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  • How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?

    - by ufomorace
    Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, and unwanted pixels appear. It's a natural behaviour on all graphics cards. How are such worries avoided in Pro Games? Batching? Shaders? Different tangent vectors? Merging? Overlaping seams? Dark backgrounds? Extra vertices at borders? Z precision? Camera distance tweaks? Screencap of a fix that ended up not working:

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  • System Requirement Checking

    - by gl3829
    I am working on a game and want to strengthen its requirement checking to ensure that it can run successfully. Therefore, I am looking for information on what is useful to check before starting the game. As a simple example, Why check for a specific amount of memory? Should I as a game developer ensure a minimum amount of memory? I feel this information is usually skipped in many books and resources but is critical to be able to deliver a game that will run on many machines. I would appreciate if you answered with what you check in the system, why you check it and if you have a good resource about it, please include. Just to be a bit more specific, I'm developing in Windows.

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  • How can I keep straight alpha during rendering particles?

    - by April
    Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have unpremultiplied alpha channel.When I try to get the rgb value back,I got strange result.Some area went lighter and even totally white.I mainly focus on additive and blend mode,that is: ADDITIVE: srcAlpha VS 1 BLEND: srcAlpha VS 1-srcAlpha I tried a technique called premultiplied alpha.This technique just got you the right rgb value,its all you need on screen.As for alpha value,it worked well with BLEND mode,but not ADDITIVE mode.As you can see in parameters,BLEND mode always controlled its value within 1.While ADDITIVE mode cannot guarantee. I want proper alpha,but it just got too big or too small consider to rgb.Now what can I do?Any help will be great thankful. PS:If you don't understand what I am trying to do,there is a commercial software called "Particle Illusion".You can create various particles and then save the scene to texture,where you can choose to remove background of particles. Now,I changed the title.For some software like maya or AE,what I want is called [straight alpha].

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  • How do I know if I've gone too far with processing things in a game?

    - by ThePlan
    A common programming quote I see every day is: Premature optimization is the root of all evil! I admit I'm one of those guys that like to do premature optimization in a pretty obssessive manner but that's probably because I'm not aware how powerful modern processors are. I can think of lots of sollutions for a problem, but all of them are tough on the memory side, and I keep thinking "This will hurt me more in the future when I'll have to re-do it because it's bad performance-wise." How do you know when the code you are thinking of is going too far and is not a case of premature optimization? How much can your game handle at a time before performance becomes a problem?

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  • where can i learn to make 3d games in java from scratch?

    - by dfhgdfnhgfn
    Just wondering if anyone knows of anything i can read or watch that explains 3D graphics. i do not want to use any game engine like jogl etc. but i am looking for a way i can learn in detail how 3D works. preferably in java. I have used some game engines but would prefer to learn to make for myself. I would also like to do it without the java3d library. I have also watched some tutorials on 3d games in java, but would like to learn in more detail. Thanks.

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  • Open file with java application [migrated]

    - by Giaphage47
    I am using Ubuntu. I would like to have a user be able to double-click (or whatever they have set to open a file) on the save file for a java game i'm making, and have the game start and automatically load the save. How could I make the game launch instead of opening the file, and then pass the save's file name or location as an argument? Would i have to have the game create a new mime type the first time it ran, or something similar, so that Ubuntu knows what to do with the save when the user tries to open it?

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  • What's a good way to store a series of interconnected pipe and tank objects?

    - by mars
    I am working on a puzzle game with a 6 by 6 grid of storage tanks that are connected to up to 4 tanks adjacent to them via pipes. The gameplay is concerned with combining what's in a tank with an adjacent tank via the pipe than interconnects them. Right now I store the tanks in a 6x6 array, vertical pipes in a 5x6 array, and horizontal pipes in a 6x5 array. Each tank has a reference to the object that contains both tanks and pipes and when a pipe needs to be animated filling with liquid, the selected tank just calls a method on the container object telling it to animate the pipes it is connected to (subtract 1 from row or column to find connected pipes). This feels like the wrong way of doing it, as I've also considered just giving each tank references to the pipes connected to it to access directly.

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  • Is it possible to create an "impossible" rooms in games?

    - by qwerty3000
    Forgive me my lack of knowlegde, but for quite a long time I asked myself whether it was possible to create a continous game space that some player could walk inside and so on, that would be absolutely impossible in reality, e.g. you have a very small house that allows you to go around it to see all sides and the full dimensions, and then, when you enter, it is like a giant hall, without any loading screen or (internal) "model change" and so on. I'm no game designer and I never needed to learn 3D-modelling, so I don't know what is possible and what isn't. And is this the same as Is the "impossible object" possible in computer graphics? this? Or is it just the same category, but not exactly the same question? Thanks.

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  • Triangles in a C++ STL Vector as an Objective-C member sometimes draws incorrectly in OpenGL ES

    - by Rahil627
    The polygons draw correctly 80% of the time. When it fails, a vertex is dislocated. The polygon is consistently drawn with the wrong vertex. I checked that the vector is correct during initialization, even when it's wrongly drawn. I'm using Cocos2d. The class member: @interface Polygon : CCSprite { std::vector<float> triangleVertices; } The draw function called in [Polygon draw]: + (void)drawTrianglesWithVertices:(const std::vector<float> &)v { //glEnableClientState(GL_VERTEX_ARRAY); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, &v[0]); glDrawArrays(GL_TRIANGLES, 0, v.size()); //glDisableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } Any ideas?

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  • which tile size to choice for 16-bits [on hold]

    - by billy
    Before I make my 16-bits game, I want to clear some stuff up so I dont run into problems later. first question: when making a 16-bits game all i need to do is have 16-bit sprites image(.png or .jpg)? and for 8-bits it is .gif 2nd question is: which tile size is good for 16-bits or it doesnt matter? Right now I am using 30x30 pixels for map tile set. and 40x40 pixels for player, enemies etc.. 3rd question is: what is screen size for 16-bits in most games? I am using 640x480 pixels.

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  • Alternative ways to construct maps

    - by sideways8
    I've searched around and it seems like most people are using tile-based map systems. I suppose this question is more theoretical than practical (I am not very concerned about memory or performance speed), but I want to know: what other ways can a map be created in a game? A map being a graphic representation of terrain that can be navigated, has entrances and exits, and boundares (no-go zones). Besides using text files to store and arrays to load tile data, one idea I had was to store a map entirely as a graphic file and use queries on the pixel colour to determine boundaries (ie, you can only move in a certain direction if the way is bright enough in that direction). What other creative map systems are out there?

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  • How to create a large level game?

    - by Siddharth
    I want to know how to create a large game which has more than one level in it and those levels are loaded from the xml file. In my game I have many objects for each different level which I have to load when use click on it. At present for example my game contain 20 levels and now I was loading all the graphic object for all 20 levels. But the correct way was that only load graphic of that particular level only. So I don't know how to do that. So please explain this by providing game example. At present I was creating a class for each my game object image by extending sprite to it. I know it was not a suitable way so provide guidance on it. Basically I want to know how to create large games in andengine? Please help me about that because it will provide help to other community member also because andengine did not have proper documentation for learning developer about how to manage large game?

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  • How do I repeatedly move an image by 1 pixel?

    - by Will
    I have a method that is moving a UIImageView called shootImg across the screen: -(IBAction)shoot{ if (appDelegate.shootInt > 0) { if (direction == 1) { shootImg.center = CGPointMake(shootImg.center.x+1, shootImg.center.y); appDelegate.shootInt = appDelegate.shootInt - 1; shootLabel.text = [NSString stringWithFormat:@"%d", appDelegate.shootInt]; } This does seem to work. But it only moves shootImage 1 pixel. What I want to do is make it repeatedly move 1 pixel. I tried a while loop but that didn't seem to work. I'm not using cocos2d or anything like that and if you need to see more code just ask. Thanks :)

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  • How should I structure the implementation of turn-based board game rules?

    - by Setzer22
    I'm trying to create a turn-based strategy game on a tilemap. I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. However, this approach leads to a large amount of code (anything not model-related) going into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). Any ideas? What specific design pattern other than MVC should I be using?

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  • Managing different utility classes between engine and libraries

    - by hayer
    I'm currently in updating some engine code (which does not work, so it is more like creating a engine). I've decided to swap over to SFML (instead of my own crappy renderer, window manager, and audio), Box2D (since I need physics, but have none), and some small utilities I've built myself. The problem is that each of the project mentioned over use different types for things like Vector2, etc. So to the question: is it a good idea to replace Box2D and SFML vectors with my own vector class (which is one of my better implementations)? My idea then was to have a separate .lib with all my classes that should be shared between all the projects in the solution.

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  • Where is a good place to learn how to develop games?

    - by pringlesinn
    I'm brazilian and I want to learn how to develop a game in some college or something like that, but I don't know any place here to learn it. Here is not that good either to develop games, as we don't have many companies to do that. So, I was thinking about working in some place else, while I study it. What I really want to know is, a good place to learn, and a country that developers are well payed to be able to pay my course and still have money to do something else. I'm a Java programmer, still learning a lot, but I want to do it later. A few years from now.

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  • Moving multiple objects on a map

    - by Dave
    I have multiple objects on my isometric game, for example, NPC's doing path finding automatically to walk around the map. Now there could be any number of them from 0 to infinity (hypthetical as no PC could handle that). My question is: is simply looping each one individually the smartest way to animate them all? Surely as the number of units increases you will notice a lag occuring on units near the end of loop still "waiting" for their next animation movement. The alternative is a swarm algorithm to move all objects together. Is that a smarter idea or do both situations apply depending on the circumstances of the game?

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  • What could cause a sudden stop in Box2D?

    - by alexanderpine
    I'm using Box2d for a game, and I have a bug that's driving me nuts. I've simplified the situation down to a square player sliding back and forth frictionlessly on top of a floor composed of a series of square tiles, driven by the left and right keys (which apply a horizontal force). Works great, sliding back and forth across the whole floor. Except... Every once in a while, the player will suddenly stick at the edge of one of the tiles as if it is hitting a (nonexistent) wall. Further pushes in the same direction it was traveling will fail, but as soon as I push backwards once in the opposite direction, I can push forwards past the sticking point again. The sticking point seems to be random, except for being on the edge of a tile. Happens while going left or right. For debugging purposes, I keep the Positions/velocity values for the previous two update ticks and print them out when this stop occurs. As an example, here you see the player moving right, decelerating slightly; pos2 should be about 8.7, but it stops dead instead. tick0: pos= 8.4636 vel= 7.1875 tick1: pos= 8.5816 vel= 7.0833 tick2: pos= 8.5816 vel= 0.0000 So, as the player is 0.8 and the tiles 1.0 wide, the player is stopping just as it is about to cross onto the next tile (8.5816 + 0.8/2 = 8.9816). In fact, I get a collision message (which I ignore except noting that it happened). It only seems to happen at x.5816 (or -x.4184) while moving right, and x.4167 (or -x.5833) while moving left I said that it's like hitting a wall, but in fact, when it hits a wall, the numbers look more like: tick0: pos0= 12.4131 vel2= 8.4375 tick1: pos1= 12.5555 vel1= 8.5417 tick2: pos2= 12.5850 vel0= 0.0000 so it moves further right on the last tick, which puts it in contact with the wall. Anyone seen anything like this. Any suggestion on how I could be causing this behavior.

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  • How can I calculate the angle between two 2D vectors?

    - by Error 454
    I am working on some movement AI where there are no obstacles and movement is restricted to the XY plane. I am calculating two vectors, v, the facing direction of ship 1, and w, the vector pointing from the position of ship 1 to ship 2. I am then calculating the angle between these two vectors using the formula arccos((v · w) / (|v| · |w|)) The problem I'm having is that arccos only returns values between 0° and 180°. This makes it impossible to determine whether I should turn left or right to face the other ship. Is there a better way to do this?

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  • Farseer circle hangs where it's spawned

    - by necrosmash
    I'm currently trying to simply spawn a circle in Farseer. However, it's stuck wherever I spawn it! The game is updating fine, as I can see the circle spinning in place when I spawn it because of how I currently have gravity set up (following code from Game1.cs): // Initialise the screen center for use with // the Level class screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f); world = new World(new Vector2(20, 20)); currentLevel = new Level1(screenCenter, circleSprite, groundSprite, ref world); Level1 constructor: public Level1(Vector2 screenCenter, Texture2D circleSprite, Texture2D groundSprite, ref World world) { player = new Player(ref world, screenCenter, circleSprite); ground = new Ground(ref world, screenCenter, groundSprite); listLevelItems = new List<LevelItem>(); listLevelItems.Add(player); listLevelItems.Add(ground); } Player constructor: public Player(ref World world, Vector2 screenCenter, Texture2D sprite) { setSprite(sprite); setPosition((screenCenter / MeterInPixels) + new Vector2(0f, 0f)); playerBody = BodyFactory.CreateCircle(world, 96f / (2f * MeterInPixels), 1f, playerPosition); getBody().BodyType = BodyType.Dynamic; // Ball bounce and friction getBody().Restitution = 0.3f; getBody().Friction = 0.5f; } If I use a breakpoint and change the playerBody position while the game is halted, the ball does move, but stays fixed in its new location. Any help would be greatly appreciated.

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  • How to draw a spotlight in 3D

    - by RecursiveCall
    To be clear, I am not talking about the light result (the lit area) but the spotlight itself, like this The two common suggestions that I tried are 2D image and a 3D cone. The problem with the pre-regenerated 2D image is that it always look 2D and flat no matter how it is rotated in world space. The cone on the other hand is next to impossible to control when it comes to fade distance, it doesn't look soft (smooth) and it is expensive to compute.

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  • What technology(s)would be suitable for the front end part of a Java web game?

    - by James.Elsey
    As asked in a previous question, I'm looking to create a small MMO that will be deployed onto GAE. I'm confused about what technologies I could use for the user interface, I've considered the following JSP Pages - I've got experience with JSP/JSTL and I would find this easy to work with, it would require the user having to "submit" the page each time they perform an action so may become a little clumsey for players. Applet - I could create an applet that sits on the front end and communicates to the back end game engine, however I'm not sure how good this method would be and have not used applets since university.. What other options do I have? I don't have any experience in Flash/Flex so there would be a big learning curve there. Are there any other Java based options I may be able to use? My game will be text based, I may use some images, but I'm not intending to have any animations/graphics etc Thanks

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  • Efficient Algorithm for Recording gameplay's objects positions

    - by Scorch
    So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions within the game, and then render them, giving the player the ability to go back and forth, to stop time and move around. I've made a prototype with some data structures in C#, since this is going to be the programming language we'll be using in our game, but if we want the player to be able to go back just five minutes back with the data of just 100 NPC's, it takes almost 1GB of RAM. Right now, I'm just storing a Doubly linked list, each item with the object position. In the game, I'll need to store even more data in each node, so I need something even more ligher. Of course, this algorithm is zero optimized, but still, that is a lot. The alternatives would be create the NPC's that aren't really important to the game when the user is viewing the past, but I don't really like it very much for the sake of realism. I wonder if there is a better way to store this? Thanks in advance, Scorch

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  • Error when updating enumerated value?

    - by igrad
    Once upon a time, there was a Player class (simplified version) enum animState{RUNNING,JUMPING,FALLING,IDLING}; class Player { public: Player(int x, int y); void handle(); void show(); ~Player(); private: int m_x; int m_y; animState playerAnimState; } There was also a "handle" function-member, which took care of all movement and collisions for the player: #include "player.h" void Player::handle() { if(/*Player presses 'D' key*/) { m_x++; playerAnimState = RUNNING; } //Other stuff that is just there to look nice Through lots of experimentation with "//" and "/**/", I've found that I consistently get an error at "playerAnimState = RUNNING." Have I broken some enumeration rule? Does my laptop really suck that bad? I hate to post a "fix my code for me" question, but I'm not very seasoned with enums.

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  • Communication between Box2D and libGDX Stage (Scene2D) running in separate threads

    - by atok
    I'm making a physics based 2D game using libGDX and Box2D. I want to move the execution of the simulation out of render thread. I use immutable messages and the BlockingQueue to pass the information about player actions. The Box2D applies forces and runs a frame of simulation. In the next step I would like to sync back the changes and update Scene2D Actors accordingly. Making an immutable copy of the state of the game world and sending it back using Gdx.app.postRunnable() is one option but it seems inefficient. Is there any other option?

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