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  • A Star Path finding endless loop

    - by PoeHaH
    I have implemented A* algorithm. Sometimes it works, sometimes it doesn't, and it goes through an endless loop. After days of debugging and googling, I hope you can come to the rescue. This is my code: The algorythm: public ArrayList<Coordinate> findClosestPathTo(Coordinate start, Coordinate goal) { ArrayList<Coordinate> closed = new ArrayList<Coordinate>(); ArrayList<Coordinate> open = new ArrayList<Coordinate>(); ArrayList<Coordinate> travelpath = new ArrayList<Coordinate>(); open.add(start); while(open.size()>0) { Coordinate current = searchCoordinateWithLowestF(open); if(current.equals(goal)) { return travelpath; } travelpath.add(current); open.remove(current); closed.add(current); ArrayList<Coordinate> neighbors = current.calculateCoordAdjacencies(true, rowbound, colbound); for(Coordinate n:neighbors) { if(closed.contains(n) || map.isWalkeable(n)) { continue; } int gScore = current.getGvalue() + 1; boolean gScoreIsBest = false; if(!open.contains(n)) { gScoreIsBest = true; n.setHvalue(manhattanHeuristic(n,goal)); open.add(n); } else { if(gScore<n.getGvalue()) { gScoreIsBest = true; } } if(gScoreIsBest) { n.setGvalue(gScore); n.setFvalue(n.getGvalue()+n.getHvalue()); } } } return null; } What I have found out is that it always fails whenever there's an obstacle in the path. If I'm running it on 'open terrain', it seems to work. It seems to be affected by this part: || map.isWalkeable(n) Though, the isWalkeable function seems to work fine. If additional code is needed, I will provide it. Your help is greatly appreciated, Thanks :)

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  • openGL managing images, VBOs and shaders

    - by roxlu
    I'm working on a game where I use shaders with vertex attributes (so not immediate mode). I'm drawing lots of images and changing the width/height of the quads I use to draw them a lot. To optimize this it's probably a good idea to have one buffer but then one needs to update the complete buffer when one image changes (or only a part of the buffer using glBufferSubData...) I was just wondering what kind of strategies you guys are using?

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  • What 2D game engines are there available for C++?

    - by dysoco
    I just realized there are not C++ 2D Game Engines that I know of. For example, something like Pygame in Python, or Slick2D in Java. We have the following: SDL - Too low level, not a Game Engine SFML - Handles more things than SDL and it's more modern, but still not a Game Engine. I like it, but I have found it a little bit buggy with the 2.0 version. Irrlitch - It's a Game Engine, but 3D focused. Ogre3D - Same as Irrlitch Allegro - This is a Game Engine, but it's C based, I'd like a modern C++ library. Monocle Engine - This looks like what I need... but sadly there is no Documentation, no community... nothing, all I have is the Github repo. So, do you know any ? I'd like to use C++, not C#, not Java: I'm just more comfortable with C++.

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  • Looking for articles/books on: How do games make money? What models do they use?

    - by cable729
    I'm trying to research the ways in which games make money. I want to know more about the models they use (free/premium, trial/subscription, free-to-play with micro-transactions, etc.). In addition, I want information on which models work for which games, what models are best for which age groups, etc. I've tried my best to find information, and Google hasn't turned anything up at all. I think I'll stop by my University's library and see if there's anything there. This may seem like a broad question, but I'm looking for links and titles of books, not typed-out answers.

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  • I am looking to create realistic car movement using vectors

    - by bobthemac
    I have goggled how to do this and found this http://www.helixsoft.nl/articles/circle/sincos.htm I have had a go at it but most of the functions that were showed didn't work I just got errors because they didn't exist. I have looked at the cos and sin functions but don't understand how to use them or how to get the car movement working correctly using vectors. I have no code because I am not sure what to do sorry. Any help is appreciated. EDIT: I have restrictions that I must use the TL engine for my game, I am not allowed to add any sort of physics engine. It must be programmed in c++. Here is a sample of what i got from trying to follow what was done in the link I provided. if(myEngine->KeyHeld(Key_W)) { length += carSpeedIncrement; } if(myEngine->KeyHeld(Key_S)) { length -= carSpeedIncrement; } if(myEngine->KeyHeld(Key_A)) { angle -= carSpeedIncrement; } if(myEngine->KeyHeld(Key_D)) { angle += carSpeedIncrement; } carVolocityX = cos(angle); carVolocityZ = cos(angle); car->MoveX(carVolocityX * frameTime); car->MoveZ(carVolocityZ * frameTime);

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  • OpenGL Vertex Attributes - Normalisation

    - by Daniel
    Alas, I have searched, and have found no definitive answer. When would you normalize the vertex data in OpenGL using the following command: glVertexAttribPointer(index, size, type, normalize, stride, pointer); I.e when would normalize == GL_TRUE; what situations, and why would you choose to let the GPU do the calculations instead of preprocessing it? All examples I have ever seen, have this set to GL_FALSE; and I cannot personally see a use for it. But Khronos aren't stupid, so it must be there for something useful (and probably common).

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  • Why is my arrow texture being drawn in odd places?

    - by tyjkenn
    This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, except for some odd reason, I see random arrows floating around, often skewed and resized (which I really don't understand, because I only rotate and place in this script). Even when I only have one enemy in the scene, I still see these random arrows. It should only be drawing one per enemy. Note: when all enemies are removed, no arrows appear. var arrow : Texture; var cam : Camera; var dim : int = 30; function OnGUI() { var objects = GameObject.FindGameObjectsWithTag("Enemy"); for(var ob : GameObject in objects) { var pos = cam.WorldToViewportPoint(ob.transform.position); if(gameObject.GetComponent(FollowCamera).target != null){ var tar = gameObject.GetComponent(FollowCamera).target.parent; } if(pos.z>1 && ob.transform != tar){ var xDiff = (pos.x*cam.pixelWidth)-(cam.pixelWidth/2); var yDiff = (pos.y*cam.pixelHeight)-(cam.pixelHeight/2); var angle = Mathf.Rad2Deg*Mathf.Atan(yDiff/xDiff)+180; if(xDiff>0) angle += 180; var dist = Mathf.Sqrt(xDiff*xDiff + yDiff*yDiff); var slope = yDiff/xDiff; var camSlope = cam.pixelHeight/cam.pixelWidth; var theX = -1000.0; var theY = -1000.0; var mult = 0; var temp; if(Mathf.Abs(xDiff)>(cam.pixelWidth/2)||Mathf.Abs(yDiff)>(cam.pixelHeight/2)){ //touching right if(slope<camSlope && slope>-camSlope) { if(xDiff>(cam.pixelWidth/2)) { theX = cam.pixelWidth - (dim/2); mult = -1; }else if(xDiff<-(cam.pixelWidth/2)) { theX = (dim/2); mult = 1; } temp = ((cam.pixelWidth/2)*yDiff)/xDiff; theY =(cam.pixelHeight/2)+(mult*temp); } else{ if(yDiff>(cam.pixelHeight/2)) { theY = (dim/2); mult = 1; }else if(yDiff<-(cam.pixelHeight/2)) { theY = cam.pixelHeight - (dim/2); mult = -1; } temp = ((cam.pixelHeight/2)*xDiff)/yDiff; theX =(cam.pixelWidth/2)+(mult*temp); } } else { angle = -90; theX = (cam.pixelWidth/2)+xDiff; theY = (cam.pixelHeight/2)-yDiff-dim; } GUIUtility.RotateAroundPivot(-angle, Vector2(theX, theY)); Graphics.DrawTexture(Rect(theX-(dim/2),theY-(dim/2),dim,dim),arrow,null); GUIUtility.RotateAroundPivot(angle, Vector2(theX, theY)); } } }

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  • Is there a good book or articles to learn about 2D Game Design and Effects?

    - by user28015
    I am not looking for a read how to develop games and how to implement one. I am looking for a general about possible effects in 2D Games and about general design of modern 2D gaming. I have programmed several smaller games over the years and also read books like "Golden Rules of Game Programming" by Martin Bronwlo. So I know how to implement games. What I am looking for are 2 things: Finishing touches such as effects like explosions, particles etc. Not how to make them, but how to design them so it looks right and cool. How to make a 2D game feel "more right" so that users get a satisfying gaming experience. I played a lot of 2D games but I could use some more advice.

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  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

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  • Rain drops on screen

    - by user1075940
    I am trying to make simple rain drop effect on screen.Something like this http://fc00.deviantart.net/fs20/f/2007/302/5/6/Rain_drops_by_rockraikar.png My idea is to: Create small drop shaped normal textures,randomly put few on screen,apply texture perturbation and mix with current frame pixels. Here are my questions: -Does this idea even have sense?How professionals do this effect?Everything from text to code will be appreciated -How to pass pixels to shader of already rendered frame?

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  • About floating point precision and why do we still use it

    - by system_is_b0rken
    Floating point has always been troublesome for precision on large worlds. This article explains behind-the-scenes and offers the obvious alternative - fixed point numbers. Some facts are really impressive, like: "Well 64 bits of precision gets you to the furthest distance of Pluto from the Sun (7.4 billion km) with sub-micrometer precision. " Well sub-micrometer precision is more than any fps needs (for positions and even velocities), and it would enable you to build really big worlds. My question is, why do we still use floating point if fixed point has such advantages? Most rendering APIs and physics libraries use floating point (and suffer it's disadvantages, so developers need to get around them). Are they so much slower? Additionally, how do you think scalable planetary engines like outerra or infinity handle the large scale? Do they use fixed point for positions or do they have some space dividing algorithm?

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  • How to manage Areas/Levels in an RPG?

    - by Hexlan
    I'm working on an RPG and I'm trying to figure out how to manage the different levels/areas in the game. Currently I create a new state (source file) for every area, defining its unique aspects. My concern is that as the game grows the number of class files will become unmanageable with all the towns, houses, shops, dungeons, etc. that I need to keep track of. I would also prefer to separate my levels from the source code because non-programmer members of the team will be creating levels, and I would like the engine to be as free from game specific code as possible. I'm thinking of creating a class that provides all the functions that will be the same between all the levels/areas with a unique member variable that can be used to look up level specifics from data. This way I only need to define level/area once in the code, but can create multiple instances each with its own unique aspects provided by data. Is this a good way to go about solving the issue? Is there a better way to handle a growing number of levels?

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  • How do i approach this collision model?

    - by PeeS
    this is the game level prototype i have already implemented. It has few objects per room to allow me to finally add some collision detection/response code into it. VIDEO As you can probably see, every object inside has it's own AABB, even the room itself has AABB. So a player is like 'inside the Room AABB'. My player will be exactly inside the room, so he would have to collide correctly with those AABBs, so that when he hits any of those objects inside he get's a proper collision response from those AABB's. Now i would like to hear from you what kind of collision approach should i choose in here? How do i approach this kind of stuff: AABB to AABB collision detection then when this is positive go with AABB - Tri to find proper plane normal and calculate response ? AABB to AABB then when positive go with AABB - AABB Side check to find proper proper plane normal and calculate response? Anything else? How do you do this ? Many thanks.

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  • How can I create animated card graphics like in Hearthstone?

    - by Appeltaart
    In the game Hearthstone, there are cards with animated images on them. A few examples: http://www.hearthhead.com/card=281/argent-commander http://www.hearthhead.com/card=469/blood-imp The animations seem to be composed of multiple effects: Particle systems. Fading sprites in and out/rotating them Simple scrolling textures A distortion effect, very evident in the cape and hair of example 1. Swirling smoke effects, the light in example 1 and the green/purple glow in example 2. The first three elements are trivial, what I'd like to know is how the last two could be done. Can this even be done realtime in a game, or are they pre-rendered animations?

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  • Deferred rendering order?

    - by Nick Wiggill
    There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm thinking... The framebuffer objects: FBO 1 has a color attachment and a depth attachment. FBO 2 has a color attachment. The render passes: Render g-buffer: normals and depth (used by outline & DoF blur shaders); output to FBO no. 1. Render solid geometry, bold outlines (as in toon shader), and fog; output to FBO no. 2. (can all render via a single fragment shader -- I think.) (optional) DoF blur the scene; output to the default frame buffer OR ELSE render FBO2 directly to default frame buffer. (optional) Mesh wireframes; composite over what's already in the default framebuffer. Does this order seem viable? Any obvious mistakes?

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  • Moving 2d camera in the y direction

    - by Alex
    I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components: There are 3 components to this: Circle - the main character Green line - terrain Black background The terrain is simply made from an array of points (approx 20 points per screen width). The terrain is moved in the x direction relative to the black background in order to keep the circle in its position shown. The distance to move the terrain is simply: movex = circle.position.x - terrain.position.x with a constant to fix the circle at some distance from the left of the screen. I am struggling to determine the best way to position the terrain in the y plane keep the focus in the character. I want to move the terrain in the y direction smoothly and not fix it to the position of the circle, so the circle can move in the y plane. If I take the same approach as the x positioning, the character is fixed at a point on the screen and the terrain moves. I could sample some terrain points either side of the character and produce an average, but in my implementation this was not smooth. I thought another approach might be to create a camera 'line' that is a smooth version of the terrain line and make the camerea follow this, but I'm not sure if this is the optimum solution. Any advice is much appreciated!

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  • What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?

    - by momboco
    What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm? I've seen that the most easy form is go to one point and when the agent has reached this point, discard it and go to the next point. I think that this approach has problems when the game has physics with dynamic objects that can block the travel between point A and point B, then the agent is taken from his original trayectory and sometimes go to the last destiny point is not the most natural behavior. In the literature always I have read that the path is only a suggestion of where the agent has to go, but I don't know how this suggested path must be followed. Thanks.

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  • Modeling player mechanics with a finite state machine

    - by K..
    I have three states standing walking jumping When I press D standing transitions to walking. The velocity will be set to a defined value and the player moves. When I release D walking transitions back to standing, which sets the velocity back to 0. When I press W and the state is walking it transitions to jumping, but when the player hits the ground, it goes back to standing. jumping has a transition land that always leads to standing because a state doesn't know about its previous states. Since standing sets a velocity of 0 the player stops walking, when he hits the ground. How do I prevent this?

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  • Programming bots in games

    - by Bane
    I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, but I also want to make bots in case there aren't enough players. How does my game logic see them, as players or as bots? Is there a standard by which I should make them? Also, any general tips and hints will be OK.

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  • Unreal 3 Editor (Unreal Tournament 3) Lifting vehicles (and spawners) using InterActors, strange collisions causing flying vehicles

    - by Gareth Jones
    Making a VCTF map with the Unreal Tournament 3 Editor, and thus have vehicles in it. Currently I have 2 walkways next to each other (Big enough for a vehicle). One of them (A InterActor) drops down, and a grate covers the hole until the vehicle respawns. Once its respawned the InterActor Walkway lifts the vehicle up (and the grate pulls back). However what I'm finding is that the vehicle seems to collide with something when it gets near the top. (Looks something like this: ----_ where _ is the moving InterActor and - is a walkway) I created a new map to test this, and found it seems the front of the scorpion collides with the walkway in front of it, however I don't know why, it physically (in terms of how it looks in game) does not touch the walkway in front of it, but its actions look like it has. Im using InterActors, and a vehicle spawner, looking like so How do I stop this from happening? Right now everything is perfect, except the vehicle keeps flying away every time its lifted up, likes it been forced in between the "lift" and another object!

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  • What's the best way to compare blocks in a matching game that can be multiple colors?

    - by Ryan Detzel
    I have a match 3-4 game and the blocks can be one of 7 colors. There are an addition 7 blocks that are a mix of the original 7 colors so for example there is a red and blue block and there is also a red/blue block which can be matched with either the red or the blue. My original thought is just to use binary operations so. int red = 0x000000001; int blue = 0x000000010; int redblue = 0x000000011; Then just do an & operation so see if they match. Does this sound like a decent plan or am I over complicating it? edit: Better yet so it's more readable. int red = 1; int blue = 2; int red_blue = 3; int yellow = 4; int red_yellow = 5; maybe as defines or static vars?

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  • What game systems exist which uses camera input?

    - by Marc Pilgaard
    The group and I is in the middle of a semester project where we are currently researching on which game systems are using camera as input or as an interactive medium? We would like some help listing some of the game systems which uses camera input, as it seems hard to find other examples. Currently we know that webcam browser games uses camera input (Newgrounds webcam games), as well as the xbox kinect. I know this questions seems rather vague, though I still hope some people is capable of helping.

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  • Previewing a Demo Level in Mobile for UDK?

    - by Reno Yeo
    I've already clicked on "Emulate Mobile Features" and everything has been compiled. I've also set the mobile previewer settings to iPhone 4's dimensions and features. However, when i click on the mobile previewer, a new window pops up but it goes into a "Not Responding" mode after a while. Is there anything I'm doing wrong? To be honest, I'm afraid of the difficulty curve required in learning UDK, but I am interested in developing a game for it.

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  • Flixel: doesn't light tile up

    - by Arno
    i'm creating a game with flixel, and I want to have a effect when you mouse over a tile, I tried implementing it, and this is what it gives: public class GameState extends FlxState { private var block:EmptyBlock; public function GameState() { } override public function create():void { for (var i:Number = 0; i < 30; i++) { block = new EmptyBlock(i, 20); block.create(); } } override public function update():void { block.update(); super.update(); } } } GameState class and here is the EmptyBlock class: public class EmptyBlock { private var x:int; private var y:int; private var row:FlxRect public function EmptyBlock(x:int, y:int ) { this.x = x; this.y = y; } public function create():void { row = new FlxRect(x, y, 32, 32); trace ("Created block at" + x + y); } public function update():void { if (FlxG.mouse.screenX == row.x) { if (FlxG.mouse.screenY == row.y) { var outline:FlxSprite = new FlxSprite(row.x, row.y).makeGraphic(row.width, row.height, 0x002525); } } } } }

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  • Circle vs Edge collision detection / resolution

    - by topheman
    I made a javascript class Ball.js that handles physics interactions betweens balls as well as painting. In the v1.0, the ball vs ball collision detection and resolution is well handled. In the next version (v2), I'm trying to add edgeCollision handling. I'm having some problems, maybe you will be able to help me. All the v2 branch source code is on github repository : https://github.com/topheman/Ball.js/tree/v2 The v2 demos (where you can see the bug I will be talking about) : http://labs.topheman.com/Ball-v2/#help As you will see on the demo, I have two major problems that I'm having a really hard time to solve on Ball.js : method resolveEdgeCollision : bounce angle is inconsistent method checkEdgeCollision : if the ball's velocity (the length that it runs each frame) is higher than its diameter, eventually, it will pass through an edge, without triggering any collision Any Ideas ?...

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