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  • Entity Component System for HUD and GUI

    - by Jason L.
    This is a very rough sketch of how I currently have things designed. It should, at least, give an idea of how my ECS is currently designed. If you notice in that diagram, I have basically split the HUD out of the ECS. They have their own set of things (HudLayer, HudComponent, etc) and are handled differently. This is where I'm struggling, though. There are many different instances in which the HUD will need to know about entities. Not just data changing (I have an event dispatcher for that), but the actual entity and all it encompasses. There are also situations where entities will need to be able to query the HUD for data. Let's take a couple examples: First, my equipment screen. On here I can change the equipment on a character (Entity). In order for this to happen, I need to know about the entity. At least I think I do? How can I handle this? The second scenario involves my Systems needing to query a HudComponent for data. A specific example would be my battle system. Each "team" is given a 3x3 grid they can move around in. See here: Skills target these cells, and not the player, so I would need a way for my systems to determine which cells are occupied and which are not. Basically I need a way for two way communication between Systems and my HUD. I know it's recommended (by some people, anyways) to take your HUD out of the ECS. Is that appropriate in my case?

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  • How can I resolve collisions at different speeds, depending on the direction?

    - by Raven Dreamer
    I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram). My collision detection and resolution code works fine for the purposes of preventing a gameobject from entering into the space of the Triangle, instead directing the movement along the edge. The trouble is, the maximum speed along the x and y axis is not equivalent in my game, and moving along the Y axis (up or down) should take twice as long as an equivalent distance along the X axis (left or right). Unfortunately, these speeds apply to the collision resolution too, and movement along the blue path above progresses twice as fast. What can I do in my collision resolution to make sure that the speedlimit for Y axis movement is obeyed in the latter case? Collision Resolution for this case below (vecInput and velocity are the position and velocity vectors of the game object): // y = mx+c // solve for y. M = 2, x = input's x coord, c = rightYIntercept lowY = 2*vecInput.x + parag.rightYIntercept ; ... else { // y = mx+c // vecInput.y = 2(x) + RightYIntercept // (vecInput.y - RightYIntercept) / 2 = x; //if velocity.Y (positive) greater than velocity.X (negative) //pushing from bottom, so push right. if(velocity.y > -1*velocity.x) { //change the input vector's x position to match the //y position on the shape's edge. Formula for line: Y = MX+C // M is 2, C is rightYIntercept, y is the input y, solve for X. vecInput = new Vector2((vecInput.y - parag.rightYIntercept)/2, vecInput.y); Debug.Log("adjusted rightwards"); } else { vecInput = new Vector2( vecInput.x, lowY); Debug.Log("adjusted downwards"); } }

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  • Split vector vs matrix notation for transformation

    - by seahorse
    Some rendering engines like Ogre prefer to use a individual vector based notation for transformations like the following Split vector notation: Net Transformation is represented by Scale vector = sx, sy, sz Transformation vector = tx, ty, tz Rotation Quaternion Vector = w,x,y,z Matrix notation: There are other engines which simply use a net combined transformation matrix. What are the advantages of the first notation over the second? Also for animation interpolation does it work in the first notation that we interpolate across the individual components and use the interpolated parts to get the net transformation? Is this another advantage?

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  • How to make players be creative in a game, if the game cannot evaluate it?

    - by Mensonge
    I am working on a prototype game with several funny/visual effects that the player can trigger. The player can be quite creative in the way to use or combine these effects but it seems impossible to make detect/evaluate this creativity by the computer. So, from a game design perspective, I wonder what could be the features to drive the players to be creative (experiment various combinations). For the moment i think about "Draw something" where the result is evaluated by other players. I think about levels designed by "Little Big Planet" players but this aspect is out of the core game. I think also about "Minecraft" but I do not understand really how this game encourages the people to be creative (except of the open world). Please tell me if you have any ideas, articles or references that could help me coping with this problem.

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  • Frames per Second and Updates per Second [on hold]

    - by matt murray
    So this is more a general resources question, as I am seeking knowledge on how best to conserve resources in a game (I am writing in Java, and please this is not a thread on what language I should write it in, I have already chosen Java) so that the updates and frames per second could be the highest they could be. In general I am just searching for any articles you may have, any personal experience, anything what so ever that could be of use to a pretty new Java game developer on the subject! Thanks in advance!

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  • Self learning automated movement

    - by Super1
    I am trying to make a small demo in Javascript, I have a black border and a car the car travels randomly and a line is drawn of its trail. When the user click inside the area it creates an object (we'll call this the wall). If the car hits the wall then it goes back 3 paces and tries a different route. When its hit the wall it needs to log down its location so it does NOT make that mistake again. Here is my example: http://jsfiddle.net/Jtq3E/ How can I get the car to move by itself and create a trail?

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  • Having to check collisions twice per game tic

    - by user22241
    I have vertically moving elevators (3 solid tiles wide) and static solid tiles. Each are separate entities and therefore have their own respective collision routines (to check for, and resolve, collisions with the main character) I check my vertical collisions after characters vertical movements and then horizontal collisions after horizontal movements. The problem is that I want my platform to kill the player if it squashes him from the top, and also if he's on a moving platform (that is moving up) that squashes him into a solid block. Correct behaviour, player on solid blocks being squashed from above by decending elevator Here is what happens. Gravity pushes character into solid block, solid block collision routine corrects characters position and sits him on the solid block which pushes him into the moving elevator, elevator routine then checks for collision and kills player. This assumes I am checking solid blocks first, then elevator collisions. However, if it's the other way around, this happens.... Incorrect behaviour, player on accending elevator gets pushed into solid blocks above Player is on an elevator moving up, gravity pushes him into the elevator, solid block CD routine detects no collision, no action taken. Elevator CD routine detects character has been pushed into elevator by gravity, corrects this by moving character up and sitting him on the elevator and pushes him into the solid blocks above, however the solid block vertical routine has now already run for this tic, so the game continues and the next solid block collision that is encountered is the horizontal routine. This detects a collision and moves the character out of the collision to the left or right of the block which looks odd to say the least (character should get killed here). The only way I've managed to get this working correctly is by running the solid block CD, then the elevator CD, then the solid block CD again straight after. This is clearly wasteful but I can't figure out how else to do this. Any help would be appreciated.

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  • How can I handle copyrighted music?

    - by David Dimalanta
    I have a curious question regarding on musics used in music rhythm game. In Guitar Hero for example, they used all different music albums in one program. Then, each album requires to ask permission to the owner, composer of the music, or the copyright owner of the music. Let's say, if you used 15 albums for the music rhythm game, then you have to contact 15 copyright owners and it might be that, for the game developer, that the profit earned goes to the copyright owner or owner of this music. For the independent game developers, was it okay if either used the copyright music by just mentioning the name of the singer included in the credits and in the music select screen or use the non-popular/old music that about 50 years ago? And, does still earn money for the indie game developers by making free downloadable game?

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  • How do game engines implement certain features?

    - by Milo
    I have always wondered how modern game engines do things such as realistic water, ambient occluded lighting, eye adaptation, global illumination, etc. I'm not so much interested in the implementation details, but more on what part of the graphics API such as D3D or OpenGL allow adding such functionality. The only thing I can think of is shaders, but I do not think just shaders can do all that. So really what I'm asking is, what functions or capabilities of graphics APIs enable developers to implement these types of features into their engines? Thanks

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  • Collision detection via adjacent tiles - sprite too big

    - by BlackMamba
    I have managed to create a collision detection system for my tile-based jump'n'run game (written in C++/SFML), where I check on each update what values the surrounding tiles of the player contain and then I let the player move accordingly (i. e. move left when there is an obstacle on the right side). This works fine when the player sprite is not too big: Given a tile size of 5x5 pixels, my solution worked quite fine with a spritesize of 3x4 and 5x5 pixels. My problem is that I actually need the player to be quite gigantic (34x70 pixels given the same tilesize). When I try this, there seems to be an invisible, notably smaller boundingbox where the player collides with obstacles, the player also seems to shake strongly. Here some images to explain what I mean: Works: http://tinypic.com/r/207lvfr/8 Doesn't work: http://tinypic.com/r/2yuk02q/8 Another example of non-functioning: http://tinypic.com/r/kexbwl/8 (the player isn't falling, he stays there in the corner) My code for getting the surrounding tiles looks like this (I removed some parts to make it better readable): std::vector<std::map<std::string, int> > Game::getSurroundingTiles(sf::Vector2f position) { // converting the pixel coordinates to tilemap coordinates sf::Vector2u pPos(static_cast<int>(position.x/tileSize.x), static_cast<int>(position.y/tileSize.y)); std::vector<std::map<std::string, int> > surroundingTiles; for(int i = 0; i < 9; ++i) { // calculating the relative position of the surrounding tile(s) int c = i % 3; int r = static_cast<int>(i/3); // we subtract 1 to place the player in the middle of the 3x3 grid sf::Vector2u tilePos(pPos.x + (c - 1), pPos.y + (r - 1)); // this tells us what kind of block this tile is int tGid = levelMap[tilePos.y][tilePos.x]; // converts the coords from tile to world coords sf::Vector2u tileRect(tilePos.x*5, tilePos.y*5); // storing all the information std::map<std::string, int> tileDict; tileDict.insert(std::make_pair("gid", tGid)); tileDict.insert(std::make_pair("x", tileRect.x)); tileDict.insert(std::make_pair("y", tileRect.y)); // adding the stored information to our vector surroundingTiles.push_back(tileDict); } // I organise the map so that it is arranged like the following: /* * 4 | 1 | 5 * -- -- -- * 2 | / | 3 * -- -- -- * 6 | 0 | 7 * */ return surroundingTiles; } I then check in a loop through the surrounding tiles, if there is a 1 as gid (indicates obstacle) and then check for intersections with that adjacent tile. The problem I just can't overcome is that I think that I need to store the values of all the adjacent tiles and then check for them. How? And may there be a better solution? Any help is appreciated. P.S.: My implementation derives from this blog entry, I mostly just translated it from Objective-C/Cocos2d.

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  • How to handle multiple effect files in XNA

    - by Adam 'Pi' Burch
    So I'm using ModelMesh and it's built in Effects parameter to draw a mesh with some shaders I'm playing with. I have a simple GUI that lets me change these parameters to my heart's desire. My question is, how do I handle shaders that have unique parameters? For example, I want a 'shiny' parameter that affects shaders with Phong-type specular components, but for an environment mapping shader such a parameter doesn't make a lot of sense. How I have it right now is that every time I call the ModelMesh's Draw() function, I set all the Effect parameters as so foreach (ModelMesh m in model.Meshes) { if (isDrawBunny == true)//Slightly change the way the world matrix is calculated if using the bunny object, since it is not quite centered in object space { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position + bunnyPositionTransform); } else //If not rendering the bunny, draw normally { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position); } foreach (Effect e in m.Effects) { Matrix ViewProjection = camera.ViewMatrix * camera.ProjectionMatrix; e.Parameters["ViewProjection"].SetValue(ViewProjection); e.Parameters["World"].SetValue(world); e.Parameters["diffuseLightPosition"].SetValue(lightPositionW); e.Parameters["CameraPosition"].SetValue(camera.Position); e.Parameters["LightColor"].SetValue(lightColor); e.Parameters["MaterialColor"].SetValue(materialColor); e.Parameters["shininess"].SetValue(shininess); //e.Parameters //e.Parameters["normal"] } m.Draw(); Note the prescience of the example! The solutions I've thought of involve preloading all the shaders, and updating the unique parameters as needed. So my question is, is there a best practice I'm missing here? Is there a way to pull the parameters a given Effect needs from that Effect? Thank you all for your time!

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • Most efficient AABB - Ray intersection algorithm for input/output distance calculation

    - by Tobbey
    Thanks to the following thread : most efficient AABB vs Ray collision algorithms I have seen very fast algorithm for ray/AABB intersection point computation. Unfortunately, most of the recent algorithm are accelerated by omitting the "output" intersection point of the box. In my application, I would interested in getting both the the distance from source ray to input: t0 and source ray to output of bounding box: t1. I have seen for instance Eisemann designed a very fast version regarding plucker, smits, ... , but it does not compare the case when both input/output distance should be computed see: http://www.cg.cs.tu-bs.de/publications/Eisemann07FRA/ Does someone know where I can find more information on algorithm performances for the specific input/output problem ? Thank you in advance

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  • Algorithm for optimal control on space ship using accelerometer input data

    - by mm24
    Does someone have a good algorithm for controlling a space ship in a vertical shooter game using acceleration data? I have done a simple algorithm, but works very badly. I save an initial acceleration value (used to calibrate the movement according to the user's initial position) and I do subtract it from the current acceleration so I get a "calibrated" value. The problem is that basing the movement solely on relative acceleration has an effect of loss of sensitivity: certain movements are independent from the initial position. Would anyone be able to share a a better solution? I am wondering if I should use/integrate also inputs from gyroscope hardware. Here is my sample of code for a Cocos2d iOS game: - (void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { if (calibrationLayer.visible){ [self evaluateCalibration:acceleration]; initialAccelleration=acceleration; return; } if([self evaluatePause]){ return; } ShooterScene * shooterScene = (ShooterScene *) [self parent]; ShipEntity *playerSprite = [shooterScene playerShip]; float accellerationtSensitivity = 0.5f; UIAccelerationValue xAccelleration = acceleration.x - initialAccelleration.x; UIAccelerationValue yAccelleration = acceleration.y - initialAccelleration.y; if(xAccelleration > 0.05 || xAccelleration < -0.05) { [playerSprite setPosition:CGPointMake(playerSprite.position.x + xAccelleration * 80, playerSprite.position.y + yAccelleration * 80)]; } else if(yAccelleration > 0.05 || yAccelleration < -0.05) { [playerSprite setPosition:CGPointMake(playerSprite.position.x + xAccelleration * 80, playerSprite.position.y + yAccelleration * 80)]; } }

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  • How to simulate pressure with particles?

    - by BeachRunnerJoe
    I'm trying to simulate pressure with a collection of spherical particles in a Unity game I'm building. A couple notes about the problem: The goal is to fill a constantly changing 2d space/void with small, frictionless spheres. The game is trying to simulate the ever-growing pressure of more objects being shoved into this space. The level itself is constantly scrolling from left to right, meaning if the space's dimensions are not changed by the user it will automatically get smaller (the leftmost part of the space will continually scroll off-screen). I'm wondering what some approaches are that I can take to tackling these problems... Knowing when to detect when there is space to fill and then add spheres to the space. Removing spheres from the space when it is shrinking. Strategies to simulate pressure on the spheres such that they "explode outwards" when more space is created. The current approach I am contemplating is using a constantly moving wall, that is off screen and moves with the screen, as this image illustrates: . This moving wall will push and trap the spheres into the space. As for adding new spheres, I was going to have either (1) spheres replicate themselves upon detecting free space, OR (2) spawn them at the left side of the space (where the wall is) - pushing the rest of the spheres to fill the space. I foresee problems with idea #1 because this likely wouldn't really create/simulate pressure; idea #2 seems more promising, but raises the question of how to provide a location for these new sphere particles to spawn (and the ramifications of spawning them when there IS no space). Thanks so much in advance for your wisdom!

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  • Simple question about a cocos2d based game template

    - by Zishan
    I am learning a cocos2d based Game template tutorial from here and now I am at this point of the tutorial. My question is, how can i run 30 different scenes in 30 different levels of 5 chapter? Now I am using this switch (gameData.selectedLevel) { case 1: [SceneManager goChapter1Level1Scene]; break; (... snip a whole lot of lines...) case 30: [SceneManager goChapter5Level6Scene]; break; default: break; } in the "- (void) onPlay: (CCMenuItemImage*) sender" method. But it work only for 6 levels scene of chapter1. Other 4 chapters levels are show as same as 1st chapter levels scene. they are not show their own level scene. can any one please teach me, how can I do this stuff using this game template?

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  • Circular motion on low powered hardware

    - by Akroy
    I was thinking about platforms and enemies moving in circles in old 2D games, and I was wondering how that was done. I understand parametric equations, and it's trivial to use sin and cos to do it, but could an NES or SNES make real time trig calls? I admit heavy ignorance, but I thought those were expensive operations. Is there some clever way to calculate that motion more cheaply? I've been working on deriving an algorithm from trig sum identities that would only use precalculated trig, but that seems convoluted.

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  • How would I balance a multiplayer competitive game

    - by Simon
    I'm looking at my first foray into developing a game, and would love to know whether you guys have any thoughts on game balancing on limited multiplayer games. The game I have in mind involves a neutral player that has to achieve a goal, with two supporting "deity" players who are one of 'good' and 'evil' - One of the deity players would try to help the player achieve their goal, while the other would try to thwart them. Any thoughts or pointers on how I can ensure the deities are balanced? If you want me to expand, I will, just didn't want to give away too much of the game play before I finish it.

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  • Radiosity using a hemisphere

    - by P. Avery
    I'm working on a radiosity processor. I'm projecting scene geometry onto a hemisphere at a high order of tessellation during a visibility pass onto a 1024x1024 render target. The problem is that the edges of certain triangles are not being rendered to the item buffer( render target )...so when I test certain edges( or pixels during pixel shader ) for visibility during a reconstruction pass, visible edges are not identified and as a result the pixel for that edge is discarded. One solution was to increase the resolution of the item buffer( up to 4096x4096 )...this helped and more edges were visible, however, this was not fullproof. How do I increase visibility? Here is a screenshot of a scene after radiosity is applied: the seams are edges along a triangle face that were not visible due to the resolution of the item buffer... fixed the problem by sampling the item buffer w/8 points:

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  • Improving Click and Drag with C++

    - by Josh
    I'm currently using SFML 2.0 to develop a game in C++. I have a game sprite class that has a click and drag method. The method works, but there is a slight problem. If the mouse moves too fast, the object the user selected can't keep up and is left behind in the spot where the mouse left its bounds. I will share the class definition and the given function implementation. Definition: class codePeg { protected: FloatRect bounds; CircleShape circle; int xPos, yPos, xDiff, yDiff, once; int xBase, yBase; Vector2i mousePos; Vector2f circlePos; public: void init(RenderWindow& Window); void draw(RenderWindow& Window); void drag(RenderWindow& Window); void setPegPosition(int x, int y); void setPegColor(Color pegColor); void mouseOver(RenderWindow& Window); friend int isPegSelected(void); }; Implementation of the "drag" function: void codePeg::drag(RenderWindow& Window) { mousePos = Mouse::getPosition(Window); circlePos = circle.getPosition(); if(Mouse::isButtonPressed(Mouse::Left)) { if(mousePos.x > xPos && mousePos.y > yPos && mousePos.x - bounds.width < xPos && mousePos.y - bounds.height < yPos) { if(once) { xDiff = mousePos.x - circlePos.x; yDiff = mousePos.y - circlePos.y; once = 0; } xPos = mousePos.x - xDiff; yPos = mousePos.y - yDiff; circle.setPosition(xPos, yPos); } } else { once = 1; xPos = xBase; yPos = yBase; xDiff = 0; yDiff = 0; circle.setPosition(xBase, yBase); } Window.draw(circle); } Like I said, the function works, but to me, the code is very ugly and I think it could be improved and could be more efficient. The only thing I can think of as to why the object cannot keep up with the mouse is that there are too many function calls and/or checks. The user does not really have to mouse the mouse "fast" for it to happen, I would say at an average pace the object is left behind. How can I improve the code so that the object remains with the mouse when it is selected? Any help improving this code or giving advice is greatly appreciated.

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  • Farseer: Cutting body from texture

    - by Robin Betka
    Is it possible to cut a body from a texture in Farseer 3.0? I have a texture converted to a body with multiple fixtures ( using BayazitDecomposer, CreatePolygon method, ..) and can even do it as a BreakableBody. But when I try to cut it with the cutting tool, the fixture itself gets cutted but it's connections get discarded! So when I have 14 fixtures, and cut fixture 3 for example, fixture 3 gets cutted but 1,2 and 3-14 just go away. Is there a way to do it? It would work already if I could convert the texture into a body with 1 fixture only, but I haven't figured out it that's possible. BayazitDecomposer creates the multiple verticles, but letting it away creates something weird and I get assert messages all the time. I know I couldn't break it that way but I don't need that anyway when I could cut it. The breaking is just the work around I'm using now. Extending the cuttingtool to support multiple fixtures is very hard especially when you consider that in one cut multiple fixtures could be cutted and then connected again.

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  • How can I dynamically load the correct sprite from a sprite sheet?

    - by Leonard Challis
    I am making a simple card game in unity. The game is based on a standard 52-card pack, with identical backs for unique faces. In my particular game different cards are worth different values and have various special abilities. The game will have 52 cards on the table (on the draw position or in the face-down deck or in someone's hand) at all times, so this number won't change. I thought that making a Card prefab and instantiating 52 of these manually would be a bad idea. Even doing it in code, I thought, would be a bit OTT, and that I should just instantiate visual cards when they are face-up to the player. I have a sprite sheet of the 52 cards and the back, which is imported as a Sprite in multiple mode, sliced in to a grid containing all the cards needed to play the game. The problem I now face is that, through my GameController script I want to generate a shuffled pack of cards, deal some to each player and then show those cards to a player. However, I am not sure of the best way, or even if it's possible, to do this dynamically with the sprite sheets as they are. For instance if I have the following: private CardRank rank; private CardSuite suite; private void Start() { this.rank = CardRank.Ace; this.suite = CardSuite.Spades; } This class would be instantiated by the game manager. I would have 52 of these in code. Whenever I have to visually show a card in the scene, I would use a card prefab, which is essentially a game object with a SpriteRenderer on it. I would need to dynamically load the correct sprite for this object from the spritesheet. The sliced sprites from the sprite sheet actually have names in the format AS (Ace of Spades), 7H (Seven of Hearts), etc - though this was a manual thing I did myself of course. I have also tried various alternative solutions, including creating animations, having separate sprites not in a spritesheet and having an array of available sprites in an array with a specific index for each card, but none seem as elegant as trying to load the correct sprite at runtime, as I'm trying to. So, how do I load a specific sprite from a spritesheet at runtime? I'm open to suggestions, even those that make me think differently about how to approach the problem.

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  • Cocos2d/Cocos2d-x Attaching an arrow (sprite) to another body sprite (person)

    - by Satchmo Brown
    I am trying to set up a simple bow and arrow game. When the arrow hits the enemy body, the arrow's body is deleted and the arrow sprite continues to update, keeping the position correct in relation to the enemy it hit. Picture an arrow sticking into a body and that body still rotating and moving. My problem is that the rotation is completely wrong when the enemy rotates. I know how to do this in 3d with matrix transformation but I can't seem to figure it out in 2d with Cocos. Here is my method. I save offset at which the arrow hit the enemy. Every frame, I make the rotation of the sprite match the rotation of the enemy. Then, I apply the offset I took initially which is where the arrow hit the enemy. When they rotate, they rotate about their respective anchors and I am wondering if I need to set the anchor of the arrow to the center of the sprite. Does anyone know of an easy way to do this. If not, I will try to create an algorithm where the anchor is set to the offset divided by the width and height of the sprite image hopefully giving me the correct anchor values. Then I assume I need to reposition the sprite. Does anyone have a simpler way to do this?

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  • Server for online browser game

    - by Tim Rogers
    I am going to be making an online single player browser game. The online element is needed so that a player can login and store the state of their game. This will include things like what buildings have been made and where they have been positioned as well as the users personal statistics and achievements. At this point in time, I am expecting all of the game logic to be performed client side So far, I am thinking I will use flash for creating the client side of the game. I am also creating a MySQL database to store all the users information. My question is how do I connect the two. Presumably I will need some sort of server application which will listen for incoming requests from any clients, perform the SQL query and then return the data. Does anyone have any recommendations of what technology/language to use?

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  • Split a 2D scene in layers or have a z coordinate

    - by Bane
    I am in the process of writing a 2D game engine, and a dilemma emerged. Let me explain the situation... I have a Scene class, to which various objects can be added (Drawable, ParticleEmitter, Light2D, etc), and as this is a 2D scene, things will obviously be drawn over each other. My first thought was that I could have basic add and remove methods, but I soon realized that then there would be no way for the programmer to control the order in which things were drawn. So I can up with two options, each with its pros and cons. A) Would be to split the scene in layers. By that I mean instead of having the scene be a container of objects, have it be a container of layers, which are in turn the containers of objects. B) Would require to have some kind of z-coordinate, and then have the scene sorted so objects with lower z get drawn first. Option A is pretty solid, but the problem is with the lights. In what layer do I add it? Does it work cross-layer? On all bottom layers? And I still need the Z coordinate to calculate the shadow! Option B would require me to change all my code from having Vector2D positions, to some kind of class that inherits from Vector2D and adds a z coordinate to it (I don't want it to be a Vector3D because I still need all the same methods the 2D kind has, just with .z clamped on). Am I missing something? Is there an alternative to these methods? I'm working in Javascript, if that makes a difference.

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