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  • Parent variable inheritance methods Unity3D/C#

    - by Timothy Williams
    I'm creating a system where there is a base "Hero" class and each hero inherits from that with their own stats and abilities. What I'm wondering is, how could I call a variable from one of the child scripts in the parent script (something like maxMP = MP) or call a function in a parent class that is specified in each child class (in the parent update is alarms() in the child classes alarms() is specified to do something.) Is this possible at all? Or not? Thanks.

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  • Constructive criticsm on my linear sampling Gaussian blur

    - by Aequitas
    I've been attempting to implement a gaussian blur utilising linear sampling, I've come across a few articles presented on the web and a question posed here which dealt with the topic. I've now attempted to implement my own Gaussian function and pixel shader drawing reference from these articles. This is how I'm currently calculating my weights and offsets: int support = int(sigma * 3.0) weights.push_back(exp(-(0*0)/(2*sigma*sigma))/(sqrt(2*pi)*sigma)); total += weights.back(); offsets.push_back(0); for (int i = 1; i <= support; i++) { float w1 = exp(-(i*i)/(2*sigma*sigma))/(sqrt(2*pi)*sigma); float w2 = exp(-((i+1)*(i+1))/(2*sigma*sigma))/(sqrt(2*pi)*sigma); weights.push_back(w1 + w2); total += 2.0f * weights[i]; offsets.push_back(w1 / weights[i]); } for (int i = 0; i < support; i++) { weights[i] /= total; } Here is an example of my vertical pixel shader: vec3 acc = texture2D(tex_object, v_tex_coord.st).rgb*weights[0]; vec2 pixel_size = vec2(1.0 / tex_size.x, 1.0 / tex_size.y); for (int i = 1; i < NUM_SAMPLES; i++) { acc += texture2D(tex_object, (v_tex_coord.st+(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; acc += texture2D(tex_object, (v_tex_coord.st-(vec2(0.0, offsets[i])*pixel_size))).rgb*weights[i]; } gl_FragColor = vec4(acc, 1.0); Am I taking the correct route with this? Any criticism or potential tips to improving my method would be much appreciated.

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  • Calculating 2D (screen) coordinates from 3D positions in XNA 4.0

    - by NDraskovic
    I have a program that draws some items to the scene by loading their positions from a file. Now I want to place a Ray on the same location where the items are drawn. So my question is how can I calculate the position of the ray (it's 2D components) by using 3D coordinates of each particular item? The items don't move anywhere, so once they are placed they stay until the end of the programs execution. Thanks.

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  • rotate sprite and shooting bullets from the end of a cannon

    - by Alberto
    Hi all i have a problem in my Andengine code, I need , when I touch the screen, shoot a bullet from the cannon (in the same direction of the cannon) The cannon rotates perfectly but when I touch the screen the bullet is not created at the end of the turret This is my code: private void shootProjectile(final float pX, final float pY){ int offX = (int) (pX-canon.getSceneCenterCoordinates()[0]); int offY = (int) (pY-canon.getSceneCenterCoordinates()[1]); if (offX <= 0) return ; if(offY>=0) return; double X=canon.getX()+canon.getWidth()*0,5; double Y=canon.getY()+canon.getHeight()*0,5 ; final Sprite projectile; projectile = new Sprite( (float) X, (float) Y, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); int realX = (int) (mCamera.getWidth()+ projectile.getWidth()/2.0f); float ratio = (float) offY / (float) offX; int realY = (int) ((realX*ratio) + projectile.getY()); int offRealX = (int) (realX- projectile.getX()); int offRealY = (int) (realY- projectile.getY()); float length = (float) Math.sqrt((offRealX*offRealX)+(offRealY*offRealY)); float velocity = (float) 480.0f/1.0f; float realMoveDuration = length/velocity; MoveModifier modifier = new MoveModifier(realMoveDuration,projectile.getX(), realX, projectile.getY(), realY); projectile.registerEntityModifier(modifier); } @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_MOVE){ double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); return true; } else if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN){ final float touchX = pSceneTouchEvent.getX(); final float touchY = pSceneTouchEvent.getY(); double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); shootProjectile(touchX, touchY); } return false; } Anyone know how to calculate the coordinates (X,Y) of the end of the barrel to draw the bullet?

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  • Pathfinding results in false path costs that are too high

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • Unity-Animation parameters are not being set

    - by user1814893
    I have the following animation controller: with two parameters of walkingSpeed and Jump. I have the following code which should change the values: animator.SetFloat("walkingSpeed",0.9f); animator.SetBool("Jump",true); and animator is the correctly referenced animator object. However the values that the parameters are set to do not appear to change in the animator window, nor do they appear to impact what is happening on the screen. However they do seem to impact the values obtained when doing the following: animator.GetFloat("walkingSpeed"); The animator consists of the shown blend tree, which works correctly and is always active, however due to the values not being changed it does not blends, and always acts as if the value with which it blends (walkingSpeed is 0). What is going on?

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  • 3D Camera Problem

    - by Chris
    I allow the user to look around the scene by holding down the left mouse button and moving the mouse. The problem that I have is I can be facing one direction, I move the mouse up and the view tilts up, I move down and the view titles down. If I spin around 180 my left and right still works fine, but when I move the mouse up the view tilts down, and when I move the mouse down the view titles up. This is the code I am using, can anyone see what the problem with the logic is? var viewDir = g_math.subVector(target, g_eye); var rotatedViewDir = []; rotatedViewDir[0] = (Math.cos(g_mouseXDelta * g_rotationDelta) * viewDir[0]) - (Math.sin(g_mouseXDelta * g_rotationDelta) * viewDir[2]); rotatedViewDir[1] = viewDir[1]; rotatedViewDir[2] = (Math.cos(g_mouseXDelta * g_rotationDelta) * viewDir[2]) + (Math.sin(g_mouseXDelta * g_rotationDelta) * viewDir[0]); viewDir = rotatedViewDir; rotatedViewDir[0] = viewDir[0]; rotatedViewDir[1] = (Math.cos(g_mouseYDelta * g_rotationDelta * -1) * viewDir[1]) - (Math.sin(g_mouseYDelta * g_rotationDelta * -1) * viewDir[2]); rotatedViewDir[2] = (Math.cos(g_mouseYDelta * g_rotationDelta * -1) * viewDir[2]) + (Math.sin(g_mouseYDelta * g_rotationDelta * -1) * viewDir[1]); g_lookingDir = rotatedViewDir; var newtarget = g_math.addVector(rotatedViewDir, g_eye);

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Strange 3D game engine camera with X,Y,Zoom instead of X,Y,Z

    - by Jenko
    I'm using a 3D game engine, that uses a 4x4 matrix to modify the camera projection, in this format: r r r x r r r y r r r z - - - zoom Strangely though, the camera does not respond to the Z translation parameter, and so you're forced to use X, Y, Zoom to move the camera around. Technically this is plausible for isometric-style games such as Age Of Empires III. But this is a 3D engine, and so why would they have designed the camera to ignore Z and respond only to zoom? Am I missing something here? I've tried every method of setting the camera and it really seems to ignore Z. So currently I have to resort to moving the main object in the scene graph instead of moving the camera in relation to the objects. My question: Do you have any idea why the engine would use such a scheme? Is it common? Why? Or does it seem like I'm missing something and the SetProjection(Matrix) function is broken and somehow ignores the Z translation in the matrix? (unlikely, but possible) Anyhow, what are the workarounds? Is moving objects around the only way? Edit: I'm sorry I cannot reveal much about the engine because we're in a binding contract. It's a locally developed engine (Australia) written in managed C# used for data visualizations. Edit: The default mode of the engine is orthographic, although I've switched it into perspective mode. Its probably more effective to use X, Y, Zoom in orthographic mode, but I need to use perspective mode to render everyday objects as well.

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  • How can I convert a 2D bitmap (Used for terrain) to a 2D polygon mesh for collision?

    - by Megadanxzero
    So I'm making an artillery type game, sort of similar to Worms with all the usual stuff like destructible terrain etc... and while I could use per-pixel collision that doesn't give me collision normals or anything like that. Converting it all to a mesh would also mean I could use an existing physics library, which would be better than anything I can make by myself. I've seen people mention doing this by using Marching Squares to get contours in the bitmap, but I can't find anything which mentions how to turn these into a mesh (Unless it refers to a 3D mesh with contour lines defining different heights, which is NOT what I want). At the moment I can get a basic Marching Squares contour which looks something like this (Where the grid-like lines in the background would be the Marching Squares 'cells'): That needs to be interpolated to get a smoother, more accurate result but that's the general idea. I had a couple ideas for how to turn this into a mesh, but many of them wouldn't work in certain cases, and the one which I thought would work perfectly has turned out to be very slow and I've not even finished it yet! Ideally I'd like whatever I end up using to be fast enough to do every frame for cases such as rapidly-firing weapons, or digging tools. I'm thinking there must be some kind of existing algorithm/technique for turning something like this into a mesh, but I can't seem to find anything. I've looked at some things like Delaunay Triangulation, but as far as I can tell that won't correctly handle concave shapes like the above example, and also wouldn't account for holes within the terrain. I'll go through the technique I came up with for comparison and I guess I'll see if anyone has a better idea. First of all interpolate the Marching Squares contour lines, creating vertices from the line ends, and getting vertices where lines cross cell edges (Important). Then, for each cell containing vertices create polygons by using 2 vertices, and a cell corner as the 3rd vertex (Probably the closest corner). Do this for each cell and I think you should have a mesh which accurately represents the original bitmap (Though there will only be polygons at the edges of the bitmap, and large filled in areas in between will be empty). The only problem with this is that it involves lopping through every pixel once for the initial Marching Squares, then looping through every cell (image height + 1 x image width + 1) at least twice, which ends up being really slow for any decently sized image...

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  • Server-side Input

    - by Thomas
    Currently in my game, the client is nothing but a renderer. When input state is changed, the client sends a packet to the server and moves the player as if it were processing the input, but the server has the final say on the position. This generally works really well, except for one big problem: falling off edges. Basically, if a player is walking towards an edge, say a cliff, and stops right before going off the edge, sometimes a second later, he'll be teleported off of the edge. This is because the "I stopped pressing W" packet is sent after the server processes the information. Here's a lag diagram to help you understand what I mean: http://i.imgur.com/Prr8K.png I could just send a "W Pressed" packet each frame for the server to process, but that would seem to be a bandwidth-costly solution. Any help is appreciated!

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  • Collision detection with heightmap based terrain

    - by Truman's world
    I am developing a 2D tank game. The terrain is generated by Midpoint Displacement Algorithm, so the terrain is represented by an array: index ---> height of terrain [0] ---> 5 [1] ---> 8 [2] ---> 4 [3] ---> 6 [4] ---> 8 [5] ---> 9 ... ... The rendered mountain looks like this: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 0 1 2 3 4 5 ... I want tanks to be able to move smoothly on the terrain (I mean tanks can rotate according to the height when they move), but the surface of the terrain is not flat, it is polygonal. Can anyone give me some help with collision detection in this situation? Thanks in advance.

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  • Balancing game difficulty against player progression

    - by Raven Dreamer
    It seems that the current climate of games seems to cater to an obvious progression of player power, whether that means getting a bigger, more explosive gun in Halo, leveling up in an RPG, or unlocking new options in Command and Conquer 4. Yet this concept is not exclusive to video or computer games -- even in Dungeons and Dragons players can strive to acquire a +2 sword to replace the +1 weapon they've been using. Yet as a systems designer, the concept of player progression is giving me headache after headache. Should I balance around the players exact capabilities and give up on a simple linear progression? (I think ESIV:Oblivion is a good example of this) Is it better to throw the players into an "arms race" with their opponents, where if the players don't progress in an orderly manner, it is only a matter of time until gameplay is unbearably difficult? (4th Edition DnD strikes me as a good example of this) Perhaps it would make most sense to untether the core gameplay mechanics from progression at all -- give them flashier, more interesting (but not more powerful!) ways to grow?

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  • 3D BSP rendering for maps made in 2d platform style

    - by Dev Joy
    I wish to render a 3D map which is always seen from top, camera is in sky and always looking at earth. Sample of a floor layout: I don't think I need complex structures like BSP trees to render them. I mean I can divide the map in grids and render them like done in 2D platform games. I just want to know if this is a good idea and what may go wrong if I don't choose a BSP tree rendering here. Please also mention is any better known rendering techniques are available for such situations.

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  • Detecting if an object is following a path

    - by justin.m.chase
    I am attempting to take GPS data and track it on a map and see if it follows a given path. I have the path as a set of points and the GPS data streams in as a similar set of points. I am attempting to track the progression of the current position across the path and I am wondering if there are any well known algorithms for this. I have come up with my own that works ok but it is a complex enough problem that I would like to minimize the amount of re-inventing of the wheel that I do. What approach or algorithm would you recommend taking for this problem?

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  • Is there a simpler way to create a borderless window with XNA 4.0?

    - by Cypher
    When looking into making my XNA game's window border-less, I found no properties or methods under Game.Window that would provide this, but I did find a window handle to the form. I was able to accomplish what I wanted by doing this: IntPtr hWnd = this.Window.Handle; var control = System.Windows.Forms.Control.FromHandle( hWnd ); var form = control.FindForm(); form.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None; I don't know why but this feels like a dirty hack. Is there a built-in way to do this in XNA that I'm missing?

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  • How can I perform 2D side-scroller collision checks in a tile-based map?

    - by bill
    I am trying to create a game where you have a player that can move horizontally and jump. It's kind of like Mario but it isn't a side scroller. I'm using a 2D array to implement a tile map. My problem is that I don't understand how to check for collisions using this implementation. After spending about two weeks thinking about it, I've got two possible solutions, but both of them have some problems. Let's say that my map is defined by the following tiles: 0 = sky 1 = player 2 = ground The data for the map itself might look like: 00000 10002 22022 For solution 1, I'd move the player (the 1) a complete tile and update the map directly. This make the collision easy because you can check if the player is touching the ground simply by looking at the tile directly below the player: // x and y are the tile coordinates of the player. The tile origin is the upper-left. if (grid[x][y+1] == 2){ // The player is standing on top of a ground tile. } The problem with this approach is that the player moves in discrete tile steps, so the animation isn't smooth. For solution 2, I thought about moving the player via pixel coordinates and not updating the tile map. This will make the animation much smoother because I have a smaller movement unit per frame. However, this means I can't really accurately store the player in the tile map because sometimes he would logically be between two tiles. But the bigger problem here is that I think the only way to check for collision is to use Java's intersection method, which means the player would need to be at least a single pixel "into" the ground to register collision, and that won't look good. How can I solve this problem?

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  • Checking is sides of cubes are solid

    - by Christian Frantz
    In relation to this question: http://gamedev.stackexchange.com/a/28524/31664 And a question I asked earlier: Creating a DrawableGameComponent And also because my internet is too slow to get on chat. I'm wondering how to check if the sides of a cube are solid. I've created 12 methods, each one creating indices and vertices for sides of a cube. Now when I use these methods, the cube creates how it should. All 6 sides show up and its like I didnt change a thing. How can use if statements to check if the side of a cube is solid? The pseudocode from the question above shows this: if(!isSolidAt(x+1,y,z)) verticesToDraw += AddXPlusFace(x,y,z) But in my case is would be: if(!sideIsSolid) SetUpFrontFaceIndices(); My method simply takes these index and vertex values and adds them to a list indicesToDraw and verticesToDraw, as shown in the answer above

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  • CodePlex Daily Summary for Wednesday, October 17, 2012

    CodePlex Daily Summary for Wednesday, October 17, 2012Popular ReleasesD3 Loot Tracker: 1.5.5: Compatible with 1.05.Test Management eXtensions PowerShell module: TMX 0.4.5: Bugfix in BackUp-TMXTestResults: 1. adding escape characters to sring data (at least, part) 2. ErrorRecord is now supported as a string Known issue: only one screenshot per test result.Write Once, Play Everywhere: MonoGame 3.0 (BETA): This is a beta release of the up coming MonoGame 3.0. It contains an Installer which will install a binary release of MonoGame on windows boxes with the following platforms. Windows, Linux, Android and Windows 8. If you need to build for iOS or Mac you will need to get the source code at this time as the installers for those platforms are not available yet. The installer will also install a bunch of Project templates for Visual Studio 2010 , 2012 and MonoDevleop. For those of you wish...Windawesome: Windawesome v1.4.1 x64: Fixed switching of applications across monitors Changed window flashing API (fix your config files) Added NetworkMonitorWidget (thanks to weiwen) Any issues/recommendations/requests for future versions? This is the 64-bit version of the release. Be sure to use that if you are on a 64-bit Windows. Works with "Required DLLs v3".CODE Framework: 4.0.21017.0: See change log in the Documentation section for details.Global Stock Exchange (Hobby Project): Global Stock Exchange - Invst Banking (Hobby Proj): Initial VersionMagelia WebStore Open-source Ecommerce software: Magelia WebStore 2.1: Add support for .net 4.0 to Magelia.Webstore.Client and StarterSite version 2.1.254.3 Scheduler Import & Export feature UTC datetime and timezone support .net 4.5 and Visual Studio 2012 migration client magelia global refactoring nugget package http://nuget.org/packages/Magelia.Webstore.Client burst optimisation burst time improvment (multithreading, index, ...) current burst is still active when a new burst is generating bugfixes version 2.1.254.1RazorSourceGenerator: RazorSourceGenerator v1.0 Installer: RazorSourceGenerator v1.0 InstallerJayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.2.2: JayData is a unified data access library for JavaScript to CRUD + Query data from different sources like OData, MongoDB, WebSQL, SqLite, HTML5 localStorage, Facebook or YQL. The library can be integrated with Knockout.js or Sencha Touch 2 and can be used on Node.js as well. See it in action in this 6 minutes video Sencha Touch 2 example app using JayData: Netflix browser. What's new in JayData 1.2.2 For detailed release notes check the release notes. Revitalized IndexedDB providerNow you c...VFPX: FoxcodePlus: FoxcodePlus - Visual Studio like extensions to Visual FoxPro IntelliSense.Droid Explorer: Droid Explorer 0.8.8.8 Beta: fixed the icon for packages on the desktop fixed the install dialog closing right when it starts removed the link to "set up the sdk for me" as this is no longer supported. fixed bug where the device selection dialog would show, even if there was only one device connected. fixed toolbar from having "gap" between other toolbar removed main menu items that do not have any menus Fiskalizacija za developere: FiskalizacijaDev 1.0: Prva verzija ovog projekta, još je uvijek oznacena kao BETA - ovo znaci da su naša testiranja prošla uspješno :) No, kako mi ne proizvodimo neki software za blagajne, tako sve ovo nije niti isprobano u "realnim" uvjetima - svaka je sugestija, primjedba ili prijava bug-a je dobrodošla. Za sve ovo koristite, molimo, Discussions ili Issue Tracker. U ovom trenutku runtime binary je raspoloživ kao Any CPU za .NET verzije 2.0. Javite ukoliko trebaju i verzije buildane za 32-bit/64-bit kao i za .N...Squiggle - A free open source LAN Messenger: Squiggle 3.2 (Development): NOTE: This is development release and not recommended for production use. This release is mainly for enabling extensibility and interoperability with other platforms. Support for plugins Support for extensions Communication layer and protocol is platform independent (ZeroMQ, ProtocolBuffers) Bug fixes New /invite command Edit the sent message Disable update check NOTE: This is development release and not recommended for production use.AcDown????? - AcDown Downloader Framework: AcDown????? v4.2: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...PHPExcel: PHPExcel 1.7.8: See Change Log for details of the new features and bugfixes included in this release, and methods that are now deprecated. Note changes to the PDF Writer: tcPDF is no longer bundled with PHPExcel, but should be installed separately if you wish to use that 3rd-Party library with PHPExcel. Alternatively, you can choose to use mPDF or DomPDF as PDF Rendering libraries instead: PHPExcel now provides a configurable wrapper allowing you a choice of PDF renderer. See the documentation, or the PDF s...ALM Assessment Guidance: Community Value-Adds: Important: This download has been created using ALM Ranger bits by the community, for the community. Although ALM Rangers were involved in the process, the content has not been through their quality review. Please post your candid feedback and improvement suggestions to the Community tab of this Codeplex project. DirectX Tool Kit: October 12, 2012: October 12, 2012 Added PrimitiveBatch for drawing user primitives Debug object names for all D3D resources (for PIX and debug layer leak reporting)Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.70: Fixed issue described in discussion #399087: variable references within case values weren't getting resolved.GoogleMap Control: GoogleMap Control 6.1: Some important bug fixes and couple of new features were added. There are no major changes to the sample website. Source code could be downloaded from the Source Code section selecting branch release-6.1. Thus just builds of GoogleMap Control are issued here in this release. Update 14.Oct.2012 - Client side access fixed NuGet Package GoogleMap Control 6.1 NuGet Package FeaturesBounds property to provide ability to create a map by center and bounds as well; Setting in markup <artem:Goog...mojoPortal: 2.3.9.3: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2393-released Note that we have separate deployment packages for .NET 3.5 and .NET 4.0, but we recommend you to use .NET 4, we will probably drop support for .NET 3.5 once .NET 4.5 is available The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code and are not intended for use in Visual Studio. To download the source code see getting the lates...New Projects1327on17jabbr: helloAESP: Projeto AESPAutoStor: Egyetemi kurzus keretében megvalósuló alkalmazás, melynek célja egy automatikus raktározó rendszer szimulációja, objektum-orientált megvalósítással.BetterPlaceBooking: 3rd semester project for DM76 Group 3BizMate: BizMate is a Web based Accounting systemDeneme: deneme yazisiDomainSharp: Integrated development environment for design of domain-specific languages and subsequent development in such languages.EasyTwitter: EasyTwitter it's a simple .NET library where you can use twitter in your web applications or win forms applications. EasyTwitter stills in developmentEDM Designer Extender: Entity Framework Designer Extender that provides new design time properties and a template item to generate DbContext classes.Formition Password Safe (Open Source): Formition Password Safe (Open Source) for Windows 7 is a free high functionality password tool to manage your passwords and other pieces of information.g1p2_web: sport club web site based on c# and mssqlGibbsLDASharp: GibbsLDASharp is a C# implementation of Latent Dirichlet Allocation (LDA) using Gibbs Sampling technique for parameter estimation and inference. Intelligent Assistant Soccer Manager: Intelligent Assistant Soccer Manager, or IASM for short, is a decision support system that fully support condition based deploy of Fantacalcio® soccer teamIshaanOnDAL: Creating DAL Using class ObjectKeks - A 2D Graphics Engine in Java (jre7): Keks is an upcoming Java 2D Graphics Engine with the promise to become a Game Engine in the future.LDR Installer: LDR Installer to easily install security updates in hotfix mode.Live SDK with C# + REST: Usar Live SDK com API REST em qualquer sabor de windows. Use Live SDK with REST API in any flavor of windows.MacSonuclari: project to show soccer match result to for windows phone devices mozcms: mozcms for .NET 4.0 MVC 4.0!MS_Descriptions_Changer: This is utility change MS_Descriptions attribute on MS SQL Server 2005-2008 for Tables and Columns.Onestop.Contrib.DistributedEvict: Onestop.Contrib.DistributedEvict is an advanced module that has 2 primary features for managing cache in a web farm: Output Cache Evict & Remote SignalsOrchard Scripting Extensions: Core module for running scripts inside Orchard.Orchard Scripting Extensions: PHP: A child module for Orchard Scripting Extensions for running PHP code inside Orchard.Page Generated Skin Object for DotNetNuke: The Page Generated Skin Object for DotNetNuke displays the time taken to generate the current page in your custom DNN skin. ProductStore: this project is demo for mvc4, ef codefirst...Remote Controlled Switch for all RC Receivers.: AVR Tiny based simple switch for any rc receiver. Allows to turn off / on lights, sound effect, retracts chassis, using free servo channel. Report Generator in C#: This is a library used to generate reports.Resharper text localization add-in: Text localization plugin for Resharper 7.0 and some plugins development documentationRoad Addicts: Road Addicts is a mix between a strategy and a traffic simulation game.Sistema Distribuido de Pedidos de Insumos Médicos: This is school projectSplitOS: SplitOS - The user-friendly Text OSSQL Server Connection Auditor (SSCA): SSCA helps you test your database audit solution's effectiveness at auditing Microsoft SQL Server connections by automating DB connections, results, and logs.TCP Cellular Radio Driver: Addresses TCP mode shortcomings in the CellularRadio driver provided by GHI Electronics for the Seeed module. Allows transparent data connection over TCP.test1325on17: hellotesttom10162012git01: fds fdsUMK Game: Game Edukasi 3D Tatatertib LalulintasWebMatrix Extension Documentation - Staging: WebMatrix Extensión Development ServiceWhipstaff: Whipstaff is a PoC library for designing a common UI library leveraging WPF, ReactiveUI and DHGMS Data Manager. It is written in C#Windows 8 Store Apps - Tutoriales Paso a Paso: No hay mejor forma de aprender a escribir código, que leyendo código de otros. Conocé aquí tutoriales completos para crear tu primer app para Windows 8 Store. Yet Another Expression Parser - Reverse Polish Notation - C#: Following project contains a class library with simple Reverse Polish Notation implementation.

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  • How can I make an MMORPG appeal to casual players?

    - by Philipp
    I believe that there is a significant market of players who would enjoy the exploration and interaction aspects of MMORPGs, but simply don't have the time for the endless grinding marathons which are part of the average MMORPG. MMORPGs are all about interaction between players. But when different players have different amounts of time to invest into a game, those with less time to spend will soon lack behind their power-leveling friends and won't be able to interact with them anymore. One way to solve this would be to limit the progress a player can achieve per day, so that it simply doesn't make sense to play more than one or two hours a day. But even the busiest casual players sometimes like to spend a whole sunday afternoon playing a video game. Just stopping them after two hours would be really frustrating. It also creates a pressure to use the daily progress limit every day, because otherwise the player would feel like wasting something. This pressure would be detrimental for casual gamers. What else could be done to level the playing field between those players who play 40+ hours a week and those who can't play more than 10?

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  • Recommended method towards making custom maps for a 2d game?

    - by Qasim
    I am planning on making a 2D game, however different from my last personal projects I want this one to have enhanced graphics, with custom-designed levels. My previous 2d platformers were tile-based, in which I made a map editor for to create levels. However, I am wondering the best way to implement custom designed maps? For say, some grass is a litter higher than others, flowers here and there, cool drawings and structures along the way, etc. instead of just the same old tiles over and over again. I am thinking but I just can't grasp the idea of how to implement it. I have seen it done in other games and am interested to see how they accomplish it, but can't get my hands on some source code. :(

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  • Narrow-phase collision detection algorithms

    - by Marian Ivanov
    There are three phases of collision detection. Broadphase: It loops between all objecs that can interact, false positives are allowed, if it would speed up the loop. Narrowphase: Determines whether they collide, and sometimes, how, no false positives Resolution: Resolves the collision. The question I'm asking is about the narrowphase. There are multiple algorithms, differing in complexity and accuracy. Hitbox intersection: This is an a-posteriori algorithm, that has the lowest complexity, but also isn't too accurate, Color intersection: Hitbox intersection for each pixel, a-posteriori, pixel-perfect, not accuratee in regards to time, higher complexity Separating axis theorem: This is used more often, accurate for triangles, however, a-posteriori, as it can't find the edge, when taking last frame in account, it's more stable Linear raycasting: A-priori algorithm, useful for semi-realistic-looking physics, finds the intersection point, even more accurate than SAT, but with more complexity Spline interpolation: A-priori, even more accurate than linear rays, even more coplexity. There are probably many more that I've forgot about. The question is, in when is it better to use SAT, when rays, when splines, and whether there is anything better.

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  • Integration error in high velocity

    - by Elektito
    I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I can launch one planet into orbit of the other just fine. The collision detection code though does not work so well. I noticed that when one planet hits the other in a free fall it speeds backward and goes much higher than its original position. Some poking around convinced me that the simplistic Euler integration is causing the error. Consider this case. One object has a mass of 1kg and the other has a mass equal to earth. Say the object is 10 meters above ground. Assume that our dt (delta t) is 1 second. The object goes to the height of 9 meters at the end of the first iteration, 7 at the end of the second, 4 at the end of the third and 0 at the end of the fourth iteration. At this points it hits the ground and bounces back with the speed of 10 meters per second. The problem is with dt=1, on the first iteration it bounces back to a height of 10. It takes several more steps to make the object change its course. So my question is, what integration method can I use which fixes this problem. Should I split dt to smaller pieces when velocity is high? Or should I use another method altogether? What method do you suggest? EDIT: You can see the source code here at github:https://github.com/elektito/diskworld/

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  • Setting Anchor Point

    - by Siddharth
    I want to set anchor point for the sprite like cocos2d has done for their implementation. I do not found any thing like that in andengine so please provide guidance on that. I want to move the sprite on touch so I use following code but that does not work for me. super.setPosition(pX - this.getWidthScaled() / 2, pY - this.getHeightScaled() / 2); Because I touch on the corner of the image but automatically it comes at center of the image because of above code. I want to remain the touch at desire position and drag it. For me the anchor point became useful. But I don't found anything in andengine.

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  • Collision resolution - Character walking on ascendent ground

    - by marcg11
    I don't know if the solution to this problem is quite straight-foward but I really don't know how to handle collision resolution on a game where the player walks on an ascendent floor which is not flat. How can the player position itself on the y axis depend on the ground x and z (opengl coords)? What if the floor's slope is too much and the player can't go up, how do you handle that? I don't need any code, just a simple explanation would be great.

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