them on 5 vertices of the that circle. BTW, The circle is never be drawn, I have used it to simplify the problem. Now I wanted to attached that circle with tentacles underneath the jellyfish. There is a problem with the current code but I don't know what is it. You can see that the circle is parallel to the base of the jelly fish. I want it to be shifted so that it be inside the jelly fish. but I don't know how. I tried to multiply the direction vector to extend it but that didn't work. // One tentacle is constructed from nodes // Get the direction of the first tentacle's node 0 to node 39 of that tentacle; Vec3f dir = m_tentacle[0]->geNodesPos()[0] - m_tentacle[0]->geNodesPos()[39]; // Draw the circle with tentacles on it Vec3f pos = m_SpherePos; drawCircle(pos,dir,30,m_tentacle.size()); for (int i=0; i<m_tentacle.size(); i++) { m_tentacle[i]->Draw(); } // Draw the jelly fish, and orient it on the 2D Circle gl::pushMatrices(); Quatf q; // assign quaternion to rotate the jelly fish around the tentacles q.set(Vec3f(0,-1,0),Vec3f(dir.x,dir.y,dir.z)); // tanslate it to the position of the whole creature per every frame gl::translate(m_SpherePos.x,m_SpherePos.y,m_SpherePos.z); gl::rotate(q); // draw the jelly fish at center 0,0,0 drawHemiSphere(Vec3f(0,0,0),m_iRadius,90); gl::popMatrices();

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  • How can I get my meshes to work with Bullet Physics?

    - by Molmasepic
    The problem is that I'm trying to use my meshes with Bullet Physics for the collision part of my game. When I attempted doing this method with my GLM(model loading library by nate robins) model, I get a segmentation fault in the debug, so I figured that it doesnt like the coordinate variables of the model. If i use blender to export my model as a collision file, what type of file should I use? I have heard of a .bullet exporter, but i dont know hot to integrate this python script into my Blender 2.5 program.

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  • Architecture a for a central renderer rather than self-rendering

    - by The Communist Duck
    For the architectural side of rendering, there's two main ways: having each object render itself, and having a single renderer which renders everything. I'm currently aiming for the second idea, for the following reasons: The list can be sorted to only use shaders once. Else each object would have to bind the shader, because it's not sure if it's active. The objects could be sorted and grouped. Easier to swap APIs. With a few macro lines, it can be easy to swap between a DirectX renderer and an OpenGL renderer (not a reason for my project, but still a good point) Easier to manage rendering code Of course, if anyone has strong recommendations for the first method, I will listen to them. But I was wondering how make this work. First idea The renderer has a list of pointers to the renderable components of each entity, which register themselves on RenderCompoent creation. However, I'm worrying that this may end up as a lot of extra pointer weight. But I can sort the list of pointers every so often. Second idea The entire list of entities is passed to the renderer each render call. The renderer then sorts the list (each call, or maybe once?) and gets what it wants. That's a lot of passing and/or sorting, however. Other ideas ??? PROFIT Anyone got ideas? Thank you.

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  • vector collision on polygon in 3d space detection/testing?

    - by LRFLEW
    In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can be any drawable polygon (although they will most likely be triangles and rectangles anyways). The bullet is not an object, but will be treated as a vector that instantaneously moves all the way across the map (like the snipper riffle in Halo). What's the best way to detect/test collisions with the polygon and the vector. I have access to OpenCL, however I have absolutely no experience with it. I am very early in the developmental stage, so if you think there's a better way of going about this, feel free to tell me (I barley have a player model to collide with anyways, so I'm flexible with it). Thanks

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  • How can I have multiple layers in my map array?

    - by Manl400
    How do I load Levels in my game, as in Layer 1 would be Objects, Layer 2 would be Characters and so on. I only need 3 layers, and they will all be put on top of each other. i.e having a flower with a transparent background to be put on grass or dirt on the layer below.I would like to Read From the same file too. How would i go about doing this? Any help would be appreciated. I load the map from a level file which are just numbers corresponding to a tile in the tilesheet. Here is the level file [Layer1] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [Layer2] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [Layer3] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 And here is the code that interprets it void LoadMap(const char *filename, std::vector< std::vector <int> > &map) { std::ifstream openfile(filename); if(openfile.is_open()) { std::string line, value; int space; while(!openfile.eof()) { std::getline(openfile, line); if(line.find("[TileSet]") != std::string::npos) { state = TileSet; continue; } else if (line.find("[Layer1]") != std::string::npos) { state = Map; continue; } switch(state) { case TileSet: if(line.length() > 0) tileSet = al_load_bitmap(line.c_str()); break; case Map: std::stringstream str(line); std::vector<int> tempVector; while(!str.eof()) { std::getline(str, value, ' '); if(value.length() > 0) tempVector.push_back(atoi(value.c_str())); } map.push_back(tempVector); break; } } } else { } } and this is how it draws the map. Also the tile sheet is 1280 by 1280 and the tilesizeX and tilesizeY is 64 void DrawMap(std::vector <std::vector <int> > map) { int mapRowCount = map.size(); for(int i, j = 0; i < mapRowCount; i ++) { int mapColCount = map[i].size(); for (int j = 0; j < mapColCount; ++j) { int tilesetIndex = map[i][j]; int tilesetRow = floor(tilesetIndex / TILESET_COLCOUNT); int tilesetCol = tilesetIndex % TILESET_COLCOUNT; al_draw_bitmap_region(tileSet, tilesetCol * TileSizeX, tilesetRow * TileSizeY, TileSizeX, TileSizeY, j * TileSizeX, i * TileSizeX, NULL); } } } EDIT: http://i.imgur.com/Ygu0zRE.jpg

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  • XNA: SpriteFont question

    - by Zukki
    Hi everyone, I need some help with the SpriteFont. I want a different font for my game, other than Kootenay. So, I edit the SpriteFont xml, i.e: <FontName>Kootenay</FontName> or <FontName>Arial</FontName> No problem with Windows fonts, or other XNA redistributable fonts pack. However, I want to use other fonts, that I downloaded and installed already, they are TTF or OTF, both supported by XNA. My problem is, I cant use them, I got this error: The font family "all the fonts i tried" could not be found. Please ensure the requested font is installed, and is a TrueType or OpenType font. So, checking at the windows fonts folder, I check the properties and details of the fonts, I try all the names they have, and but never works. Maybe I need some kind of importing or installing in order to use them, I dont know, and I hope you guys can help me, thanks!

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  • Need help drawings planets in Java.

    - by d33j
    I am looking for help/links/notes/agorithms/URLs/examples on drawing/rendering spheres in pure Java (so that I can hopefully, one day, generate/render planets with various surfaces & atmospheres) So for the moment, i'd be pretty happy to be able to start off with just drawing a wireframed sphere(s). ps: I don't want to use external libraries like Java3D, JOGL or aftermarket engines like JMonkeyEngine, Would rather keep it as straight Java.

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  • 2D Tile based Game Collision problem

    - by iNbdy
    I've been trying to program a tile based game, and I'm stuck at the collision detection. Here is my code (not the best ^^): void checkTile(Character *c, int **map) { int x1,x2,y1,y2; /* Character position in the map */ c->upY = (c->y) / TILE_SIZE; // Top left corner c->downY = (c->y + c->h) / TILE_SIZE; // Bottom left corner c->leftX = (c->x) / TILE_SIZE; // Top right corner c->rightX = (c->x + c->w) / TILE_SIZE; // Bottom right corner x1 = (c->x + 10) / TILE_SIZE; // 10px from left side point x2 = (c->x + c->w - 10) / TILE_SIZE; // 10px from right side point y1 = (c->y + 10) / TILE_SIZE; // 10px from top side point y2 = (c->y + c->h - 10) / TILE_SIZE; // 10px from bottom side point /* Top */ if (map[c->upY][x1] > 2 || map[c->upY][x2] > 2) c->topCollision = 1; else c->topCollision = 0; /* Bottom */ if ((map[c->downY][x1] > 2 || map[c->downY][x2] > 2)) c->downCollision = 1; else c->downCollision = 0; /* Left */ if (map[y1][c->leftX] > 2 || map[y2][c->leftX] > 2) c->leftCollision = 1; else c->leftCollision = 0; /* Right */ if (map[y1][c->rightX] > 2 || map[y2][c->rightX] > 2) c->rightCollision = 1; else c->rightCollision = 0; } That calculates 8 collision points My moving function is like that: void movePlayer(Character *c, int **map) { if ((c->dirX == LEFT && !c->leftCollision) || (c->dirX == RIGHT && !c->rightCollision)) c->x += c->vx; if ((c->dirY == UP && !c->topCollision) || (c->dirY == DOWN && !c->downCollision)) c->y += c->vy; checkPosition(c, map); } and the checkPosition: void checkPosition(Character *c, int **map) { checkTile(c, map); if (c->downCollision) { if (c->state != JUMPING) { c->vy = 0; c->y = (c->downY * TILE_SIZE - c->h); } } if (c->leftCollision) { c->vx = 0; c->x = (c->leftX) * TILE_SIZE + TILE_SIZE; } if (c->rightCollision) { c->vx = 0; c->x = c->rightX * TILE_SIZE - c->w; } } This works, but sometimes, when the player is landing on ground, right and left collision points become equal to 1. So it's as if there were collision coming from left or right. Does anyone know why this is doing this?

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  • Triangle Picking Picking Back faces

    - by Tangeleno
    I'm having a bit of trouble with 3D picking, at first I thought my ray was inaccurate but it turns out that the picking is happening on faces facing the camera and faces facing away from the camera which I'm currently culling. Here's my ray creation code, I'm pretty sure the problem isn't here but I've been wrong before. private uint Pick() { Ray cursorRay = CalculateCursorRay(); Vector3? point = Control.Mesh.RayCast(cursorRay); if (point != null) { Tile hitTile = Control.TileMesh.GetTileAtPoint(point); return hitTile == null ? uint.MaxValue : (uint)(hitTile.X + hitTile.Y * Control.Generator.TilesWide); } return uint.MaxValue; } private Ray CalculateCursorRay() { Vector3 nearPoint = Control.Camera.Unproject(new Vector3(Cursor.Position.X, Control.ClientRectangle.Height - Cursor.Position.Y, 0f)); Vector3 farPoint = Control.Camera.Unproject(new Vector3(Cursor.Position.X, Control.ClientRectangle.Height - Cursor.Position.Y, 1f)); Vector3 direction = farPoint - nearPoint; direction.Normalize(); return new Ray(nearPoint, direction); } public Vector3 Camera.Unproject(Vector3 source) { Vector4 result; result.X = (source.X - _control.ClientRectangle.X) * 2 / _control.ClientRectangle.Width - 1; result.Y = (source.Y - _control.ClientRectangle.Y) * 2 / _control.ClientRectangle.Height - 1; result.Z = source.Z - 1; if (_farPlane - 1 == 0) result.Z = 0; else result.Z = result.Z / (_farPlane - 1); result.W = 1f; result = Vector4.Transform(result, Matrix4.Invert(ProjectionMatrix)); result = Vector4.Transform(result, Matrix4.Invert(ViewMatrix)); result = Vector4.Transform(result, Matrix4.Invert(_world)); result = Vector4.Divide(result, result.W); return new Vector3(result.X, result.Y, result.Z); } And my triangle intersection code. Ripped mainly from the XNA picking sample. public float? Intersects(Ray ray) { float? closestHit = Bounds.Intersects(ray); if (closestHit != null && Vertices.Length == 3) { Vector3 e1, e2; Vector3.Subtract(ref Vertices[1].Position, ref Vertices[0].Position, out e1); Vector3.Subtract(ref Vertices[2].Position, ref Vertices[0].Position, out e2); Vector3 directionCrossEdge2; Vector3.Cross(ref ray.Direction, ref e2, out directionCrossEdge2); float determinant; Vector3.Dot(ref e1, ref directionCrossEdge2, out determinant); if (determinant > -float.Epsilon && determinant < float.Epsilon) return null; float inverseDeterminant = 1.0f/determinant; Vector3 distanceVector; Vector3.Subtract(ref ray.Position, ref Vertices[0].Position, out distanceVector); float triangleU; Vector3.Dot(ref distanceVector, ref directionCrossEdge2, out triangleU); triangleU *= inverseDeterminant; if (triangleU < 0 || triangleU > 1) return null; Vector3 distanceCrossEdge1; Vector3.Cross(ref distanceVector, ref e1, out distanceCrossEdge1); float triangleV; Vector3.Dot(ref ray.Direction, ref distanceCrossEdge1, out triangleV); triangleV *= inverseDeterminant; if (triangleV < 0 || triangleU + triangleV > 1) return null; float rayDistance; Vector3.Dot(ref e2, ref distanceCrossEdge1, out rayDistance); rayDistance *= inverseDeterminant; if (rayDistance < 0) return null; return rayDistance; } return closestHit; } I'll admit I don't fully understand all of the math behind the intersection and that is something I'm working on, but my understanding was that if rayDistance was less than 0 the face was facing away from the camera, and shouldn't be counted as a hit. So my question is, is there an issue with my intersection or ray creation code, or is there another check I need to perform to tell if the face is facing away from the camera, and if so any hints on what that check might contain would be appreciated.

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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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  • Efficient way to calculate "vision cones" on 2D tile map?

    - by OverMachoGrande
    I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain number of tiles outward and raycast to each tile. However, I'm hoping for something slightly more efficient. A picture says a thousand words: The red dot is the unit (who's facing upwards). My goal is to calculate the yellow tiles. The green blocks are walls (walls are between tiles, and it's easy to check if you can pass between two tiles). The blue line represents something like the "raycasting" method I was talking about, but I'd rather not have to do this. EDIT: Units can only be facing north/south/east/west (0, 90, 180, or 270 degrees) and FoV is always 90 degrees. Should simplify some calculations. I'm thinking there's some sort of recursive-ish/stack-based/queue-based algorithm, but I can't quite figure it out. Thanks!

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  • How are components properly instantiated and used in XNA 4.0?

    - by Christopher Horenstein
    I am creating a simple input component to hold on to actions and key states, and a short history of the last ten or so states. The idea is that everything that is interested in input will ask this component for the latest input, and I am wondering where I should create it. I am also wondering how I should create components that are specific to my game objects - I envision them as variables, but then how do their Update/Draw methods get called? What I'm trying to ask is, what are the best practices for adding components to the proper collections? Right now I've added my input component in the main Game class that XNA creates when everything is first initialized, saying something along the lines of this.Components.Add(new InputComponent(this)), which looks a little odd to me, and I'd still want to hang onto that reference so I can ask it things. An answer to my input component's dilemma is great, but also I'm guessing there is a right way to do this in general in XNA.

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  • Android how to get opengl 3D coordinates in ontouch event

    - by Sandy
    I created a cube in opengl and it rotates in ontouch event. To to this I created a CustomSurfaceView as follows public class CustomSurfaceView extends GLSurfaceView { @Override public boolean onTouchEvent(MotionEvent e) { float x = e.getX() float y = e.getY(); } } Here x and y are screen coordinates. How can I get 3D coordinated from this? I have already looked gluProject and NeHe. But I dont know how to implement this in my project, it shows that there is no GLdouble,GLfloat class.

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  • Displaying a grid based map using C++ and sdl

    - by user15386
    I am trying to create a roguelike game using c++ and SDL. However, I am having trouble getting it to display the map, which is represented by a 2d array of a tile class. Currently, my code is this: for (int y = 0; y!=MAPHEIGHT; y++) { for (int x = 0; x!=MAPWIDTH 1; x++) { apply_surface( x * TILEWIDTH, y * TILEHEIGHT, mymap[x][y].image, screen ); } } However, running this code causes it to both dither for a while before opening the SDL window, and (usually) tell me there is an access violation. How can I display my map?

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  • Geometry Shader : points + Triangles

    - by CmasterG
    I have different Shaders and for each Shader a instance of the ShaderClass class, which initializes the Shaders, Renders the Shaders, etc. I use most of the Shaderclasses without Geometry Shader, but in one Shader Class i also use a Geometry Shader. The problem is, that when I render one object with the Shaderclass that uses the Geometry shader, all other object are rendered with the same geometry that I create in the Geometry Shader. Can you help me? Is it possible that I have to use a Geometry Shader for each object, when I use one for one object? I use DirectX 11 with C++.

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  • What's a way to implement a flexible buff/debuff system?

    - by gkimsey
    Overview: Lots of games which RPG-like statistics allow for character "buffs", ranging from simple "Deal 25% extra damage" to more complicated things like "Deal 15 damage back to attackers when hit." The specifics of each type of buff aren't really relevant. I'm looking for a (presumably object-oriented) way to handle arbitrary buffs. Details: In my particular case, I have multiple characters in a turn-based battle environment, so I envisioned buffs being tied to events like "OnTurnStart", "OnReceiveDamage", etc. Perhaps each buff is a subclass of a main Buff abstract class, where only the relevant events are overloaded. Then each character could have a vector of buffs currently applied. Does this solution make sense? I can certainly see dozens of event types being necessary, it feels like making a new subclass for each buff is overkill, and it doesn't seem to allow for any buff "interactions". That is, if I wanted to implement a cap on damage boosts so that even if you had 10 different buffs which all give 25% extra damage, you only do 100% extra instead of 250% extra. And there's more complicated situations that ideally I could control. I'm sure everyone can come up with examples of how more sophisticated buffs can potentially interact with each other in a way that as a game developer I may not want. As a relatively inexperienced C++ programmer (I generally have used C in embedded systems), I feel like my solution is simplistic and probably doesn't take full advantage of the object-oriented language. Thoughts? Has anyone here designed a fairly robust buff system before?

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  • Linear search vs Octree (Frustum cull)

    - by Dave
    I am wondering whether I should look into implementing an octree of some kind. I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ground, each one has an aabb in world space. Currently I just do a loop through the list of all these objects and check if its bounding box intersects with the frustum, it works great but I am wondering if if it would be a good investment in an octree. I only have max 512 of these objects on the map and they all contain bounding boxes. I am not sure if an octree would make it faster since I have so little objects in the scene.

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  • following a moving sprite

    - by iQue
    Im trying to get my enemies to follow my main-character of the game (2D), but for some reason the game starts lagging like crazy when I do it the way I want to do it, and the following-part dosnt work 100% either, its just 1/24 enemies that comes to my sprite, the other 23 move towards it but stay at a certain point. Might be a poor explenation but dont know how else to put it. Code for moving my enemies: private int enemyX(){ int x = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.x > enemies.get(i).getX()){//pointerPosition is the position of my main-sprite. x = 5; } else{ x=-5; } Log.d(TAG, "happyX HERE: " + controls.pointerPosition.x); Log.d(TAG, "enemyX HERE: " + enemies.get(i).getX()); } return x; } private int enemyY(){ int y = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.y > enemies.get(i).getY()){ y = 5; } else{ y=-5; } } return y; } I send it to the update-method in my Enemy-class: private void drawEnemy(Canvas canvas){ addEnemies(); // a method where I add enemies to my arrayList, no parameters except bitmap. for(int i = 0; i < enemies.size(); i++){ enemies.get(i).update(enemyX(), enemyY()); } for(int i = 0; i < enemies.size(); i++){ enemies.get(i).draw(canvas); } } and finally, the update-method itself, located in my Enemy-class: public void update(int velX, int velY) { x += velX; //sets x before I draw y += velY; //sets y before I draw currentFrame = ++currentFrame % BMP_COLUMNS; } So can any1 figure out why it starts lagging so much and how I can fix it? Thanks for your time!

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  • Odds For Fighting Game

    - by thinkfuture
    I'm creating a fighting game where two opponents face off against each other in the ring. While I've been able to figure out the odds of a player winning based on previous wins/losses, I have yet to find a formula which modifies those odds based on opponent. For example: Player 1: W:5 L:5 - 1/1 odds Player 2: W:5 L:0 - 1/5 odds I want to calculate the odds that Player 1 will wins against player 2. Compounding this the players could be of different levels: if the players are within a few levels of each other, the odds should map closely to wins/losses. However, as the levels diverge, the odds of the lower level player winning reduce. As a swag: Player 1 - W:5 L:5 - 1:1 odds Against a level 8 - 1:2 Against a level 9 - 2:3 Against a level 10 - 1:1 Against a level 11 - 3:2 Against a level 12 - 2:1 These are just estimates, my sense is that there is a math formula out there which will calculate that - can anyone out there point me to what this could be? Thanks...Chris

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  • About floating point precision and why do we still use it

    - by system_is_b0rken
    Floating point has always been troublesome for precision on large worlds. This article explains behind-the-scenes and offers the obvious alternative - fixed point numbers. Some facts are really impressive, like: "Well 64 bits of precision gets you to the furthest distance of Pluto from the Sun (7.4 billion km) with sub-micrometer precision. " Well sub-micrometer precision is more than any fps needs (for positions and even velocities), and it would enable you to build really big worlds. My question is, why do we still use floating point if fixed point has such advantages? Most rendering APIs and physics libraries use floating point (and suffer it's disadvantages, so developers need to get around them). Are they so much slower? Additionally, how do you think scalable planetary engines like outerra or infinity handle the large scale? Do they use fixed point for positions or do they have some space dividing algorithm?

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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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  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

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