Search Results

Search found 28230 results on 1130 pages for 'embedded development'.

Page 549/1130 | < Previous Page | 545 546 547 548 549 550 551 552 553 554 555 556  | Next Page >

  • rotating menu with Actors in libgdx

    - by joecks
    I am intending to build a circular menu, with menu items equally distributed around the circle. When clicking on a menu item the circle should rotate so that the selected item is facing the top. I am using libgdx and I am not very familiar with the Actors concept, so I intuitivly tried to implement an Actor, who is drawing a texture and then transforming it by using Actions, with no success: class CircleActor extends Actor { @Override public void draw(SpriteBatch batch, float parentAlpha) { batch.draw(texture1, 100, 100); } @Override public Actor hit(float x, float y) { return this; } } and the rotate action: CircleActor circleActor = new CircleActor(); circleActor.action(Forever.$(RotateBy.$(0.1f, 0.1f))); // stage.addActor(); stage.addActor(circleActor); The texture is rectangular, but it doe not work. 1. What is wrong? 2. Is it a good approach to solve the task? Thanks!

    Read the article

  • Architectural approaches to creating a game menu/shell overlay on PC/Linux?

    - by Ghopper21
    I'm am working on a collection of games for a custom digital tabletop installation (similar to Microsoft Surface tables). Each game will be an individual executable that runs full-screen. In addition, there needs to be a menu/shell overlay program running simultaneously. The menu/shell will allow users to pause games, switch to other games, check their game history, etc. Some key requirements of the shell: it intercepts all user input (mainly multitouch) first before passing it on to the currently running game (so that it can, for instance, know to pop-up at a "pause" command); can reveal on arbitrary portions of the screen, with the currently running (but presumably paused) game still showing underneath, ideally with its shape/size being dynamic, to allow for creation of an animated in/out drawer effect over the game. I'm currently looking into different architectural approaches to this problem, including Fraps and DirectX overlays, but I'm sure I'm missing some ways to think about this. What are the main approaches I should be considering? (Note the table is currently being run by Windows PC, but it could potentially be a Linux box instead.)

    Read the article

  • Black or White Border/Shadow around PNGs in SDL/OPENGL

    - by Dylan
    having the same issue as this: Why do my sprites have a dark shadow/line/frame surrounding the texture? however, when I do the fix suggested there (changing GL_SRC_ALPHA to GL_ONE) it just replaces the black border with a white border on the images, and messes with my background color and some polygons I'm drawing (not all of them weirdly) by making them much lighter... any ideas? heres some of my relevant code. init: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glAlphaFunc(GL_GREATER, 0.01); glEnable(GL_ALPHA_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); when each texture is loaded: glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, surface->w, surface->h, GL_BGRA, GL_UNSIGNED_BYTE, surface->pixels); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    Read the article

  • TGA loader: reverse height

    - by aVoX
    I wrote a TGA image loader in Java which is working perfectly for files created with GIMP as long as they are saved with the option "origin" set to "Top Left" (Note: Actually TGA files are meant to be stored upside down - "Bottom Left" in GIMP). My problem is that I want my image loader to be capable of reading all different kinds of TGAs, so my question is, how do I flip the image upside down? Note that I store all image data inside a one-dimensional byte array, because OpenGL (glTexImage2D to be specific) requires it that way. Thanks in advance.

    Read the article

  • unity player doesnt support my ubuntu so i cant play battalstar gallactica [closed]

    - by jrwhite3230
    ive been trying to install the unity player that supports battlestar gallactica online at big point.com /but then it is saying that my system (ubuntu) is not supported isnt there a patch by now because the game has been on for years now and there has been many people that i know running ubuntu who has the same difficulty ! also is there another program that would work with ubuntu and battlestar gallactica online?? there has to be a fix or ill just have to uninstall ubuntu/which is my next question how do i do that ??where is the control panel that allows you to uninstall programs within ubunty thank you very much for any support or advice [email protected]

    Read the article

  • Moving the jBullet collision body to with the player object

    - by Kenneth Bray
    I am trying to update the location of the rigid body for a player class, as my player moves around I would like the collision body to also move with the player object (currently represented as a cube). Below is my current update method for when I want to update the xyz coords, but I am pretty sure I am not able to update the origin coords? : public void Update(float pX, float pY, float pZ) { posX = pX; posY = pY; posZ = pZ; //update the playerCube transform for the rigid body cubeTransform.origin.x = posX; cubeTransform.origin.y = posY; cubeTransform.origin.z = posZ; cubeRigidBody.getMotionState().setWorldTransform(cubeTransform); processTransformMatrix(cubeTransform); } I do not have rotation updated, as I do not actually want/need the player body to rotate at all currently. However, in the final game this will me put in place.

    Read the article

  • how to design transparent screen in libgdx

    - by ved
    this question is for LibGdx geeks. I want to make transparent screen in my game. For example, when level completes I want a new transparent screen pop up and show player's high score, buttons to navigate on next level etc like in angry birds kind of screen. This type of screen can also use, when user click on pause button, to show pause screen. Please guide me to design this kind of screen. Or if I am going wrong to make transparent screens for this kind of situation. Please guide me for better one.

    Read the article

  • Objects disappear when zoomed out in Unity

    - by Starkers
    Ignore the palm trees here. I have some oak-like trees when I'm zoomed in: They disappear when I zoom out: Is this normal? Is this something to do with draw distance? How can I change this so my trees don't disappear? The reason I ask is because my installation had a weird terrain glitch. If this isn't normal I'm going to reinstall right away because I'm always thinking 'is that a feature? Or a glitch'?

    Read the article

  • How to detect a touch on transparent area of an image in a (libgdx) stage?

    - by Usman
    Can some one please help to detect a touch on an image which I am using as an actor in a stage. The image is actually a long diagnol brush which has plenty of transparent area. The problem is when I touche the transparent area of the brush image it is also triggering the clicklistener of the image. I need the click listener should only be called when the finger actually touched the visible image not the area which is empty. I am using libgdx-0.9.4 libraries. Here is my simple piece of code. import com.badlogic.gdx.scenes.scene2d.ui.Image; import com.badlogic.gdx.scenes.scene2d.ui.ClickListener; Image brushImg = new Image(ImageCache.getTexture("brush")); brushImg.width = mStage.width()*0.75f; brushImg.height = mStage.height()*0.75f; brushImg.setClickListener(new ClickListener() { @Override public void click(Actor actor, float x, float y) { SoundFactory.play("brush"); }

    Read the article

  • How do I draw a dotted or dashed line?

    - by Gagege
    I'm trying to draw a dashed or dotted line by placing individual segments(dashes) along a path and then separating them. The only algorithm I could come up with for this gave me a dash length that was variable based on the angle of the line. Like this: private function createDashedLine(fromX:Float, fromY:Float, toX:Float, toY:Float):Sprite { var line = new Sprite(); var currentX = fromX; var currentY = fromY; var addX = (toX - fromX) * 0.0075; var addY = (toY - fromY) * 0.0075; line.graphics.lineStyle(1, 0xFFFFFF); var count = 0; // while line is not complete while (!lineAtDestination(fromX, fromY, toX, toY, currentX, currentY)) { /// move line draw cursor to beginning of next dash line.graphics.moveTo(currentX, currentY); // if dash is even if (count % 2 == 0) { // draw the dash line.graphics.lineTo(currentX + addX, currentY + addY); } // add next dash's length to current cursor position currentX += addX; currentY += addY; count++; } return line; } This just happens to be written in Haxe, but the solution should be language neutral. What I would like is for the dash length to be the same no matter what angle the line is. As is, it's just adding 75 thousandths of the line length to the x and y, so if the line is and a 45 degree angle you get pretty much a solid line. If the line is at something shallow like 85 degrees then you get a nice looking dashed line. So, the dash length is variable, and I don't want that. How would I make a function that I can pass a "dash length" into and get that length of dash, no matter what the angle is? If you need to completely disregard my code, be my guest. I'm sure there's a better solution.

    Read the article

  • How to use music in a simple game?

    - by Aerovistae
    It's like this: I've got this very simple game in mind, and I happen to be lucky enough to know this guy at my college who is the best musician I've ever met in person who wasn't already on a stage. He writes these beautiful songs on piano, just meandering and mysterious. They'd add so much as background music. But here's my dilemma: say I record a 5 minute long song from him. How do I use it? Do I set it playing, and then make it start over as soon as it ends? Do I leave a 5 minute period of silence and then start it over again? Or do I find other music and just have continuous music playing? What do other people usually do for this sort of thing?

    Read the article

  • Can I use one set of images to represent multiple sprites in Java?

    - by mal
    I've got a game that has 3 basic sprites, at the moment I'm loading 8 images into each sprite for animating. Each character class has a sprite object. if I've got 10 characters on screen at once then that's 80 images loaded in to memory. Can I make a central sprite class that only holds 8 images for each of the 3 sprites, then get the character objects to request the relevant images from the central sprite class, thereby massively reducing the memory required for the images?

    Read the article

  • Unity: Assigning String value in inspector

    - by Marc Pilgaard
    I got an issue with Unity I can't seem to comprehend, and it is possibly very simple: I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } } Hope somebody can help, in advance... Thanks

    Read the article

  • Crash due to removal of Elements like CCSprite from NSMutableArray

    - by mayuur
    So, here's how it goes. I am currently working on Cocos2d game, which consists of many Obstacles. One obstacle gets added on the screen at an interval of 10 seconds like this. ObstacleSprite* newObstacle = [ObstacleSprite spriteWithFile:@"Obstacle.png" rect:CGRectMake(0, 0, 20, 20)]; newObstacle.position = ccp(mainPlayer1.position.x,10); [self addChild:newObstacle]; [self.arrayForObstacles addObject:newObstacle]; Now, I insert these obstacles into the arrayForObstacles because I also want to keep checking whether the Obstacles and MainPlayer don't collide. I check it with the help of this function. - (void) checkCollisionWithObstacle { if(mainPlayer1.playerActive) { for(int i = 0; i < [self.arrayForObstacles count]; i++) { ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:i]; if(newObstacle != nil) { if(CGRectIntersectsRect([mainPlayer1 boundingBox], [newObstacle boundingBox])) { mainPlayer1.livesLeft--; } } } } } THE ISSUE Problem is when I get to certain score, one of the Obstacles gets deleted. Removal of Obstacles works as in First In-First Out (FIFO) mode. So, to delete obstacles, I write the following method : - (void) keepUpdatingScore { //update new score mainPlayer1.score+=10; //remove obstacle when score increases by 5k if(mainPlayer1.score > 5000 && mainPlayer1.score > 0) { mainPlayer1.playerActive = NO; if([self.arrayForObstacles count] > 0) { CCLOG(@"count is %d",[self.arrayForObstacles count]); ObstacleSprite* newObstacle = [self.arrayForObstacles objectAtIndex:0]; [self.arrayForObstacles removeObjectAtIndex:0]; [self removeChild:newObstacle cleanup:YES]; CCLOG(@"count is %d",[self.arrayForObstacles count]); } } else { } } It crashes when score crosses 5000 mark! UPDATE Crash happens when it again goes to the method checkCollisionWithObstacle. This is the THREAD Look. THis is the line Which crashes.

    Read the article

  • Advantages of Steam Greenlight

    - by ashes999
    Let's assume that I can pick a fairly decent game, build it, and finish it with sufficient chrome plating; let's also assume that I can market it myself to some extent, through my own website. What exactly are the advantages of going through Steam Greenlight? Assuming I can actually get through the process and reach sufficient critical mass to be "Greenlight." Can I really expect a lot more marketing (and sales) if I succeed?

    Read the article

  • Textual descriptions of 8-bit and 16-bit game engines

    - by ixtmixilix
    I found a good description of the engine in the Sonic games. It describes roughly how the engine works for people writing their own clones. In my case, I am simply interested in getting a general view of how the many 8-bit and 16-bit game engines worked on their respective consoles. So, this is a big-list style question asking, what other online descriptions of specific game engines have people found?

    Read the article

  • Cocos2d: Adding a CCSequence to a CCArray

    - by Axort
    I have a problem with an action performed by a sprite. I have one CCSequence in a CCArray and I have an scheduled method (is called every 5 seconds) that make the sprite run the action. The action is performed correctly only the first time (the first 5 seconds), after that, the action do whatever it wants lol. Here is the code: In .h - @interface PowerUpLayer : CCLayer { PowerUp *powerUp; CCArray *trajectories; } @property (nonatomic, retain) CCArray *trajectories; In .mm - @implementation PowerUpLayer @synthesize trajectories; -(id)init { if((self = [super init])) { [self createTrajectories]; self.isTouchEnabled = YES; [self schedule:@selector(spawn:) interval:5]; } return self; } -(void)createTrajectories { self.trajectories = [CCArray arrayWithCapacity:1]; //Wave trajectory ccBezierConfig firstWave, secondWave; firstWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width + 30, [[CCDirector sharedDirector] winSize].height / 2);//powerUp.sprite.position.x, powerUp.sprite.position.y); firstWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width - ([[CCDirector sharedDirector] winSize].width / 4), 0); firstWave.endPosition = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_1 = CGPointMake([[CCDirector sharedDirector] winSize].width / 2, [[CCDirector sharedDirector] winSize].height / 2); secondWave.controlPoint_2 = CGPointMake([[CCDirector sharedDirector] winSize].width / 4, [[CCDirector sharedDirector] winSize].height); secondWave.endPosition = CGPointMake(-30, [[CCDirector sharedDirector] winSize].height / 2); id bezierWave1 = [CCBezierTo actionWithDuration:1 bezier:firstWave]; id bezierWave2 = [CCBezierTo actionWithDuration:1 bezier:secondWave]; id waveTrajectory = [CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]; [self.trajectories addObject:waveTrajectory]; //[powerUp.sprite runAction:bezierForward]; // [CCMoveBy actionWithDuration:3 position:CGPointMake(-[[CCDirector sharedDirector] winSize].width - powerUp.sprite.contentSize.width, 0)] //[powerUp.sprite runAction:[CCSequence actions:bezierWave1, bezierWave2, [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } -(void)setInvisible:(id)sender { if(powerUp != nil) { [self removeChild:sender cleanup:YES]; powerUp = nil; } } This is the scheduled method: -(void)spawn:(ccTime)dt { if(powerUp == nil) { powerUp = [[PowerUp alloc] initWithType:0]; powerUp.sprite.position = CGPointMake([[CCDirector sharedDirector] winSize].width + powerUp.sprite.contentSize.width, [[CCDirector sharedDirector] winSize].height / 2); [self addChild:powerUp.sprite z:-1]; [powerUp.sprite runAction:((CCSequence *)[self.trajectories objectAtIndex:0])]; } } I don't know what is happening; I never modify the content of the CCSequence after the first time. Thanks!

    Read the article

  • Changing coordinate system from Z-up to Y-up

    - by Jari Komppa
    Blender's coordinate system is different from what I'm used to, in that Z points upwards instead of Y. What would be the simplest way of converting all the world data (so that all animations, texture coordinates, etc still work) so that Y points upwards? Clarification: Object positions are defined as matrices, so just switching translation/rotation/scale information in matrices is not a trivial task.

    Read the article

  • Costs/profit of/when starting an indie company

    - by Jack
    In short, I want to start a game company. I do not have much coding experience (just basic understanding and ability to write basic programs), any graphics design experience, any audio mixing experience, or whatever else technical. However, I do have a lot of ideas, great analytical skills and a very logical approach to life. I do not have any friends who are even remotely technical (or creative in regards to games for that matter). So now that we've cleared that up, my question is this: how much, minimally, would it cost me to start such a company? I know that a game could be developed in under half a year, which means it would have to operate for half a year prior, and that's assuming that the people working on the first project do their jobs good, don't leave game breaking bugs, a bunch of minor bugs, etc.. So how much would it cost me, and what would be the likely profit in half a year? I'm looking at minimal costs here, as to do it, I would have to sell my current apartment and buy a new, smaller one, pay taxes, and likely move to US/CA/UK to be closer to technologically advanced people (and be able to speak the language of course). EDIT: I'm looking at a small project for starters, not a huge AAA title.

    Read the article

  • Bullet Physics implementing custom MotionState class

    - by Arosboro
    I'm trying to make my engine's camera a kinematic rigid body that can collide into other rigid bodies. I've overridden the btMotionState class and implemented setKinematicPos which updates the motion state's tranform. I use the overridden class when creating my kinematic body, but the collision detection fails. I'm doing this for fun trying to add collision detection and physics to Sean O' Neil's Procedural Universe I referred to the bullet wiki on MotionStates for my CPhysicsMotionState class. If it helps I can add the code for the Planetary rigid bodies, but I didn't want to clutter the post. Here is my motion state class: class CPhysicsMotionState: public btMotionState { protected: // This is the transform with position and rotation of the camera CSRTTransform* m_srtTransform; btTransform m_btPos1; public: CPhysicsMotionState(const btTransform &initialpos, CSRTTransform* srtTransform) { m_srtTransform = srtTransform; m_btPos1 = initialpos; } virtual ~CPhysicsMotionState() { // TODO Auto-generated destructor stub } virtual void getWorldTransform(btTransform &worldTrans) const { worldTrans = m_btPos1; } void setKinematicPos(btQuaternion &rot, btVector3 &pos) { m_btPos1.setRotation(rot); m_btPos1.setOrigin(pos); } virtual void setWorldTransform(const btTransform &worldTrans) { btQuaternion rot = worldTrans.getRotation(); btVector3 pos = worldTrans.getOrigin(); m_srtTransform->m_qRotate = CQuaternion(rot.x(), rot.y(), rot.z(), rot.w()); m_srtTransform->SetPosition(CVector(pos.x(), pos.y(), pos.z())); m_btPos1 = worldTrans; } }; I add a rigid body for the camera: // Create rigid body for camera btCollisionShape* cameraShape = new btSphereShape(btScalar(5.0f)); btTransform startTransform; startTransform.setIdentity(); // forgot to add this line CVector vCamera = m_srtCamera.GetPosition(); startTransform.setOrigin(btVector3(vCamera.x, vCamera.y, vCamera.z)); m_msCamera = new CPhysicsMotionState(startTransform, &m_srtCamera); btScalar tMass(80.7f); bool isDynamic = (tMass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) cameraShape->calculateLocalInertia(tMass,localInertia); btRigidBody::btRigidBodyConstructionInfo rbInfo(tMass, m_msCamera, cameraShape, localInertia); m_rigidBody = new btRigidBody(rbInfo); m_rigidBody->setCollisionFlags(m_rigidBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); m_rigidBody->setActivationState(DISABLE_DEACTIVATION); This is the code in Update() that runs each frame: CSRTTransform srtCamera = CCameraTask::GetPtr()->GetCamera(); Quaternion qRotate = srtCamera.m_qRotate; btQuaternion rot = btQuaternion(qRotate.x, qRotate.y, qRotate.z, qRotate.w); CVector vCamera = CCameraTask::GetPtr()->GetPosition(); btVector3 pos = btVector3(vCamera.x, vCamera.y, vCamera.z); CPhysicsMotionState* cameraMotionState = CCameraTask::GetPtr()->GetMotionState(); cameraMotionState->setKinematicPos(rot, pos);

    Read the article

  • How to check battery usage of an iPhone/Android app?

    - by Gajoo
    I think the title says Enough. For example Unity can generate you a report how much CPU/GPU power it's using or how fast it's going to drain device battery, but what about the applications developed using Cocos2d or the ones you develop directly using OpenGL? How should you profile them? In general what should you profile? or Should I simply run the application and wait for it's battery to run out?

    Read the article

  • D3DXMatrixDecompose gives different quaternion than D3DXQuaternionRotationMatrix

    - by Fraser
    In trying to solve this problem, I tracked down the problem to the conversion of the rotation matrix to quaternion. In particular, consider the following matrix: -0.02099178 0.9997436 -0.008475631 0 0.995325 0.02009799 -0.09446743 0 0.09427284 0.01041905 0.9954919 0 0 0 0 1 SlimDX.Quaternion.RotationMatrix (which calls D3DXQuaternionRotationMatrix gives a different answer than SlimDX.Matrix.Decompose (which uses D3DXMatrixDecompose). The answers they give (after being normalized) are: X Y Z W Quaternion.RotationMatrix -0.05244324 0.05137424 0.002209336 0.9972991 Matrix.Decompose 0.6989997 0.7135442 -0.03674842 -0.03006023 Which are totally different (note the signs of X, Z, and W are different). Note that these aren't q/-q (two quaternions that represent the same rotation); they face completely different directions. I've noticed that with matrices for rotations very close to that one (successive frames in the animation) that the Matrix.Decompose version gives a solution that flips around wildly and occasionally goes into the desired position, while the Quaternion.RotationMatrix version gives solutions that are stable but go in the wrong direction. This is only for the right arm in my animation -- for the left arm, both functions give the correct solution, which is the same quaternion within error tolerances. This makes me think that there's some sort of numeric instability or weird stuff with signs going on. I tried implementing this and then this, but both gave me a completely incorrect solution (even for the matricies where the SlimDX ones were working correctly) -- maybe the rows and columns are flipped?

    Read the article

  • Procedual level generation for a platformer game (tilebased) using player physics

    - by Notbad
    I have been searching for information about how to build a 2d world generator (tilebased) for a platformer game I am developing. The levels should look like dungeons with a ceiling and a floor and they will have a high probability of being just made of horizontal rooms but sometimes they can have exits to a top/down room. Here is an example of what I would like to achieve. I'm refering only to the caves part. I know level design won't be that great when generated but I think it is possible to have something good enough for people to enjoy the procedural maps (Note: Supermetrod Spoiler!): http://www.snesmaps.com/maps/SuperMetroid/SuperMetroidMapNorfair.html Well, after spending some time thinking about this I have some ideas to create the maps that I would like to share with you: 1) I have read about celular automatas and I would like to use them to carve the rooms but instead of carving just a tile at once I would like to carve full columns of tiles. Of course this carving system will have some restrictions like how many tiles must be left for the roof and the ceiling, etc... This way I could get much cleaner rooms than using the ussual automata. 2) I want some branching into the rooms. It will have little probability to happen but I definitely want it. Thinking about carving I came to the conclusion that I could be using some sort of path creation algorithm that the carving system would follow to create a path in the rooms. This could be more noticiable if we make the carving system to carve columns with the height of a corridor or with the height of a wide room (this will be added to the system as a param). This way at some point I could spawn a new automa beside the main one to create braches. This new automata should play side by side with the first one to create dead ends, islands (both paths created by the automatas meet at some point or lead to the same room. It would be too long to explain here all the tests I have done, etc... just will try to summarize the problems to see if anyone could bring some light to solve them (I don't mind sharing my successes but I think they aren't too relevant): 1) Zone reachability: How can I make sure that the player will be able to reach all zones I created (mainly when branches happen or vertical rooms are created). When branches are created I have to make sure that there will be a way to get onto the new created branch. I mean a bifurcation that the player could follow. Player will follow the main path or jump to a platform to get onto the other way). On the other hand if an island is created by the meeting of both branches I need to make sure the player will be able to get onto the island too. 2) When a branch is created and corridors are generated for each branch how can I make then both merge or repel to create an island or just make them separated corridors. 3) When I create a branch and an island is created becasue both corridors merge at somepoint or they lead to the same room, is there any way to detect this and randomize where to create the needed platforms to get onto the created isle? This platforms could be created at the start of the island or at the end. I guess part of the problem could be solved using some sort of graph following the created paths but I'm a bit lost in this sea of precedural content creation :). On the other hand I don't expect a solution to the problem but some information to get me moving forward again. Thanks in advance.

    Read the article

  • Making a clone of Starcraft legal?

    - by user782220
    My question is similar to a previous question. Consider the following clone of Starcraft: Change the artwork, sound, music, change the names of units. However, leave the unit hit points unchanged, unit damage unchanged, unit movement speed unchanged, change ability names but not ability effects. Is that considered illegal? In other words, is copying the unit hit points, damage, etc. considered illegal even if everything else is changed?

    Read the article

  • A* algorithm very slow

    - by Amaranth
    I have an programming a RTS game (I use XNA with C#). The pathfinding is working fine, except that when it has a lot of node to search in, there is a lag period of one or two seconds, it happens mainly when there is no path to the target destination, since it that situation there is more nodes to explore. I have the same problem when the path is shorter but selected more than 3 units (can't take the same path since the selected units can be in different part of the map). private List<NodeInfo> FindPath(Unit u, NodeInfo start, NodeInfo end) { Map map = GameInfo.GetInstance().GameMap; _nearestToTarget = start; start.MoveCost = 0; Vector2 endPosition = map.getTileByPos(end.X, end.Y).Position; //getTileByPos simply gets the tile in a 2D array with the X and Y indexes start.EstimatedRemainingCost = (int)(endPosition - map.getTileByPos(start.X, start.Y).Position).Length(); start.Parent = null; List<NodeInfo> openedNodes = new List<NodeInfo>(); ; List<NodeInfo> closedNodes = new List<NodeInfo>(); Point[] movements = GetMovements(u.UnitType); openedNodes.Add(start); while (!closedNodes.Contains(end) && openedNodes.Count > 0) { //Loop in nodes to find lowest cost NodeInfo currentNode = FindLowestCostOpenedNode(openedNodes); openedNodes.Remove(currentNode); closedNodes.Add(currentNode); Vector2 previousMouvement; if (currentNode.Parent == null) { previousMouvement = ConvertRotationToDirectionVector(u.Rotation); } else { previousMouvement = map.getTileByPos(currentNode.X, currentNode.Y).Position - map.getTileByPos(currentNode.Parent.X, currentNode.Parent.Y).Position; previousMouvement.Normalize(); } //For each neighbor foreach (Point movement in movements) { Point exploredGridPos = new Point(currentNode.X + movement.X, currentNode.Y + movement.Y); //Checks if valid move and checks if not if closed nodes list if (ValidNavigableNode(u.UnitType, new Point(currentNode.X, currentNode.Y), exploredGridPos) && !closedNodes.Contains(_gridMap[exploredGridPos.Y, exploredGridPos.X])) { NodeInfo exploredNode = _gridMap[exploredGridPos.Y, exploredGridPos.X]; Tile.TileType exploredTerrain = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).TerrainType; if(openedNodes.Contains(exploredNode)) { int newCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); if (newCost < exploredNode.MoveCost) { exploredNode.Parent = currentNode; exploredNode.MoveCost = newCost; //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); } } else { exploredNode.Parent = currentNode; exploredNode.MoveCost = currentNode.MoveCost + GetMoveCost(previousMouvement, movement, exploredTerrain); Vector2 exploredNodeWorldPos = map.getTileByPos(exploredGridPos.X, exploredGridPos.Y).Position; exploredNode.EstimatedRemainingCost = (int)(endPosition - exploredNodeWorldPos).Length(); //Find nearest tile to the target (in case doesn't find path to target) //Only compares the node to the current nearest FindNearest(exploredNode); openedNodes.Add(exploredNode); } } } } return closedNodes; } After that, I simply check if the end node is contained in the returned nodes. If so, I add the end node and each parent until I reach the start. If not, I add the nearestToTarget and each parent until I reach the start. I added a condition before calling FindPath so that only one unit can call a find path each frame (60 frame per second), but it makes no difference. I thought maybe I could solve this by allowing the find path to run in background while the game continues to run correctly, even if it takes a few frame (it is currently sequential sonce it is called in the update() of the unit if there's a target location but no path), but I don't really know how... I also though about sorting my opened nodes list by cost so I don't have to loop them, but I don't know if that would have an effect on the performance... Would there be other solutions? P.S. In the code, when I get the Move Cost, I check if the unit has to turn to perform the move, and the terrain type, nothing hard to do.

    Read the article

< Previous Page | 545 546 547 548 549 550 551 552 553 554 555 556  | Next Page >