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  • How do I find a unit vector of another in Java?

    - by Shijima
    I'm writing a Java formula based on this tutorial: 2-D elastic collisions without Trigonometry. I am in the section "Elastic Collisions in 2 Dimensions". Part of step 1 says: Next, find the unit vector of n, which we will call un. This is done by dividing by the magnitude of n. My below code represents the normal vector of 2 objects (I'm using a simple array to represent the normal vector). int[] normal = new int[2]; normal[0] = ball2.x - ball1.x; normal[1] = ball2.y - ball1.y; I am unsure what the tutorial means by dividing the magnitude of n to get the un. What is un? How can I calculate it with my Java array?

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  • Cocos 2D - Hold down CCMenuItem

    - by Will Youmans
    I am using the following code to move a CCSprite left and right. -(id)init{ CCMenuItemImage * moveLeftButton = [CCMenuItemImage itemFromNormalImage:@"Move Left Button.png" selectedImage:@"Move Left Button.png" target:self selector:@selector(moveLeftVoid:)]; } -(void)moveLeftVoid{ id moveLeft = [CCMoveBy actionWithDuration:.3 position:ccp(-10, 0)]; [_mainSprite runAction:moveLeft]; } This does work, but only as a single tap. What I want for the CCSprite to move continously in that direction when the CCMenuItem is held down. Then when it's released the character stops moving. If you need to see more code, please just ask. :) Thanks

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  • Confusing box2d forces

    - by Diken
    Hello Friends. This is my demo game screen-shoot. Here i am using three buttons. Right-bottom button is used for jump and left-bottom buttons used for move left and right. I have some questions 1) should i use linearImpuls for jump body?? 2) For move right and left which types of force i applied??? PLease tell me i am confusing to use linearImpuls, applyforce and linearVelocity. Thanks in advance

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  • Random generation of interesting puzzle levels?

    - by monsterfarm
    I'm making a Sokoban-like game i.e. there's a grid that has some crates on it you can push and you have to get the crates on crosses to win the level (although I'm going to add some extra elements to it). Are there any general algorithms or reading material I can look at for how I could go about generating interesting (as in, not trivial to solve) levels for this style of game? I'm aware that random level generators exist for Sokoban but I'm having trouble finding the algorithm descriptions. I'm interested in making a game where the machine can generate lots of levels for me, sorted by difficulty. I'm even willing to constrain the rules of the game to make the level generation easier (e.g. I'll probably limit the grid size to about 7x7). I suspect there are some general ways to do level generation here as I've seen e.g. Traffic Jam-like games (where you have to move blocks around the free some block) with 1000s of levels where each one has a unique solution. One idea I had was to generate a random map in its final state (i.e. where all crates are on top of their crosses) and then the computer would pull (instead of push) these crates around to create a level. The nice property here is that we know the level is solvable. However, I'd need some heuristics to ensure the level was interesting.

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  • Modular spaceship control

    - by SSS
    I am developing a physics based game with spaceships. A spaceship is constructed from circles connected by joints. Some of the circles have engines attached. Engines can rotate around the center of circle and create thrust. I want to be able to move the ship in a direction or rotate around a point by setting the rotation and thrust for each of the ship's engines. How can I find the rotation and thrust needed for each engine to achieve this?

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  • Finding cubes in frustum

    - by salmonmoose
    Working with an infinite set of cubes, is there a way of detecting which cubes exist within a frustum? Most frustum culling seems to work along the lines of running through all objects and seeing if they intersect - this is ok with a finite set of objects, or something like Octrees. I'm currently finding all cubes within the frustum's bounding box - but that's far more than I really need. I could then test these all against it, but I was wondering if I could skip a step.

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  • How can I set the rotation of a shape to the same as my image?

    - by BleedObsidian
    The way you set rotations of images is different from setting shape rotations. So how can I make the shape have the same rotation as my image? This is how my image rotates: if(input.isKeyDown(Input.KEY_RIGHT)) { rotate += rotateSpeed * delta; image.rotate(rotate - image.getRotation()); } How can I get the same effect but with a shape? For example: How can I get that rectangle to be at the same rotation as the car?

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  • How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework?

    - by Chris
    How do I apply an arcball (using quaternions) along with mouse events, to allow the user to look around the screen using the o3d webgl framework? This sample (http://code.google.com/p/o3d/source/browse/trunk/samples_webgl/o3d-webgl-samples/simpleviewer/simpleviewer.html?r=215) uses the arcball for rotating the transform of an "object", but rather than apply this to a transform, I would like to apply the rotation to the camera's target, to create a first person style ability to look around the scene, as if the camera is inside the centre of the arcball instead of rotating from the outside. The code that is used in this sample is var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); The code that I am using which doesn't work var rotationQuat = g_aball.drag([e.x, e.y]); var rot_mat = g_quaternions.quaternionToRotation(rotationQuat); g_thisRot = g_math.matrix4.mul(g_lastRot, rot_mat); var cameraRotationMatrix4 = g_math.matrix4.lookAt(g_eye, g_target, [g_up[0], g_up[1] * -1, g_up[2]]); var cameraRotation = g_math.matrix4.setUpper3x3(cameraRotationMatrix4,g_thisRot); g_target = g_math.addVector(cameraRotation, g_target); where am I going wrong? Thanks

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  • best way of rendering more 3D models in three.js that not slow down page?

    - by GDevLearner
    I am in the way of creating a 3D web game using threeJS library. This is a multi-player game that players are 3D human models in game, and I need to add a human 3D model for each player that enters the game. Additionally, I want to animate the humans while they walking, but the problem, here is that adding a 3D model and animating that for each player will slow down the game or maybe cause the browser to crash. question: what is the better way of showing and animating the player's models that will not slow down the game?

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  • Where in a typical rendering pipeline does visibility and shading occur?

    - by user29163
    I am taking a computer graphics course. The book and the lecture notes are vague on the on the order of flow between the different steps in the rendering process. For example, if we have specified a view in a scene, and then want to perform a projection transformation for that given view, then we have to go through a sequence of transformations. In the end we end up with a normalized "viewcube" ready to be mapped 2D after clipping. But why do we end up with a cube (ie 3D thing), when a projection results in projecting the 3D objects to 2D. (depth information is lost?) The other line of reasoning is that all information further needed is stored within the "cube" and that visibility detection and shading is performed with respect to this cube and then we perform rasterezation.

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  • How to pause and unpause the animation of a sprite?

    - by user1609578
    My game has a sprite representing a character. When the character picks up an item, the sprite should stop moving for a period of time. I use CCbezier to make the sprite move, like this: sprite->runaction(x) Now I want the sprite to stop its current action (moving) and later resume it. I can make the sprite stop by using: sprite->stopaction(x) but if I do that, I can't resume the movement. How can I do that?

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  • Elastic Collision Formula in Java

    - by Shijima
    I'm trying to write a Java formula based on this tutorial: 2-D elastic collisions without Trigonometry. I am in the section "Elastic Collisions in 2 Dimensions". In step 1, it mentions "Next, find the unit vector of n, which we will call un. This is done by dividing by the magnitude of n". My below code represents the normal vector of 2 objects (I'm using a simple array to represent the normal vector), but I am not really sure what the tutorial means by dividing the magnitude of n to get the un. int[] normal = new int[2]; normal[0] = ball2.x - ball1.x; normal[1] = ball2.y - ball1.y; Can anyone please explain what un is, and how I can calculate it with my array in Java?

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  • How to move the rigidbody at the position of the mouse on release

    - by Edvin
    I'm making a "Can Knockdown" game and I need the rigidbody to move where the player released the mouse(OnMouseUp). Momentarily the Ball moves OnMouseUp because of rigidbody.AddForce(force * factor); and It moves toward the mousePosition but doesn't end up where the mousePosition is. Here's what I have so far in the script. var factor = 20.0; var minSwipeDistY : float; private var startTime : float; private var startPos : Vector3; function OnMouseDown(){ startTime = Time.time; startPos = Input.mousePosition; startPos.z = transform.position.z - Camera.main.transform.position.z; startPos = Camera.main.ScreenToWorldPoint(startPos); } function OnMouseUp(){ var endPos = Input.mousePosition; endPos.z = transform.position.z - Camera.main.transform.position.z; endPos = Camera.main.ScreenToWorldPoint(endPos); var force = endPos - startPos; force.z = force.magnitude; force /= (Time.time - startTime); rigidbody.AddForce(force * factor); }

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  • Rectangular Raycasting?

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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  • (Canvas/JS) Getting strange results with moving the view and fillRect, not sure what the problem is

    - by AngerAlone
    I'm really new to JS and have been banging my head against this problem all day. Here's a jsfiddle: http://jsfiddle.net/4ShH4/1/ AND fullscreen: http://jsfiddle.net/4ShH4/1/embedded/result/ I'm getting this weird tearing/elongation of the drawn elements when I move the screen with WASD. I have no idea whats causing the problem. I've put comments on the fiddle to explain my code. Any help would be greatly appreciated.

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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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  • Assigning an item to an existing array in a list within a dictionary [on hold]

    - by Rouke
    I have a Dictionary declared like: public var PoolDict : Dictionary.<String, List.<GameObject[]> >; I made a function to add items to the list and array function Add(key:String, obj:GameObject) { if(!PoolDict.ContainsKey(key)) { PoolDict[key] = new List.<GameObject[]>(); } //PlaceHolder - Not what will be in final version PoolDict[key].Add(null); //Attempts - Errors- How to add to existing array? PoolDict[key].Add(obj); PoolDict[key][0].Add(obj); } I'd like to replace the line after //PlaceHolder with code that will assign a gameObject to an existing array in a list that's associated with a key. How could this be done?

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  • Framework to implement an in game gui editor

    - by momboco
    I need to do an in game gui editor. The game engine has his own widgets elements and I don't want a gui library that substitute it. The most difficult task is the implementation of the functionality that makes usable to artists and designers. Positioning Resize Alignment between some elements Multiselection Relationship between children and parents Add guides Magnet to place elements quickly Use of layers Undo / Redo ... I'm searching a framework or something like, with these functionalities implemented. And a form of append my own engine to make use of it. It would be ideally a mixing between a tool like Photoshop and libRocket ( engine rendering independent ).

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  • Finding which tiles are intersected by a line, without looping through all of them or skipping any

    - by JustSuds
    I've been staring at this problem for a few days now. I rigged up this graphic to help me visualise the issue: http://i.stack.imgur.com/HxyP9.png (from the graph, we know that the line intersects [1, 1], [1, 2], [2, 2], [2, 3], ending in [3,3]) I want to step along the line to each grid space and check to see if the material of the grid space is solid. I feel like I already know the math involved, but I haven't been able to string it together yet. I'm using this to test line of sight and eliminate nodes after a path is found via my pathfinding algorithms - my agents cant see through a solid block, therefore they cant move through one, therefore the node is not eliminated from the path because it is required to navigate a corner. So, I need an algorithm that will step along the line to each grid space that it intersects. Any ideas? I've taken a look at a lot of common algorithms, like Bresenham's, and one that steps at predefined intervals along the line (unfortunately, this method skips tiles if they're intersecting with a smaller wedge than the step size). I'm populating my whiteboard now with a mass of floor() and ceil() functions - but its getting overly complicated and I'm afraid it might cause a slowdown.

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  • Move sprite in the direction it is facing?

    - by rphello101
    I'm using Java/Slick 2D. I'm trying to use the mouse to rotate the sprite and the arrow keys to move the sprite. I can get the sprite to rotate no problem, but I cannot get it to move in the direction it is supposed to. When I hit "forwards", the sprite doesn't necessarily move towards the mouse. I'm sure there has to be some standard code for this since many games use this style of motion. Can anyone help me out with what the trig is supposed to be? Thanks

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  • How can I plot a radius of all reachable points with pathfinding for a Mob (XNA)?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • Windows Phone 7 Networked Game

    - by Craig
    Im creating a multiplayer asteroids type game for the Windows Phone 7, 2 players can challenge each other over who will get the highest score. On each players phone the opponent is displayed and both go about shooting asteroids and enemies. In an assignment I have due I would like to talk about the packet design, what would be the least amount of info that I can send over the connection? Instead of constantly having to send each players position, asteroid position, bullet position and enemy position etc. Or would all that data constantly need to be sent?

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  • Touch Event Not Work With PinchZoom

    - by Siddharth
    I was implemented pinch zoom functionality for my tower of defense game. I manage different entity to display all the towers. From that entity game player select the tower and drag to the actual position where he want to plot the tower. I set the entity in HUD also, so user scroll and zoom the region, the tower become visible all the time. Basically I have created the different entity to show and hide towers only so I can manage it easily. My problem is when I have not perform the scroll and zoom the tower touch and the dragging easily done but when I zoom and scroll the scene at that time the tower touch event does not call so the player can not able to drag and drop it to actual position. So anybody please help me to come out of it.

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  • C# 2d array value check [duplicate]

    - by TLFTN
    This question already has an answer here: 3-in-a-row or more logic 4 answers I've managed to create a 2d array, then made it fill up with random numbers, like this: int[,] grid = new int[5, 5] ; Random randomNumber = new Random(); var rowLength = grid.GetLength(0); var colLength = grid.GetLength(1); for (int row = 0; row < rowLength; row++) { for (int col = 0; col < colLength; col++){ grid[row, col] = randomNumber.Next(5); Console.Write(String.Format("{0}\t", grid[row, col]));} Console.WriteLine(); } This results in an array with random values. Example: 3 0 0 3 3 1 3 3 3 2 0 0 2 0 4 3 3 2 0 3 4 0 3 3 0 Notice those three 3s which are connected to each other(in the second row), now how would I check if there's a match like this?

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  • What are milestones for a game developer to gauge their progress?

    - by user16710
    I know actually completing a game is a massive milestone, a complete polished, holistic experience. Something that I've not yet been able to commit to. There are of course classes and degrees to earn in several fields that will help gain experience, but how would one judge their own progress and strive to progress further? The yellow brick road to "Rock Star Game Programmer" is very cloudy. At this point I think it may be closer to an ocean, drifting along until you wake up one day at your destination.

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