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  • The input doesn't recognize that I release the key?

    - by joapet99
    I'm creating a window (JOptionPane), in response to a collision. However, if the player is holding a key down when the window pops up, the input doesn't trigger a key release when the key is released. I don't think you can just check it with a isRelease function in the input, since the input is kind of corrupt. Can you help me? The way I check if the key is down: if(input.isKeyDown(Input.KEY_A)&& TestLevel.isFighting == false){ if(owner.canMoveLeft){ position.x -= speed * delta; } } I am not handling the key release by myself, but if I check if the key is down it should work. But it doesn't.

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  • java 2d game how to make a player jump

    - by user2957632
    Hi I'm making a 2d plat former running game kind of like jetpack joyride fro example were u are constantly running but there is obstacles and u need to jump over them. but I want the character to jump and come back down. here is some of my code. if (listen.ml == true) { if (y > 120) { jump = true; y -= 1; } } if (y == 121 && jump == true) { jump = false; y += 1; }

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  • Check if the vector is behind another or maybe opposite directions?

    - by Gilson
    I'm doing a network game and on the client side, i interpolate the client position with the server sent extrapolated position. The client has its own physics simulation wich is corrected by the server in steps. The problem is when it laggs and i 'kick' the ball, the server gets a delayed message and sends me the position backwards of the client position wich makes the ball goes back and forth. I want to ignore those and maybe compensate that on the server, not sure though. The problem is the clock difference on those case are 0.07ms or 0.10 ms wich isn't that high to ignore the message i guess. When i get the server position, i extrapolate with the clock interval * serverBallVelocity Can i check if my new ball server position is behind my actual ball vector position? I tried to use the dot product after normalized the two vectors to check if they are opposite but it ain't working properly. Any suggestions on checking that?

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  • How to work with edge Texture

    - by XzenTorXz
    Im not sure if i use the right terms, but im not able to find something to start with. Im trying to develop a little HTML5 game. I have a ground with a texture and now I want to make a surrounding texture. The texture is an image wich should be bend around the ground. At the moment im using easelJS for display my images/textures. So im looking for some sort of Tutorial/Script/Advice. Im not even sure if I can bend a image in javascript. So the worst case I can think of is split the image in 100 pieces and then put it back together and rotate each piece. for example like this:

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  • Using Bullet physics engine to find the moment of object contact before penetration

    - by MooMoo
    I would like to use Bullet Physics engine to simulate the objects in 3D world. One of the objects in the world will move using the position from 3D mouse control. I will call it "Mouse Object" and any object in the world as "Object A" I define the time before "mouse object" and "Object A" collide as t-1 The time "mouse object" penetrate "Object A" as t Now there is a problem about rendering the scene because when I move the mouse very fast, "Mouse object" will reside in "Object A" before "Object A" start to move. I would like the "Mouse Object" to stop right away attach to the "Object A". Also If the "Object A" move, the "Mouse object" should move following (attach) the "Object A" without stop at the first collision take place. This is what i did I find the position of the "Mouse Object" at time t-1 and time t. I will name it as pos(t-1) and pos(t) The contact time will be sometime between t-1 to t, which the time of contact I name it as t_contact, therefore the contact position (without penetration) between "Mouse object" and "Object A" will be pos(t_contact) then I create multiple "Mouse object"s using this equation pos[n] = pos(t-1) * C * ( pos(t) - pos(t-1) ) where 0 <= C <= 1 if I choose C = 0.1, 0.2, 0.3,0.4..... 1.0, I will get pos[n] for 10 values Then I test collision for all of these 10 "Mouse Objects" and choose the one that seperate between "no collision" and "collision". I feel this method is super non-efficient. I am not sure the way other people find the time-of-contact or the position-of-contact when "Object A" can move.

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  • matrix to transform unit cube to space defined by 8 arbitrary points

    - by aadster
    I asked a question relating to similar to this already, but I think this is a clearer objective of what Im trying to achieve.. or whether its possible at all! Im trying to find a transformation (matrix ideally) which would transform the 8 points of a 3d unit cube to 8 arbitrary points in space. The 8 target points have no known structure. e.g: My gut feeling is that a matrix is unable to provide this xform since the cube faces vertices can be concave.. but are there any other methods of transformation? Thanks!

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  • Application using JOGL stays in Limbo when closing

    - by Roy T.
    I'm writing a game using Java and OpenGL using the JOGL bindings. I noticed that my game doesn't terminate properly when closing the window even though I've set the closing operation of the JFrame to EXIT_ON_CLOSE. I couldn't track down where the problem was so I've made a small reproduction case. Note that on some computers the program terminates normally when closing the window but on other computers (notably my own) something in the JVM keeps lingering, this causes the JFrame to never be disposed and the application to never exit. I haven't found something in common between the computers that had difficulty terminating. All computers had Windows 7, Java 7 and the same version of JOGL and some terminated normally while others had this problem. The test case is as follows: public class App extends JFrame implements GLEventListener { private GLCanvas canvas; @Override public void display(GLAutoDrawable drawable) { GL3 gl = drawable.getGL().getGL3(); gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClear(GL3.GL_COLOR_BUFFER_BIT); gl.glFlush(); } // The overrides for dispose (the OpenGL one), init and reshape are empty public App(String title, boolean full_screen, int width, int height) { //snipped setting the width and height of the JFRAME GLProfile profile = GLProfile.get(GLProfile.GL3); GLCapabilities capabilities = new GLCapabilities(profile); canvas = new GLCanvas(capabilities); canvas.addGLEventListener(this); canvas.setSize(getWidth(), getHeight()); add(canvas); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //!!! setVisible(true); } @Override public void dispose() { System.out.println("HELP"); // } public static void main( String[] args ) { new App("gltut 01", false, 1280, 720); } } As you can see this doesn't do much more than adding a GLCanvas to the frame and registering the main class as the GLEventListener. So what keeps lingering? I'm not sure. I've made some screenshots. The application running normally. The application after the JFrame is closed, note that the JVM still hasn't exited or printed a return code. The application after it was force closed. Note the return code -1, so it wasnt just the JVM standing by or something the application really hadn't exited yet. So what is keeping the application in Limbo? Might it be the circular reference between the GLCanvas and the JFrame? I thought the GC could figure that out. If so how should I deal with that when I want to exit? Is there any other clean-up required when using JOGL? I've tried searching but it doesn't seem to be necessary. Edit, to clarify: there are 2 dispose functions dispose(GLAutoDrawable arg) which is a member of GLEventListener and dispose() which is a member of JFrame. The first one is called correctly (but I wouldn't know what to there, destroying the GLAutoDrawable or the GLCanvas gives an infinite exception loop) the second one is never called.

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  • Logic in Entity Components Sytems

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

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  • I need help with background interaction with foreground

    - by luther t
    So basicly my game design idea is to have a still back. In the foreground is a PNG format spirite that the user has controll over it is on the ground and the user jump over the oncoming from the right to left spirites. kinda like jumping over rock while running...So the problem...I don't where start. whether with the background or foreground...basicly i am a noob at this as a whole. I am sure if i explained well enough...

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  • How can I make this arcade-highscore game more fun/interesting?

    - by j-a
    I'm having difficulties getting the fun factor into this iPhone game, and I am looking for some ideas or advice. I was asked to generalize the question a bit. What are some techniques for arcade highscore games that can be applied to this game in order to: Make each second of the game fun and challenging, from the first second to the end of the game. Regardless of skill level. Make the player want to try again and again to beat the high score. Briefly about the game: you aim using your finger and pull the bow chord and release by lifting your finger. That part feels quite nice how the bow interacts with the finger. The game idea: hearts fall down and you get 1 pt for each heart you shoot. You start with a few arrows and every now and then a bag of arrow comes down which - if you hit it, you get more arrows. Once your out of arrows the game is over. So it is all about beating your previous high score or your friends high scores. Unfortunately I don't find it that fun. Thankful for any ideas/suggestions/thoughts on how to make it more fun/interesting.

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  • Can a local multiplayer iOS game display differently for each device?

    - by Rahil627
    I've seen games which display different data for two devices, but not more than two. If possible, can it be accomplished using GameKit? EDIT: More specifically, I was thinking local multiplayer via bluetooth or wi-fi on an iOS device. Most games I've seen display the same screen synchronized across all of the devices. I understand games that network across the internet do this, often using a server, but I haven't seen any examples of a 3+ device local multiplayer iOS game. I just want to make sure it wasn't some kind of limitation.

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  • Playing a sound on collision?

    - by Eric McLoughlin
    I'm making a pool game. I've separated the gameplay logic and the physics into two systems, entities and physics. Each entity holds a reference to a body which the physics system uses. The body itself holds a reference back to it's owner. When an entity collides with another entity, the Collided(Entity other) method is called on both. What I'm trying to do now is to play a sound when both entities colliding are of a certain subclass. I'm not sure how to do that. I could do it in the Collided method, but then the sound would be played two times at the same time, since the method was called on both entities. How do you suggest I do this?

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  • How to create a scripted sequence

    - by igrad
    Like countless other video games, I'd like to have scripted sequences in my game. Character 1 says something, the player replies, then a rock falls, that sorta stuff. I could find a way to do it, but I would like to use a common method, assuming there is one. My current thought is to have a separate file for each level of the game that contains all the possible scripted actions for that level. When the corresponding trigger is activated, the function is called. I think early Call of Duty games (up to CoD4) used something similar, but I'm not entirely sure.

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  • Resume Button error

    - by user3178359
    i have two class. if i press button pause it can show button resume, retry,menu and the game time is paused. but when i press the resume the game time still paused. help me plase how to continue the game time ?? code for button pause : using UnityEngine; using System.Collections; public class pause : MonoBehaviour { public GUITexture showMenu; public GUITexture btnResume; public bool gamePaused = false; void OnMouseDown() { gamePaused = true; Time.timeScale = 0; showMenu.pixelInset = new Rect(220, 200, showMenu.pixelInset.width, showMenu.pixelInset.height); btnResume.pixelInset = new Rect(300, 300, btnResume.pixelInset.width, btnResume.pixelInset.height); code for button resume : using UnityEngine; using System.Collections; public class btResume : pause { //public GUITexture shoe; void onMouseDown() { base.gamePaused = false; Time.timeScale = 1; btnResume.pixelInset = new Rect(300, -300, btnResume.pixelInset.width, btnResume.pixelInset.height); showMenu.pixelInset = new Rect(220, -200, showMenu.pixelInset.width, showMenu.pixelInset.height); } }

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  • 3d Collision Handling

    - by TobSpr
    I have trouble while detecting collisions on my 3D-Game. I have set-up Rays, to detect collisions (Screenshot) and my main-rountine already analyzes them. But now there's the question what to do with that. One possibility would be, to move the player back to the last position, but that's dirty, and does not work if the player can walk in multiple directions (e.g. if the player runs along a wall). My question is, what to do with the collision data / or in which direction, by which amount move the player? I'm sure there is an algorithm for that (as for almost all is).

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  • Prediction happening on (sending) client side

    - by Daniel
    This seems like a simple enough concept, but I haven't seen this implemented anywhere yet. Assuming that the server just forwards and verifies data... I'm using mouse-based movement, so it's not too difficult to predict the location of the player 150ms from when the event is sent. I'm thinking it is more accurate than using old data and older data on the receiving clients' side. The question I have, is why can I not find any examples of this? Is there something fundamentally wrong with this that I cannot find anyone implementing or talking about implementing this.

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  • Vector reflect problem

    - by xdevel2000
    I'm testing some vector reflection and I want to check what happens when a ball collides with a paddle. So if I have: Vector2 velocity = new Vector2(-5, 2); position_ball += velocity; if (position_ball.X < 10) { Vector2 v = new Vector2(1,0); // or Vector2.UnitX velocity = Vector2.Reflect(velocity, v); } then, correctly, velocity is (5,2) after Reflect, but if I do: if (position_ball.X < 10) { Vector2 v = new Vector2(1,1); velocity = Vector2.Reflect(velocity, v); } then velocity is (1,8) and not (5, -2) that is the solution of reflection equation R = V - 2 * (V . N) Why is that?

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  • Creating movement path displays in a top-down 2d RTS

    - by nihohit
    My game is a top-down 2d RTS coded in C# using SFML's libraries. I want that during unit selection, a unit will display it's movement path on the map. Currently, after the path is computed as a list of directions ({left, up,down, down, down, left}, as an example), it's sent to the graphical component to create it's UI equivalent, and here I'm having some problems. current, these I've checked three ways to do it: compute the size of the image (in the example above it'll be a 3*2 rectangle) and create an invisible rectangle, and then go over the directions list and mark each spot with a visible point, so as to get a continous line. This system is slightly problematic because of the amount of large images that I need to save, but mostly because I have a lot of fine detail onscreen, and a continous line obstructs the view. again, compute the size of the image, but now create several (let's say 4) invisible images of that size, and then instead of a single continous line I'll switch between the four images, in each will appear only a fourth of the spots, in a way which creates a path animation. This is nicer on the eye, but here the memory demands, and the amount of time needed to compute each such image-loop is significant. Just create a list of single markers, each on a different spot on the path. This is very quick & easy on memory, but too sparse. Is there a simple or resource-light system to create path-animations?

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  • CUDA 4.1 Particle Update

    - by N0xus
    I'm using CUDA 4.1 to parse in the update of my Particle system that I've made with DirectX 10. So far, my update method for the particle systems is 1 line of code within a for loop that makes each particle fall down the y axis to simulate a waterfall: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); In my .cu class I've created a struct which I copied from my particle class and is as follows: struct ParticleType { float positionX, positionY, positionZ; float red, green, blue; float velocity; bool active; }; Then I have an UpdateParticle method in the .cu as well. This encompass the 3 main parameters my particles need to update themselves based off the initial line of code. : __global__ void UpdateParticle(float* position, float* velocity, float frameTime) { } This is my first CUDA program and I'm at a loss to what to do next. I've tried to simply put the particleList line in the UpdateParticle method, but then the particles don't fall down as they should. I believe it is because I am not calling something that I need to in the class where the particle fall code use to be. Could someone please tell me what it is I am missing to get it working as it should? If I am doing this completely wrong in general, the please inform me as well.

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  • Write depth buffer to texture

    - by innochenti
    I need to read depth buffer from GPU and write it to texture. How this can be done? Here is how texture for depth buffer is created: depthBufferDesc.Width = screenWidth; depthBufferDesc.Height = screenHeight; depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.SampleDesc.Quality = 0; depthBufferDesc.Usage = D3D10_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthBufferDesc.CPUAccessFlags = 0; depthBufferDesc.MiscFlags = 0; m_device->CreateTexture2D(&depthBufferDesc, NULL, m_depthStencilBuffer); Also, I've got another question: is it possible to bind depth buffer texture as sampler to the pixel shader?

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  • What OpenGL version(s) to learn and/or use?

    - by zuko
    So, I'm new to OpenGL... I have general knowledge of game programming but little practical experience. I've been looking into various articles and books and trying to dive into OpenGL, but I've found the various versions and old vs new way of doing things confusing. I guess my first questions is does anyone know some figures about percentages of gamers that can run each version of OpenGL. What's the market share like? 2.x, 3.x, 4.x... I looked into the requirements for Half Life 2 since I know Valve updated it with OpenGL to run on Mac and I know they usually try to hit a very wide user-base, and they say a minimum of GeForce 8 Series. I looked at the 8800 GT on Nvidia's website and it listed support for OpenGL 2.1. Which, maybe I'm wrong, sounds ancient to me since there's already 4.x. I looked up a driver for 8800GT and it says it supports 4.2! A bit of a discrepancy there, lol. I've also read things like XP only supports up to a certain version, or OS X only supports 3.2, or all kinds of other things. Overall, I'm just confused as to how much support there is for various versions and what version to learn/use. I'm also looking for learning resources. My search results thus far have pointed me to the OpenGL SuperBible. The 4th edition has great reviews on Amazon, but it teaches 2.1. The 5th edition teaches 3.3 and there are a couple things in the reviews that mention the 4th edition is better and that the 5th edition doesn't properly teach the new features or something? Basically, even within learning material I'm seeing discrepancies and I just don't even know where to start. From what I understand, 3.x started a whole new way of doing things and I've read from various articles and reviews that you want to "stay away from deprecated features like glBegin(), glEnd()" yet a lot of books and tutorials I've seen use that method. I've seen people saying that, basically, the new way of doing stuff is more complicated yet the old way is bad . Just a side note, personally, I know I still have a lot to learn beforehand, but I'm interested in tessellation; so I guess that factors into it as well, because, as far as I understand that's only in 4.x? [just btw, my desktop supports 4.2]

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  • writing an autopilot for a 2d game with newtonian physics

    - by Jargo
    The subject says it all. I am making a 2d space game with newtonian physics and I need pointers on how to write an autopilot for it. The requirements are best explained by an example. There is a target object which has speed- and position-vectors and there a spaceship that is controlled by the autopilot. This spaceship also have speed, position and maximum acceleration. The autopilot needs to control the ship that it either collides with the target, Or intercepts the target so that the ship has matching speed and position with the target. Could someone give me some pointers how to achieve this behavior or perhaps even an ready implementation? I am sure someone has written something like this before and there is no point in reinventing the wheel.

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  • UDK - How to make sure a PhysicalMaterial mask actually works?

    - by tomacmuni
    Hello, I have been reading the documentation for UDK about physical materials and masks. I have my 1bit BMP mask, and the two physical material assets I want to shoot off in the black and white channels. I have applied my material to both a rigid body and to a skeletal mesh and neither apparently uses the mask. If I assign a regular physical material (one that doesn't use a mask) then it will work fine, but this defeats the point because it gives only one hit reaction. In the documentation it states that it is possible to extend a class on which we want to use a physical material based on the KActor class's usage. How to do that? Here is the quote: "The following properties [ie, ImpactEffect - Particle system to spawn at the point of impact + ImpactSound - Sound to play when an impact occurs] allow you to attach sounds and effects to physical collisions. These only work on classes which support them, which at the moment is only KActor. By looking at the implementation in KActor though, you can add this functionality to other classes (or you can subclass KActor)." Essentially, how to make sure a PhysicalMaterial mask actually works? What code could be added to a skeletal mesh class perhaps, to get it going? Any help appreciated.

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  • Simulate 'Shock absorbtion' with tire rubber in PhysX (2.8.x)

    - by Mungoid
    This is a kinda tricky question and I fear there is no easy enough solution, but I figured I'd hit SE up before giving up on it and just doing what I can. A machine I am working on has no suspension or shocks or springs of any sort in the real machine, so you would think that when it drives over bumps, it would shake like crazy but because its tires (6 of them) are quite large they seem to absorb a lot of shock from the bumps. Part of this is because the machine is around 30k lbs and it just smashes/compresses any bumps in the ground down (This is another issue im still working on) and the other part is that the tires seem to have a lot of flex to them with a lot of air as well. So my current task is to simulate shock absorption in physx without visibly separating the tires from the spindle/axle.. I have been messing with all kinds of NxMaterial, NxSpring, Joints, etc. and have had no luck getting this to work. The main problem is that the spindle attached to the tire is directly in the center and the axle is basically solidly attached to the chassis, so if i give it any spring or suspension travel, that spindle on the tires will move upwards or downwards, looking very odd because now its not any longer in the center of the tire. I tried giving it a higher restitution but that just makes it bouncy without any shock absorption. Another avenue I am messing with is to actively smooth the terrain in front of the tires so that before it hits a bumpy patch, that patch is smoothed and it doesn't bounce. The only issue with this is that it is pretty expensive to do with 6 tires, high tesselation of the terrain and other complex things going on at the same time in this simulation. I am still working on this but I am hoping to mix and match a few different aspects to get the best possible outcome. This is a bit of a complex issue so I'm not expecting anyone to have a definitive answer, just hoping someone may think of something I haven't =-) -Side note: Yes i know PhysX 2.8.x is quite outdated but we have to stick with it for this implementation. We are in the process of going to another physics engine but it is out of scope to apply that engine to this project.

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  • how to decide face side of sprite

    - by user22135
    my first question here :] i am just starting game-dev with slick2D and marte engine and my question is when i move my sprite left and right i am doing walk animation but when the key is released how can i decide in which side the sprite face to set ? here's my Player.java http://pastebin.com/WjQ09Fij am i doing things right ? here's netbeans project without libs http://uppit.com/84vdufs35aas/SSheet.7z [< 45 KB] please help thanks in advance

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