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  • Break the object body

    - by Siddharth
    In my game, I want to break the object body creating slicing effect. After research I found that I have to use ray casting but I don't know how to use it. If some one know how to break the physics body then please provide information to me. EDIT : I don't have any logic how to do that in andengine. Only I have some link to do slicing http://www.emanueleferonato.com/2012/03/05/breaking-objects-with-box2d-the-realistic-way/ Yes I have to slice physics body into two parts. My physics body have 2d objects.

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  • Floodfill algorithm for GO

    - by user1048606
    The floodfill algorithm is used in the bucket tool in MS paint and photoshop, but it can also be used for GO and minesweeper. http://en.wikipedia.org/wiki/Flood_fill In go you can capture groups of stones, this website portrays it with two stones. http://www.connectedglobe.com/mindy/cap6.html This is my floodfill method in Java, it is not capturing a group of stones and I have no idea why because to me it makes sense. public void floodfill(int turn, int col, int row){ for(int a = col; a<19; a++){ for(int b = row; b<19; b++){ if(turn == black){ if(stones[col][row] == white){ stones[col][row] = 0; floodfill(black, col-1, row); floodfill(black, col+1, row); floodfill(black, col, row-1); floodfill(black, col, row+1); } } } } } It searches up, down, left, right for all the stones on the board. If the stones are white it captures them by making them 0, which represents empty.

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  • Why does my model render differently than its preview?

    - by Raven Dreamer
    I've been importing .fbx files that I made with 3DS Max 2012 into Unity, and it's quite neat to see my models running around in game. However, I can't help but notice that the models, as they're rendered in game, vary substantially from what they look like in the preview (and also what they looked like in 3DS Max). Observe: In-Game Unity Preview 3DS Max My gut tells me that I'm not setting up Unity's lighting system properly. What, then, do I need to do, to either my scene or my model, in order to get the left-most picture to look like the middle one?

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  • Reloading Resources on Resume

    - by Siddharth
    I'm having a problem with my game. If I press the "Home button" the game is paused... everythings fine, but if I then go back to the game all the resources are reloaded before I can continue the game. And it takes quite a bit. Is this normal, or is there a way to avoid the reloading? I have write following code in onResume and onPause method. It loads same texture again and again on resume of game. @Override protected void onPause() { super.onPause(); if (Utility.flagSound && mScene != null) { if (mScene.getUserData().equals(Constants.GAME_SCENE)) Utility.isPlayLevelMusic = false; else Utility.isPlayLevelMusic = true; audioManager.gameBgMusic.pause(); audioManager.levelBgMusic.pause(); } if (this.mEngine != null && this.mEngine.isRunning()) { this.mEngine.stop(); } } @Override protected void onResume() { super.onResume(); if (audioManager != null && Utility.flagSound && dataManager != null) { if (Utility.flagSound) { if (Utility.isPlayLevelMusic) audioManager.levelBgMusic.play(); else audioManager.gameBgMusic.play(); } } if (this.mEngine != null && !this.mEngine.isRunning()) { this.mEngine.start(); } } I would be glad if anybody could help...

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  • Blender - creating bones from transform matrices

    - by user975135
    Notice: this is for the Blender 2.5/2.6 API. Back in the old days in the Blender 2.4 API, you could easily create a bone from a transform matrix in your 3d file as EditBones had an attribute named "matrix", which was an armature-space matrix you could access and modify. The new 2.5+ API still has the "matrix" attribute for EditBones, but for some unknown reason it is now read-only. So how to create EditBones from transform matrices? I could only find one thing: a new "transform()" function, which takes a Matrix too. Transform the the bones head, tail, roll and envelope (when the matrix has a scale component). Perfect, but you already need to have some values (loc/rot/scale) for your bone, otherwise transforming with a matrix like this will give you nothing, your bone will be a zero-sized bone which will be deleted by Blender. if you create default bone values first, like this: bone.tail = mathutils.Vector([0,1,0]) Then transform() will work on your bone and it might seem to create correct bones, but setting a tail position actually generates a matrix itself, use transform() and you don't get the matrix from your model file on your EditBone, but the multiplication of your matrix with the bone's existing one. This can be easily proven by comparing the matrices read from the file with EditBone.matrix. Again it might seem correct in Blender, but now export your model and you see your animations are messed up, as the bind pose rotations of the bones are wrong. I've tried to find an alternative way to assign the transformation matrix from my file to my EditBone with no luck.

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  • Animation Trouble with Java Swing Timer - Also, JFrame Will Not Exit_On_Close

    - by forgotton_semicolon
    So, I am using a Java Swing Timer because putting the animation code in a run() method of a Thread subclass caused an insane amount of flickering that is really a terrible experience for any video game player. Can anyone give me any tips on: Why there is no animation... Why the JFrame will not close when it is coded to Exit_On_Close 2 times My code is here: import java.awt.; import java.awt.event.; import javax.swing.*; import java.net.URL; //////////////////////////////////////////////////////////////// TFQ public class TFQ extends JFrame { DrawingsInSpace dis; //========================================================== constructor public TFQ() { dis = new DrawingsInSpace(); JPanel content = new JPanel(); content.setLayout(new FlowLayout()); this.setContentPane(dis); this.setDefaultCloseOperation(EXIT_ON_CLOSE); this.setTitle("Plasma_Orbs_Off_Orion"); this.setSize(500,500); this.pack(); //... Create timer which calls action listener every second.. // Use full package qualification for javax.swing.Timer // to avoid potential conflicts with java.util.Timer. javax.swing.Timer t = new javax.swing.Timer(500, new TimePhaseListener()); t.start(); } /////////////////////////////////////////////// inner class Listener thing class TimePhaseListener implements ActionListener, KeyListener { // counter int total; // loop control boolean Its_a_go = true; //position of our matrix int tf = -400; //sprite directions int Sprite_Direction; final int RIGHT = 1; final int LEFT = 2; //for obstacle Rectangle mega_obstacle = new Rectangle(200, 0, 20, HEIGHT); public void actionPerformed(ActionEvent e) { //... Whenever this is called, repaint the screen dis.repaint(); addKeyListener(this); while (Its_a_go) { try { dis.repaint(); if(Sprite_Direction == RIGHT) { dis.matrix.x += 2; } // end if i think if(Sprite_Direction == LEFT) { dis.matrix.x -= 2; } } catch(Exception ex) { System.out.println(ex); } } // end while i think } // end actionPerformed @Override public void keyPressed(KeyEvent arg0) { // TODO Auto-generated method stub } @Override public void keyReleased(KeyEvent arg0) { // TODO Auto-generated method stub } @Override public void keyTyped(KeyEvent event) { // TODO Auto-generated method stub if (event.getKeyChar()=='f'){ Sprite_Direction = RIGHT; System.out.println("matrix should be animating now "); System.out.println("current matrix position = " + dis.matrix.x); } if (event.getKeyChar()=='d') { Sprite_Direction = LEFT; System.out.println("matrix should be going in reverse"); System.out.println("current matrix position = " + dis.matrix.x); } } } //================================================================= main public static void main(String[] args) { JFrame SafetyPins = new TFQ(); SafetyPins.setVisible(true); SafetyPins.setSize(500,500); SafetyPins.setResizable(true); SafetyPins.setLocationRelativeTo(null); SafetyPins.setDefaultCloseOperation(EXIT_ON_CLOSE); } } class DrawingsInSpace extends JPanel { URL url1_plasma_orbs; URL url2_matrix; Image img1_plasma_orbs; Image img2_matrix; // for the plasma_orbs Rectangle bbb = new Rectangle(0,0, 0, 0); // for the matrix Rectangle matrix = new Rectangle(-400, 60, 430, 200); public DrawingsInSpace() { //load URLs try { url1_plasma_orbs = this.getClass().getResource("plasma_orbs.png"); url2_matrix = this.getClass().getResource("matrix.png"); } catch(Exception e) { System.out.println(e); } // attach the URLs to the images img1_plasma_orbs = Toolkit.getDefaultToolkit().getImage(url1_plasma_orbs); img2_matrix = Toolkit.getDefaultToolkit().getImage(url2_matrix); } public void paintComponent(Graphics g) { super.paintComponent(g); // draw the plasma_orbs g.drawImage(img1_plasma_orbs, bbb.x, bbb.y,this); //draw the matrix g.drawImage(img2_matrix, matrix.x, matrix.y, this); } } // end class enter code here

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  • efficient collision detection - tile based html5/javascript game

    - by Tom Burman
    Im building a basic rpg game and onto collisions/pickups etc now. Its tile based and im using html5 and javascript. i use a 2d array to create my tilemap. Im currently using a switch statement for whatever key has been pressed to move the player, inside the switch statement. I have if statements to stop the player going off the edge of the map and viewport and also if they player is about to land on a tile with tileID 3 then the player stops. Here is the statement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerX > 0) { playerX--; } if(board[playerX][playerY] == 3){ playerX++; } break; case 38: // Up if (playerY > 0) playerY--; if(board[playerX][playerY] == 3){ playerY++; } break; case 39: // Right if (playerX < worldWidth) { playerX++; } if(board[playerX][playerY] == 3){ playerX--; } break; case 40: // Down if (playerY < worldHeight) playerY++; if(board[playerX][playerY] == 3){ playerY--; } break; } viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; }, false); My question is, is there a more efficient way of handling collisions, then loads of if statements for each key? The reason i ask is because i plan on having many items that the player will need to be able to pickup or not walk through like walls cliffs etc. Thanks for your time and help Tom

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  • Save programmatically created Mesh to .X Files using SlimDX throw null exception

    - by zionpi
    Mesh has been created properly using SlimDX,but when I use the following line: Mesh.ToXFile(barMesh, "foo.x", XFileFormat.Text,CharSet.Unicode); It throws NullReferenceException,through monitor window I can see barMesh is not null, inside the mesh structrue, SkinInfo is null. If SkinInfo is the problem,then how can I initialize it properly?Internet doesn't seems have much information on this.

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  • Complete Guide/Tutorials on LWJGL?

    - by user43353
    Dont get me wrong, I finished these tutorials on http://lwjgl.org/wiki/index.php?title=Main_Page. I finished The Basics section, OpenGL 3.2 and newer section, and I looked at the Example Code section. They were great tutorials, and I have looked at the external tutorials as well. I don't know where to go from here, and OpenGL is not my strong point. Some one suggested Learning Modern 3D Graphics Programming, and I didnt learn much. I looked at the port to LWJGL, but the book was on C and I couldn't really understand what the OpenGL meant. I am trying to learn 2D gaming, not 3D. Maybe later. Is there any tutorials that aren't C/C++ heavy and teach you 2D OpenGL?

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  • How is constant buffer allocation handled in DX11?

    - by Marek
    I'm starting with DX11 and I'm not sure if I'm doing the things right. I want to have both pixel and vertex shader program in one file. Both use some shared and some different constant buffers. So it looks like this: Shader.fx cbuffer ForVS : register(b0) { float4x4 wvp; }; cbuffer ForVSandPS : register(b1) { float4 stuff; float4 stuff2; }; cbuffer ForVS2 : register(b2) { float4 stuff; float4 stuff2; }; cbuffer ForPS : register(b3) { float4 stuff; float4 stuff2; }; .... And in code I use mContext->VSSetConstantBuffers( 0, 1, bufferVS); mContext->VSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->VSSetConstantBuffers( 2, 1, bufferVS2); mContext->PSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->PSSetConstantBuffers( 3, 1, bufferPS); The numbering of buffers in PS is what bugs me, is it alright to bind random slots to shaders (in this example 1 and 3)? Does that mean it still uses just two buffers or does it initialize 0 and 2 buffer pointers to empty? Thank you.

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  • Design patterns for effects between actors and technology

    - by changelog
    I'm working on my first game, and taking the opportunity to brush up my C++ (I want to make as much of it as portable as I can.) Whilst working on the technology tree and how it affects actors (spaceships, planets, crew, buildings, etc) I can't find a pattern that decouples these entities enough to feel like a clean approach. Just as an idea, here's the type of effects these actors can have on one another (and techs too) An engineer inside a spaceship boosts its shield A hero in a spaceship in a fleet increases morale A technology improves spaceships' travel distance A building in a planet improves its production The best I can come up with is the Observer pattern, and basically manage it more or less manually (when a crew member enters a spaceship, fire the event; when a new building is built in a planet, fire the event, etc etc.) but it seems to be too tightly coupled to me. I would love to get some ideas about how to approach this better.

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  • setPosition of Sprite onUpdate in AndEngine

    - by SSH This
    I am trying to get a "highlighter" circle to follow around a sprite, but I am having trouble, I thought I could use the onUpdate method that's available to me in SequenceEntityModifier but it's not working for me. Here is my code: // make sequence mod with move modifier SequenceEntityModifier modifier = new SequenceEntityModifier(myMovemod) { @Override protected void onModifierFinished(IEntity pItem) { // animation finished super.onModifierFinished(pItem); } public float onUpdate(float pSecondsElapsed, IEntity pItem) { highlighter.setPosition(player2.getX() - highlighterOffset, player2.getY() - highlighterOffset); return pSecondsElapsed; } }; When onUpdate is completely commented out, the sprite moves like I want it to, everything is ok. When I put the onUpdate in, the sprite doesn't move at all. I have a feeling that I am overriding the original onUpdate's actions? Am I going about this the wrong way? I am new to Java, so please feel free to advise if this isn't going to work. UPDATE: The player2 is the sprite that I'm trying to get the highlighter to follow.

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  • Fastest bit-blit in C# ?

    - by AttackingHobo
    I know there is Unity, and XNA that both use C#, but I am don't know what else I could use. The reason I say C# is that the syntax and style is similar to AS3, which I am familiar with, and I want to choose the correct framework to start learning with. What should I use to be able to do the most possible bit-blit(direct pixel copy) objects per frame. EDIT: I should not need to add this, but I am looking for the most possible amount of objects per frame because I am making a few Bullet-Hell SHMUPS. I need thousands and thousands of bullets, particles, and hundreds of enemies on the screen at once. I am looking for a solution to do as many bit-blit operations per frame, I am not looking for a general purpose engine. EDIT2: I want bit-blitting because I do not want to exclude people who have lower end video cards but a fast processor from playing my games.

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  • How to do Cross Platform in own Engine? [on hold]

    - by Mineorbit
    At the Moment I finished the first game with my game engine(if I wanna call it like that) which is based in LWJGL. Now i'm worring if I could do crossplattforming in my engine. I build me a tool tool with a batch file to compile my project dir into an .exe . At first i'm looking to do it on Android with an comparable batch file. An link for an tutorial would be awesome! At next place there would be an renderer and audiosystem. If read that theres an OpenGL ES renderer, and I allready played a bit around with the Android SDK. But I use the Texture and Audio class in slick-util. So I thought about creating OOP classes that carry around the data and load it in an platform specific Buffer. A Link for an equaly easy-to-use Texture or Audio class would be awesome! Thats all for now! Answers would be awesome! Thanks, Mineorbit!

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  • Who should map physical keys to abstract keys?

    - by Paul Manta
    How do you bridge the gap between the library's low-level event system and your engine's high-level event system? (I'm not necessarily talking about key events, but also about quit events.) At the top level of my event system, I send out KeyPressedEvents, KeyRelesedEvents and others of this kind. These high-level events only contain the abstract values of the keys (they don't say that Space way pressed, but that the JumpKey was pressed, for example). Whose responsibility should it be to map the "JumpKey" to an actual key on the keyboard?

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  • GLSL compiler messages from different vendors [on hold]

    - by revers
    I'm writing a GLSL shader editor and I want to parse GLSL compiler messages to make hyperlinks to invalid lines in a shader code. I know that these messages are vendor specific but currently I have access only to AMD's video cards. I want to handle at least NVidia's and Intel's hardware, apart from AMD's. If you have video card from different vendor than AMD, could you please give me the output of following C++ program: #include <GL/glew.h> #include <GL/freeglut.h> #include <iostream> using namespace std; #define STRINGIFY(X) #X static const char* fs = STRINGIFY( out vec4 out_Color; mat4 m; void main() { vec3 v3 = vec3(1.0); vec2 v2 = v3; out_Color = vec4(5.0 * v2.x, 1.0); vec3 k = 3.0; float = 5; } ); static const char* vs = STRINGIFY( in vec3 in_Position; void main() { vec3 v(5); gl_Position = vec4(in_Position, 1.0); } ); void printShaderInfoLog(GLint shader) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetShaderInfoLog(shader, infoLogLen, &charsWritten, infoLog); cout << "Log:\n" << infoLog << endl; delete [] infoLog; } } void printProgramInfoLog(GLint program) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetProgramInfoLog(program, infoLogLen, &charsWritten, infoLog); cout << "Program log:\n" << infoLog << endl; delete [] infoLog; } } void initShaders() { GLuint v = glCreateShader(GL_VERTEX_SHADER); GLuint f = glCreateShader(GL_FRAGMENT_SHADER); GLint vlen = strlen(vs); GLint flen = strlen(fs); glShaderSource(v, 1, &vs, &vlen); glShaderSource(f, 1, &fs, &flen); GLint compiled; glCompileShader(v); bool succ = true; glGetShaderiv(v, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Vertex shader not compiled." << endl; succ = false; } printShaderInfoLog(v); glCompileShader(f); glGetShaderiv(f, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Fragment shader not compiled." << endl; succ = false; } printShaderInfoLog(f); GLuint p = glCreateProgram(); glAttachShader(p, v); glAttachShader(p, f); glLinkProgram(p); glUseProgram(p); printProgramInfoLog(p); if (!succ) { exit(-1); } delete [] vs; delete [] fs; } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(600, 600); glutCreateWindow("Triangle Test"); glewInit(); GLenum err = glewInit(); if (GLEW_OK != err) { cout << "glewInit failed, aborting." << endl; exit(1); } cout << "Using GLEW " << glewGetString(GLEW_VERSION) << endl; const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* vendor = glGetString(GL_VENDOR); const GLubyte* version = glGetString(GL_VERSION); const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); cout << "GL Vendor : " << vendor << endl; cout << "GL Renderer : " << renderer << endl; cout << "GL Version : " << version << endl; cout << "GL Version : " << major << "." << minor << endl; cout << "GLSL Version : " << glslVersion << endl; initShaders(); return 0; } On my video card it gives: Status: Using GLEW 1.7.0 GL Vendor : ATI Technologies Inc. GL Renderer : ATI Radeon HD 4250 GL Version : 3.3.11631 Compatibility Profile Context GL Version : 3.3 GLSL Version : 3.30 Vertex shader not compiled. Log: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#132) Syntax error: '5' parse error ERROR: error(#273) 1 compilation errors. No code generated Fragment shader not compiled. Log: Fragment shader failed to compile with the following errors: WARNING: 0:1: warning(#402) Implicit truncation of vector from size 3 to size 2. ERROR: 0:1: error(#174) Not enough data provided for construction constructor WARNING: 0:1: warning(#402) Implicit truncation of vector from size 1 to size 3. ERROR: 0:1: error(#132) Syntax error: '=' parse error ERROR: error(#273) 2 compilation errors. No code generated Program log: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. Or if you like, you could give me other compiler messages than proposed by me. To summarize, the question is: What are GLSL compiler messages formats (INFOs, WARNINGs, ERRORs) for different vendors? Please give me examples or pattern explanation. EDIT: Ok, it seems that this question is too broad, then shortly: How does NVidia's and Intel's GLSL compilers present ERROR and WARNING messages? AMD/ATI uses patterns like this: ERROR: <position>:<line_number>: <message> WARNING: <position>:<line_number>: <message> (examples are above).

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  • Making more complicated systems(entity-component-system model question)

    - by winch
    I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and handling collision) was easy. But how do I do more compilcated systems? For example, in a CollisionSystem I can check if entity A collides with entity B. I have this code in CollisionSystem for checking if B damages A: if(collides(a, b)) { HealthComponent* hc = a->get<HealthComponent(); hc.reduceHealth(b->get<DamageComponent>()->getDamage()); But I feel that this code shouldn't belong to Collision system. Where should code like this be and which additional systems should I create to make this code generic?

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  • How to make my simple round sprite look right in XNA

    - by Joshua Perina
    Ok, I'm very new to graphics programming (but not new to coding). I'm trying to load a simple image in XNA which I can do fine. It is a simple round circle which I made in photoshop. The problem is the edges show up rough when I draw it on the screen even with the exact size. The anti-aliasing is missing. I'm sure I'm missing something very simple: GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(circle, new Rectangle(10, 10, 10, 10), Color.White); spriteBatch.End(); Couldn't post picture because I'm a first time poster. But my smooth png circle has rough edges. So I found that if I added: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.NonPremultiplied); I can get a smooth image when the image is the same size as the original png. But if I want to scale that image up or down then the rough edges return. How do I get XNA to smoothly resize my simple round image to a smaller size without getting the rough edges?

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  • How do you pack resources in a game when you have too many of them?

    - by ThePlan
    I've recently made a basic space invaders clone in C++ using the Allegro 5 framework. It took me a long time, but after I finished, I realized I had about 10 sprites, and 13MB worth of DLLs (Some of the people didn't even have the mingW dlls) which were making people who played the game very confused. How can I "pack" all my resources in a way that I can easily add-remove data to my game, and to reduce the size taken by the resource, basically placing them in 1 spot? I'm using codeblocks.

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  • Asked to make a 2d platformer [on hold]

    - by Fendorio
    I've been tasked with creating a simple 2D platformer top be put on a webpage. The game is pretty much a simple Super Mario type game. I've been playing around with C# and C++ now for a couple years, so I'm aware that Unity offers a route to making a web game but for such a simplistic project i'm afraid that using unity would be overkill... i.e. slow, nobody wants to install the web player for a game with < 5 mins playtime. Html5 canvas/JS seems to jump out at me over flash, as that seems to be being pushed out. Any suggestions on a route to take would be greatly appreciated

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  • How to categorize textures into atlases

    - by Esa
    I am going to use texture atlasing for the first time in my games, and at first it seemed like a great idea to split textures into atlases by categorizing them by terrain themes e.g ForestTextures, WinterTextures etc. But that could cause a problem when for example a flower has to use transparency shader and other models use a diffuse shader. So those cannot be atlased into the same texture. Thus, would atlasing textures into themes as mentioned before and then splitting them by shader like ForestDiffuse and ForestTransparent be good? Or is there a better way to categorize and build them?

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  • Interpolation gives the appearance of collisions

    - by Akroy
    I'm implementing a simple 2D platformer with a constant speed update of the game logic, but with the rendering done as fast as the machine can handle. I interpolate positions between actual game updates by just using the position and velocity of objects at the last update. This makes things look really smooth in general, but when something hits a wall/floor, it appears to go through the wall for a moment before being positioned correctly. This is because the interpolator is not taking walls into account, so it guesses the position into walls until the actual game update fixes it. Are there any particularly elegant solutions for this? Simply increasing the update rate seems like a band-aid solution, and I'm trying to avoid increasing the system reqs. I could also check for collisions in the actual interpolator, but that seems like heavy overhead, and then I'm no longer dividing the drawing and the game updating.

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  • OnTrigger not firing consistently

    - by Lautaro
    I have a Prefab called Player which has a Body and a Sword. The game uses 2 instances of Player, Player1 and Player2. I use Player1 to strike Player2. This is code on the sword. My hope is that Sword of Player1 will log on contct with Body of Player2. It happens but only the first hit and then i have to hit several times before another strike is logged. But when i look at log from OnTriggerStay it looks like the TriggerExit is never detected untill long after the sword is gone. void OnTriggerEnter(Collider other) { //Play sound to confirm collision var sm = ObjectDirectory.soundManager; sm.PlaySoundClip(sm.gui_02); Debug.Log(other.name + " - ENTER" ); } void OnTriggerStay(Collider other) { Debug.Log(other.name + " - collision" ); } void OnTriggerExit(Collider other) { Debug.Log(other.name + " - HAS LEFT" ); } DEBUG LOG: Player2 - ENTER UnityEngine.Debug:Log(Object) SwordControl:OnTriggerEnter(Collider) (at Assets/Scripts/SwordControl.cs:28) Player2 - collision UnityEngine.Debug:Log(Object) SwordControl:OnTriggerStay(Collider) (at Assets/Scripts/SwordControl.cs:34) (The last debug log then repeated hundreds of times long after the sword of player 1 had withdrawn and was in no contact with player 2 ) EDIT: Further tests shows that if i move player1 backwards away form player2 i trigger the OnTriggerExit. Even if the sword is not touching Player2 since after the blow. However even after OnTriggerExit it takes many tries untill i can get another blow registered.

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  • XNA frame rate spikes in full screen mode

    - by ProgrammerAtWork
    I'm loading a simple texture and rotating it in XNA, and this works. But when I run it in full screen 1920x1080 mode I see spikes while my texture is rotating. If I run it windowed with 1920x1080 resolution, I don't get the spikes. The size of the texture does not seem to matter, I tried 512 texture size and 2048 texture size, same thing happens. Spikes in full screen, no spikes in windowed, resolution does not seem to matter, Debug or Release does not seem to do anything either. Anyone got ideas of what could be the problem? Edit: I think this problem has something to do with the vertical retrace. Set this property: _graphicsDeviceManager.SynchronizeWithVerticalRetrace = false; you'll lose vsync but it will not stutter.

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  • xbox thumbstick used to rotate sprite, basic formula makes it "stick" or feel "sticky" at 90 degree intervals! how do get smooth rotation?

    - by Hugh
    Context: C#, XNA game I am using a very basic formula to calculate what angle my sprite (spaceship for example) should be facing based on the xbox controller thumbstick ie. you use the thumbstick to rotate the ship! in my main update method: shuttleAngle = (float) Math.Atan2(newGamePadState.ThumbSticks.Right.X, newGamePadState.ThumbSticks.Right.Y); in my main draw method: spriteBatch.Draw(shuttle, shuttleCoords, sourceRectangle, Color.White, shuttleAngle, origin, 1.0f, SpriteEffects.None, 1); as you can see its quite simple, i take the current radians from the thumbstick and store it in a float "shuttleAngle" and then use this as the rotation angle (in radians) arguement for drawing the shuttle. For some reason when i rotate the sprint it feels sticky at 0, 90, 180 and 270 degrees angles, it wants to settle at those angles. its not giving me a smooth and natural rotation like i would feel in a game that uses a similar mechanic. PS: my xbox controller is fine!

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