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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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  • What's the closest thing to Apple's SpriteKit on Android devices? [on hold]

    - by Krumelur
    I've been playing around with the iOS 7 SpriteKit APIs and I totally love them. As I'm pretty much a n00b on Android, I'm wondering what the best Alternative would be if I wanted to go cross platform? I find Cocos2D learning curve pretty steep, where with SpriteKit it's a matter of minutes to get something on the screen. Then there's MonoGame and Cocos 2D for MonoGame - haven't tried either one I must admit.

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  • boolean operations on meshes

    - by lathomas64
    given a set of vertices and triangles for each mesh. Does anyone know of an algorithm, or a place to start looking( I tried google first but haven't found a good place to get started) to perform boolean operations on said meshes and get a set of vertices and triangle for the resulting mesh? Of particular interest are subtraction and union. Example pictures: http://www.rhino3d.com/4/help/Commands/Booleans.htm

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  • Getting an object from a 2d array inside of a class

    - by user36324
    I am have a class file that contains two classes, platform and platforms. platform holds the single platform information, and platforms has an 2d array of platforms. Im trying to render all of them in a for loop but it is not working. If you could kindly help me i would greatly appreciate. void Platforms::setUp() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ Platform tempPlat(x,y,true,renderer,filename,tileSize/scaleW,tileSize/scaleH); platArray[x][y] = tempPlat; } } } void Platforms::show() { for(int x = 0; x < tilesW; x++){ for(int y = 0; y < tilesH; y++){ platArray[x][y].show(renderer,scaleW,scaleH); } } }

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  • How do you deal with transitions in animating walking?

    - by Aerovistae
    I'm pretty new to this whole animating models thing. Just learning the ropes. I got a nice walking animation going, which I can loop while a character is walking, but what about when they stop walking? I mean, they could be at any point in the animation at the time the player stops walking. How do I get them to smoothly return to a standing still position without having them snap into that position? The same goes for starting walking from a standing still position. Do you need a separate animation? How is this dealt with?

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  • Scalability of multi-threading in game server

    - by Taylor Hill
    What is a reasonable number of threads for a simple 2D mmo in Java? Is it reasonable to have two threads per connection, one for the input stream and one for the output stream? The reason I ask is because I use a blocking method on the input stream, and a workaround seems unnecessarily complex if I were to try to get around it without adding threads. This is mostly for my own edification; I don't expect to have 5 million people playing it ever, or even 5, but I'm wondering what a good scalable solution is, and if this is reasonable for a small server (<30 connections).

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  • How do I properly implement zooming in my game?

    - by Rudy_TM
    I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original position and don't change with the zoom in or zoom out. The Libraries are from libgdx. What am I missing? private void zoomIn() { ((OrthographicCamera)this.stage.getCamera()).zoom += .01; } public boolean pinch(Vector2 arg0, Vector2 arg1, Vector2 arg2, Vector2 arg3) { // TODO Auto-generated method stub zoomIn(); return false; } public void render(float arg0) { this.gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT); ((OrthographicCamera)this.stage.getCamera()).update(); this.stage.draw(); } public boolean touchDown(int arg0, int arg1, int arg2) { this.stage.toStageCoordinates(arg0, arg1, point); Actor actor = this.stage.hit(point.x, point.y); if(actor instanceof Group) { ((LevelSelect)((Group) actor).getActors().get(0)).touched(); } return true; } Zoom In Zoom Out

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  • Pathfinding in Warcraft 1

    - by Valmond
    Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding? I remember that the enemy could get trapped in bowl-like caverns which means there were (most probably) no full-path calculations from "start to end". If I recall correctly, the algorithm could be something like this: A) Move towards enemy until success or hitting a wall B) If blocked by a wall, follow the wall until you can move towards the enemy without being blocked and then do A) But I'd like to know, if someone knows :-)

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  • Working Qt controls in a 3d environment

    - by Jay
    I need some advice from a Qt expert. The background: I have a 3D engine (ogre3d) working in concert with Qt. The 3D Content is displayed in a widget (using a custom OS window in the client area). I'm able to overlay arbitrary Qt widgets onto the 3d world using the widget render() method and a shared bitmap. This makes a great "heads up display". I can use the standard Qt style sheets and animation using this technique. My goal I'd like to go a step further and allow the user to move these rendered widgets using the mouse. I'd like some advice on the best way to implement this. Possible solutions: The widgets in the HUD are not part of the inheritance chain. I render them manually. They don't get events though. I could add them to the inheritance chain so they get events in the usual way. Then I would need to change them to render to my shared bitmap instead of to the operating system. I looked at this once but couldn't find enough information to implement it. Capture mouse events in the 3D display widget and EMIT them to child controls. I basically create my own event handling chain. Any suggestions on how to implement this? I'm also considering switching to Qt5. I'm not sure how that might affect this decision.

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  • Sprite batching in OpenGL

    - by Roy T.
    I've got a JAVA based game with an OpenGL rendering front that is drawing a large amount of sprites every frame (during testing it peaked at 700). Now this game is completely unoptimized. There is no spatial partitioning (so a sprite is drawn even if it isn't on screen) and every sprite is drawn separately like this: graphics.glPushMatrix(); { graphics.glTranslated(x, y, 0.0); graphics.glRotated(degrees, 0, 0, 1); graphics.glBegin(GL2.GL_QUADS); graphics.glTexCoord2f (1.0f, 0.0f); graphics.glVertex2d(half_size , half_size); // upper right // same for upper left, lower left, lower right graphics.glEnd(); } graphics.glPopMatrix(); Currently the game is running at +-25FPS and is CPU bound. I would like to improve performance by adding spatial partitioning (which I know how to do) and sprite batching. Not drawing sprites that aren't on screen will help a lot, however since players can zoom out it won't help enough, hence the need for batching. However sprite batching in OpenGL is a bit of mystery to me. I usually work with XNA where a few classes to do this are built in. But in OpenGL I don't know what to do. As for further optimization, the game I'm working on as a few interesting characteristics. A lot of sprites have the same texture and all the sprites are square. Maybe these characteristics will help determine an efficient batching technique?

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  • Position sprite at center of screen

    - by Wellie
    I am trying to get a sprite to position itself at the center of the screen but nothing seems to be working for me. I'm trying Viewport viewport = graphics.GraphicsDevice.Viewport; logoPosition = new Vector2((viewport.Width - towerImage.Width) / 2, (viewport.Height - towerImage.Height) / 2); and spriteBatch.Draw(towerImage, centre, null, Color.White, 0, baseOrigin, 1.0f, SpriteEffects.None, 0); This is my first time using XNA and I don't really have a clue what I'm doing.

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  • Game Design - When to separate out pieces into static libraries?

    - by Jason
    I am developing a game that has a lot of platform generic pieces. I am wanting to separate out various pieces into static libraries and I would like to know what other devs do. I am considering targeting other platforms and I want to maintain an much platform neutrality as I can. I have a lot of generic level data in C++ classes. THinking all of the level data could go into a single static library. I have a lot of generic OpenGL code that I think could also go into a single static library. I am already using CMAKE for some and XCode 4.5 for the Apple specific pieces. What do other devs do to stay platform neutral? Does anyone use Eclipse instead of XCode and Visual Studio on Windows?

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  • How do I find actors in an area on a poly-precise basis?

    - by Almo
    Ok, I've been asking various questions and getting some good answers, but I think I need to rethink my method, so I'll describe the problem. I have a player who has a big blue box in front of him. This box shows which KActors will be pushed when he pulls the trigger: Currently, the blue box spawns a descendant of Actor which checks collision to see which KActors are touching it: foreach Owner.TouchingActors(class'DynamicSMActor', DynamicActorItt) { // do stuff } The problem is, if you check for touching between Actors and KActors, it looks like it does a plain axis-aligned bounding-box collision. The power will push the box on the lower right, when it's clear it's not touching the blue box. How should I do this properly? I just need a way to find out which KActors are touching that area, on a poly-by-poly level. These collisions are only done with rectangular boxes and simple sphere collision; we are aware of the potential for performance issues with complex objects and poly-collision. I've tried making the collision checker a KActor, but it doesn't report any TouchingActors. This issue is causing us trouble in a lot of other places as well. So solving this problem is a core issue in our game.

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  • Several classes need to access the same data, where should the data be declared?

    - by Juicy
    I have a basic 2D tower defense game in C++. Each map is a separate class which inherits from GameState. The map delegates the logic and drawing code to each object in the game and sets data such as the map path. In pseudo-code the logic section might look something like this: update(): for each creep in creeps: creep.update() for each tower in towers: tower.update() for each missile in missiles: missile.update() The objects (creeps, towers and missiles) are stored in vector-of-pointers. The towers must have access to the vector-of-creeps and the vector-of-missiles to create new missiles and identify targets. The question is: where do I declare the vectors? Should they be members of the Map class, and passed as arguments to the tower.update() function? Or declared globally? Or are there other solutions I'm missing entirely?

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  • Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?

    - by KleptoKat
    I'm working on a 2D game engine and I'm trying to get collision detection as efficient as possible. One thing I've noted is that I have a Rectangle Collision collider, a Shape (polygon) collider and a circle collider. Would it be more efficient (either dev-time wise or runtime wise) to have just one shape collider, rather than have that and everything else? I feel it would optimize my code in the back end, but how much would it affect my game at runtime? Should I be concerned with this at all, as 3D games generally have tens of thousands of polygons?

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  • Dropping multiple objects using an array in Actionscript?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, I'm not sure if I'm using Math.random correctly. Also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? This is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • How can you put all images from a game to 1 file?

    - by ThePlan
    I've just finished a basic RPG game written in C++ SFML, I've put a lot of effort into the game and I'd want to distribute it, however I've ran into a small issue. Problem is, I have well over 200 images and map files (they're .txt files which hold map codes) all in the same folder as the executable, when I look in the folder, it makes me want to cry a little bit seeing so many resources, I've never seen a game which shows you all the resources directly, instead I believe they pack the resources in a certain file. Well, that's what I'm trying to achieve: I'm hoping to pack all the images in 1 file (Maybe the .txt files as well) then being able to read from that file or easily add to it.

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  • Is OpenGL 1.x deprecated?

    - by QuasarDonkey
    I'm familiar with OpenGL 1.x. I typically use SDL with OpenGL 1.4 on Linux, and I've never run into problems, even on my modern system. I've read on the OpenGL site about deprecation and compatibility contexts, but I'm still unclear as to whether it's safe to continue to use old versions of OpenGL, as opposed to using old features in newer versions. When functionality is marked deprecated ... future versions of OpenGL may remove it. Does deprecation simply imply that those functions can't be used alongside newer features? More specifically, are there any systems today (other than embedded) where OpenGL 1.x isn't available? The old-skool stuff like, glBegin, glEnd, glDrawPixels, etc. Note: I'm not a professional games developer, so you'll have to excuse my ignorance. I'm working on a mostly 2D game that I would like to keep multi-platform, supporting at least Linux, Mac, and Windows.

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  • GLSL custom interpolation filter

    - by Cyan
    I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula to generate the final color. The problem I've got is that the texture are getting bi-linear-filtered, and therefore the input data as well. This results in many unwanted side-effects, especially when final rendered texture is "zoomed" compared to original resolution. Removing the side effect is a complex task, and only result in "average" rendering. I was thinking : well, all my problems seems to come from the "default" bi-linear filtering on these input data. I can't move to GL_NEAREST either, since it would create "blocky" rendering. So i guess the better way to proceed is to be fully in charge of the interpolation. For this to work, i would need the input data at their "natural" resolution (so that means 4 samples), and a relative position between the sampled points. Is that possible, and if yes, how ? [EDIT] Since i started this question, i found this internet entry, which seems to (mostly) answer my needs. http://www.gamerendering.com/2008/10/05/bilinear-interpolation/ One aspect of the solution worry me though : the dimensions of the texture must be provided in an argument. It seems there is no way to "find this information transparently". Adding an argument into the rendering pipeline is unwelcomed though, since it's not under my responsibility, and translates into adding complexity for others.

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  • Matrix loading problems with jbullet and lwjgl

    - by Quintin
    The following code does not load the matrix correctly from jbullet. //box is a RigidBody Transform trans = new Transform(); trans = box.getMotionState().getWorldTransform(trans); float[] matrix = new float[16]; trans.getOpenGLMatrix(matrix); // pass that matrix to OpenGL and render the cube FloatBuffer buffer = ByteBuffer.allocateDirect(4*16).asFloatBuffer().put(matrix); buffer.rewind(); glPushMatrix(); glMultMatrix(buffer); glBegin(GL_POINTS); glVertex3f(0,0,0); glEnd(); glPopMatrix(); the jbullet is configured as so: CollisionConfiguration = new DefaultCollisionConfiguration(); dispatcher = new CollisionDispatcher(collisionConfiguration); Vector3f worldAabbMin = new Vector3f(-10000,-10000,-10000); Vector3f worldAabbMax = new Vector3f(10000,10000,10000); AxisSweep3 overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax); SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver(); dynamicWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration); dynamicWorld.setGravity(new Vector3f(0,-10,0)); dynamicWorld.getDispatchInfo().allowedCcdPenetration = 0f; CollisionShape groundShape = new BoxShape(new Vector3f(1000.f, 50.f, 1000.f)); Transform groundTransform = new Transform(); groundTransform.setIdentity(); groundTransform.origin.set(new Vector3f(0.f, -60.f, 0.f)); float mass = 0f; Vector3f localInertia = new Vector3f(0, 0, 0); DefaultMotionState myMotionState = new DefaultMotionState(groundTransform); RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, groundShape, localInertia); RigidBody body = new RigidBody(rbInfo); dynamicWorld.addRigidBody(body); dynamicWorld.clearForces(); Nothing is rendered on the screen. What am I doing wrong?

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  • How do I add a Rigid body and a box collider component to a Texture2D?

    - by gamenewdev
    I am making a snake game. I'm basing it on a basic tutorial game, which does no collision detection, wall checking or different levels. All snake head, piece, food, even the background is made of Texture2D. I want the head of the snake to detects 2D collisions with them, but Rect.contains isn't working. I'd prefer to detect collisions by onTriggerEnter() for which I need to add BoxCollider to my snakeHead.

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  • Techniques for lighting a texture (no shadows)

    - by Paul Manta
    I'm trying to learn about dynamic shadows for 2D graphics. While I understand the basic ideas behind determining what areas should be lit and which should be in shadow, I don't know how I would "lighten" a texture in the first place. Could you go over various popular techniques for lighting a texture and what (dis)advantages each one has? Also, how is lighting a texture with colored light different from using white light?

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  • 16-bit PNGs in Slick2D

    - by Neglected
    I'm working on a project and I'm using some 3rd party sprites just to get it off the ground; recently I've come into a hitch. Slick2D doesn't seem to want to load my images. That is, it will warn me that images are the wrong bit-depth. All the images are in 16-bit PNG form (PNG is required for transparency). Is there any way I can disable the warning (being the bad guy programmer (the console print for each individual load REALLY SLOWS DOWN the image)) or is there another solution? I was thinking about converting all images (using imagemagick) to .gif (with an alpha channel). Would there be any loss in quality between formats? EDIT: I tried using imagemagick but some of the sprites use pure black so I can't do that without wrecking the image. EDIT2: using "identify" on any of the images show them as being 8-bit.. but Slick2D won't load them. What the hell? D: EDIT3: Issue solved (ish). If you are googling this then just disable the java png loader from slick by sticking this somewhere in your code (like the main method): System.setProperty("org.newdawn.slick.pngloader", "false");

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  • Y Axis inverted on vertex output

    - by Yonathan Klijnsma
    I've got my project running and somehow it seems my vertex y components are inverted. 10 in the positive on Y goes down and 10 negative on the Y axis goes up. I can't find anything with the initialization and I am not doing any negative scaling in the view matrix. I've never had something like this happen before, does anyone have some tips or things to look for ? How I am sending verteces to the GPU ( Currently intermediate mode ) glVertex3f( x_pos_n, 10, z_pos ); I am using CG in the project but even without shaders the Y axis seems to be inverted.

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  • openGL textures in bitmap mode

    - by evenex_code
    For reasons detailed here I need to texture a quad using a bitmap (as in, 1 bit per pixel, not an 8-bit pixmap). Right now I have a bitmap stored in an on-device buffer, and am mounting it like so: glBindBuffer(GL_PIXEL_UNPACK_BUFFER, BFR.G[(T+1)%2]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_COLOR_INDEX, GL_BITMAP, 0); The OpenGL spec has this to say about glTexImage2D: "If type is GL_BITMAP, the data is considered as a string of unsigned bytes (and format must be GL_COLOR_INDEX). Each data byte is treated as eight 1-bit elements..." Judging by the spec, each bit in my buffer should correspond to a single pixel. However, the following experiments show that, for whatever reason, it doesn't work as advertised: 1) When I build my texture, I write to the buffer in 32-bit chunks. From the wording of the spec, it is reasonable to assume that writing 0x00000001 for each value would result in a texture with 1-px-wide vertical bars with 31-wide spaces between them. However, it appears blank. 2) Next, I write with 0x000000FF. By my apparently flawed understanding of the bitmap mode, I would expect that this should produce 8-wide bars with 24-wide spaces between them. Instead, it produces a white 1-px-wide bar. 3) 0x55555555 = 1010101010101010101010101010101, therefore writing this value ought to create 1-wide vertical stripes with 1 pixel spacing. However, it creates a solid gray color. 4) Using my original 8-bit pixmap in GL_BITMAP mode produces the correct animation. I have reached the conclusion that, even in GL_BITMAP mode, the texturer is still interpreting 8-bits as 1 element, despite what the spec seems to suggest. The fact that I can generate a gray color (while I was expecting that I was working in two-tone), as well as the fact that my original 8-bit pixmap generates the correct picture, support this conclusion. Questions: 1) Am I missing some kind of prerequisite call (perhaps for setting a stride length or pack alignment or something) that will signal to the texturer to treat each byte as 8-elements, as it suggests in the spec? 2) Or does it simply not work because modern hardware does not support it? (I have read that GL_BITMAP mode was deprecated in 3.3, I am however forcing a 3.0 context.) 3) Am I better off unpacking the bitmap into a pixmap using a shader? This is a far more roundabout solution than I was hoping for but I suppose there is no such thing as a free lunch.

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