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  • How can I use an object pool for optimization in AndEngine?

    - by coder_For_Life22
    I have read up on a tutorial that allows you to reuse sprites that are re-added to the scene such as bullets from a gun or any other objects using an ObjectPool. In my game i have a variation of sprites about 6 all together with different textures. This is how the object pool is set up with its own class extending Java's GenericPool class public class BulletPool extends GenericPool<BulletSprite> { private TextureRegion mTextureRegion; public BulletPool(TextureRegion pTextureRegion) { if (pTextureRegion == null) { // Need to be able to create a Sprite so the Pool needs to have a TextureRegion throw new IllegalArgumentException("The texture region must not be NULL"); } mTextureRegion = pTextureRegion; } /** * Called when a Bullet is required but there isn't one in the pool */ @Override protected BulletSprite onAllocatePoolItem() { return new BulletSprite(mTextureRegion); } /** * Called when a Bullet is sent to the pool */ @Override protected void onHandleRecycleItem(final BulletSprite pBullet) { pBullet.setIgnoreUpdate(true); pBullet.setVisible(false); } /** * Called just before a Bullet is returned to the caller, this is where you write your initialize code * i.e. set location, rotation, etc. */ @Override protected void onHandleObtainItem(final BulletSprite pBullet) { pBullet.reset(); } } As you see here it takes a TextureRegion parameter. The only problem i am facing with this is that i need to have 6 different sprites recycled and reused in the ObjectPool. This ObjectPool is set up to only use one TextureRegion. Any idea's or suggestions on how to do this?

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  • does glBindAttribLocation silently ignore names not found in a shader?

    - by rwols
    Does glBindAttribLocation silently ignore names that are not found? For example, in a shader: // Some vertex shader in vec3 position; in vec3 normal; // ... And in some set up code: // While setting up shader GLuint program = glCreateProgram(); glBindAttribLocation(program, 0, "position"); glBindAttribLocation(program, 1, "normal"); glBindAttribLocation(program, 2, "color"); // What about this one? glLinkProgram(program);

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  • 3D models overlapping each other

    - by Auren
    I have a problem at the moment when I draw some models to teach me more about 3D game programming. The models at the moment overlaps each other from some angles witch makes sense since the game at the moment draws from left to right, line after line. However my question is: Is there any easy escape from this issue or is there any way that you could draw the in-game world from the players position? I would really appreciate if someone could give me some answers on this.

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  • SDL: How would I add tile layers with my area class as a singleton?

    - by Tony
    I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some confusion. I´m trying to draw like this: Background / Tiles / Entities / Overlay Tiles / UI. void C_Application::OnRender() { // Fill the screen black SDL_FillRect( Surf_Screen, &Surf_Screen->clip_rect, SDL_MapRGB( Surf_Screen->format, 0x00, 0x00, 0x00 ) ); // Draw background // Draw tiles C_Area::AreaControl.OnRender(Surf_Screen, -C_Camera::CameraControl.GetX(), -C_Camera::CameraControl.GetY()); // Draw entities for(unsigned int i = 0;i < C_Entity::EntityList.size();i++) { if( !C_Entity::EntityList[i] ) { continue; } C_Entity::EntityList[i]->OnRender( Surf_Screen ); } // Draw overlay tiles // Draw UI // Update the Surf_Screen surface SDL_Flip( Surf_Screen); } Would be nice if someone could give a little input. Thanks.

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  • Collision Detection within Player/Enemy Class

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time. Thank you.

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  • Should I use XNA (C#) or Java to create a basic game engine?

    - by Xboxking
    My project is to design and build a game engine (in just about 3 months). I've been looking at two options for this game engine, either make it with XNA (and C#) or Java. My experience with XNA/C# is zero to none, however I have been a Java programmer for around 4 years. I've had a little play around with both but I am still not sure what would be best to use (i.e. what would turn out better with my experience). XNA is obviously for making games and I would presume making a game engine would be slightly easier in this - however that said, there are numerous libraries available in Java that could be used for a game engine (such as lwjgl). What would be my best option and ideally produce the best results out of both XNA or Java? For your information, the game engine at the moment is a 2D one and is not too advanced (although I plan to extend it in the future). Thanks in advance for all answers!

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  • Cocos2D - Detecting collision

    - by Grace
    I am a beginner in cocos2d and im facing a problem with detecting collision for my coins. Sometimes it works sometimes it doesn't. So basically, im creating a game which the user (ship) have to avoid the obstacles and collect coins on the way. The collision of the obstacle works well but not for the coins. I was thinking maybe the loops for creating many coins is the problem but im not sure. Can anyone help? My codes: - (void)update:(ccTime)dt{ double curTime = CACurrentMediaTime(); if (curTime > _nextBridgeSpawn) { float randSecs = [self randomValueBetween:3.0 andValue:5.0]; _nextBridgeSpawn = randSecs + curTime; float randX = [self randomValueBetween:50 andValue:500]; float randDuration = [self randomValueBetween:8.0 andValue:10.0]; CCSprite *bridge = [_bridge objectAtIndex:_nextBridge]; _nextBridge++; if (_nextBridge >= _bridge.count) _nextBridge = 0; [bridge stopAllActions]; bridge.position = ccp(winSize.width/2, winSize.height); bridge.visible = YES; [bridge runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; this is where i declare my coins (continued from the update method) int randCoin = [self randomValueBetween:0 andValue:5]; _coin = [[CCArray alloc] initWithCapacity:randCoin]; for(int i = 0; i < randCoin; ++i) { coin = [CCSprite spriteWithFile:@"coin.png"]; coin.visible = NO; [self addChild:coin]; [_coin addObject:coin]; } float randCoinX = [self randomValueBetween:winSize.width/5 andValue:winSize.width - (border.contentSize.width *2)]; float randCoinY = [self randomValueBetween:100 andValue:700]; float randCoinPlace = [self randomValueBetween:30 andValue:60]; for (int i = 0; i < _coin.count; ++i) { CCSprite *coin2 = [_coin objectAtIndex:i]; coin2.position = ccp(randCoinX, (bridge.position.y + randCoinY) + (randCoinPlace *i)); coin2.visible = YES; [coin2 runAction:[CCSequence actions: [CCMoveBy actionWithDuration:randDuration position:ccp(0, -winSize.height-2000)], [CCCallFuncN actionWithTarget:self selector:@selector(setInvisible:)], nil]]; } } this is to check for collision (also in the update method) for (CCSprite *bridge in _bridge) { if (!bridge.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, bridge.boundingBox)){ bridge.visible = NO; [ship runAction:[CCBlink actionWithDuration:1.0 blinks:5]]; } } } //this is the collision for coins which only work at times for (CCSprite *coin2 in _coin) { if (!coin2.visible) continue; if (CGRectIntersectsRect(ship.boundingBox, coin2.boundingBox)) { NSLog(@"Coin collected"); coin2.visible = NO; } } } Thank you.

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  • How do I make a dialog box? [on hold]

    - by bill
    By dialog box I mean when player talks to someone, a box shows up with text on it. I haven't found much about this topic online, so I created a basic dialog box: //in dialog box i have only two methods public void createBox(int x, int y, int width, int height, String txt) { this.x = x; this.y = y; this.width = width; this.height = height; this.txt = txt; } //draw dialog box public void draw(Graphics2D g) { if (txt != null) { g.setColor(Color.red); g.drawRect(x,y,width,height); g.setColor(Color.black); g.fillRect(x, y, width, height); g.setColor(Color.white); g.drawString(txt, x + 10, y + 10); } } I wanted to now can I make this better?

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  • Split up a screen into regions

    - by nexen
    My task: I want to split up a screen into 3 regions for buffs-bar (with picked items), score-info and a game-map. It doesn't matter are regions intersect with each other or not. For example: I have a screen with width=1; height=1 and the origin of coordinates (0;0) is the left bottom point. I have 3 functions: draw items, draw info, draw map. If I use it without any matrix transformations, it draws fullscreen, because it's vertex coordinates are from 0;0 to 1;1. (pseudo-code) drawItems(); drawInfo(); drawMap(); And after that I see only map onto info onto items. My goal: I have some matrixes for transformation vertexes with 0;0-1;1 coordinates to strict regions. There is only one thing, what I need to do - set matrix before drawing. So my call of drawItems-function is like: (pseudo-code) adjustViewMatrixes_andSomethingElse(items.position_of_the_region_there_it_should_be_drawn, items.sizes_of_region_to_draw); setItemsMatrix(); drawItems(); //the same function with vertex coordinates 0;0->1;1, //but it draws in other coordinates, //because I have just set the matrix for region I know only some people will understand me, so there is a picture with regions which I need to make. Every region has 0;0 - 1;1 inner coordinates.

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  • How to store an iOS game save file in multiple devices? (Without remote servers)

    - by Omega
    I've been developing an iOS game for iPhone. My game saves the progress as a couple of .plist documents in the device. I have come to realize that when I install a game in my iPhone, this same game is installed in my iPad. And then it struck me: how would I manage save files? I mean, I'd like the player to be able to continue playing from where they left no matter what device are they using... without using remote servers. What have you done to address this issue?

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  • How do I duplicate a Box2d simulation, mid-simulation?

    - by Whyte
    I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same simulation, without one of them drifting off and going haywire. In short: I want pop-in, pop-out networking support on my HIGHLY physics-intensive game, where sending object coordinates every few seconds is impossible, due to having thousands of objects, and many clients. I tried this with Box2D, and saving an object's location/velocity/etc wasn't enough... there's internal state that's not accessible through any public methods. My current workaround is to force EVERY client to save its entire worldstate and reload it from scratch, whenever a new player connects... but this is obviously bad practice, because it hangs the game for everyone whenever someone new connects. However, it works, with zero desynchronization. So, anyone know of any other techniques that can help me? Or should I just kiss my project goodbye?

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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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  • Cocos2D Terminal Application

    - by Hasyimi Bahrudin
    Is it possible to create a terminal application which uses cocos2d? I've tried to make one using cocos2d 2.x, but it requires a MacGLView to be initialized. I need it so that I could program a terminal application that generates a screenshot given a TMX file and an optional preferred width or height parameter (for resizing). Then I can automate the generation of map previews for my game, instead of manually taking screenshots. It's not practical to load the actual TMX and resize it inside the game (what I'm currently doing), because each TMX file has 7 layers, my tile sheet is huge, and I have lots of levels.

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  • Should Starting a Quick Game via Google Game Services be Iterated?

    - by user46727
    I have been following this tutorial for Google Play Game Services. I am a little unclear as to if the room matching algorithm should be looped or not. Can I just initialize this process once and let it time out? Or by iterating through it is it somehow rechecking it? If anyone had the approximate timeout that would be great as well. The problem stems from the fact that even when both phones are signing into the Game Services (at virtually the same time, my friend and I logged in), the room is not registering multiple people. One time my friend's phone even entered the game map, showing that he somehow was able to progress from the room initialization process. Relevant screen update methods which I am starting this matchmaking process: @Override public void update(float deltaTime) { game.options.updateTiles(); if(!isInitiated) { startQuickGame(); } } private void startQuickGame() { // auto-match criteria to invite one random automatch opponent. // You can also specify more opponents (up to 3). if(game.mGoogleClient.isConnected() && !isInitiated) { Bundle am = RoomConfig.createAutoMatchCriteria(1, 3, 0); // build the room config: RoomConfig.Builder roomConfigBuilder = RoomConfig.builder(Network.getInstance()); roomConfigBuilder.setMessageReceivedListener(Network.getInstance()); roomConfigBuilder.setRoomStatusUpdateListener(Network.getInstance()); roomConfigBuilder.setAutoMatchCriteria(am); RoomConfig roomConfig = roomConfigBuilder.build(); // create room: Games.RealTimeMultiplayer.create(game.mGoogleClient, roomConfig); // go to game screen this.mRoom = Network.getInstance().getRoom(); if(this.mRoom != null && this.mRoom.getParticipants().size() >= 2) { game.setScreen(new MultiGameScreen(game, this.mRoom)); isInitiated = true; } } else { game.mGoogleClient.connect(); } }

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  • What's the difference between Pygame's Sound and Music classes?

    - by Southpaw Hare
    What are the key differences between the Sound and Music classes in Pygame? What are the limitations of each? In what situation would one use one or the other? Is there a benefit to using them in an unintuitive way such as using Sound objects to play music files or visa-versa? Are there specifically issues with channel limitations, and do one or both have the potential to be dropped from their channel unreliably? What are the risks of playing music as a Sound?

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  • How to log frame times in an existing OpenGL game? [on hold]

    - by J Collins
    I have been using FRAPS for some time to benchmark instantaneous frame rates in an OpenGL game for which I am creating maps. Until recently it had been quite reliable. Now however, the bench marking shortcut has been unresponsive and I can't explain why. Ideally I could have a logging system automatically start logging whenever the game had focus, but can't find a good tool to do so. So option a) find out how to make FRAPS reliable again or b) find a new tool. Could one of you kind folks help me? Edit: Concise questions Is there a widely recognised tool to log frame drawing times and rates for compiled applications? If the answer is universally the FRAPs tool, are there any clear cases in which logging will not or should not be expected to work?

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  • Cocos2D: Change animation based on joystick direction

    - by Blade
    I'm trying to get my figure to look in the right directions, based on the input of the joystick. So if I tilt left it looks left and the left animation is used, if I used right, it looks right and right animation is used, if up, then up, down, down and so on. I just get animation for front and back. Also if I press up I see the back of the figure correctly, but it won't go back into the original state when I don't press up anymore. -(void)applyJoystick:(SneakyJoystick *)aJoystick forTimeDelta:(float) deltaTime { CGPoint scaledVelocity = ccpMult(aJoystick.velocity, 128.0f); CGPoint oldPosition = [self position]; CGPoint newPosition = ccp(oldPosition.x + scaledVelocity.x * deltaTime, oldPosition.y + scaledVelocity.y * deltaTime); [self setPosition:newPosition]; id action = nil; int extra = 50; if ((int) aJoystick.degrees > 180 - extra && aJoystick.degrees < 180 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimLeft restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 360 - extra && aJoystick.degrees < 360 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimRight restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 90 - extra && aJoystick.degrees < 90 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimBack restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 270 - extra && aJoystick.degrees < 270 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimFront restoreOriginalFrame:NO]; } if (action != nil) { [self runAction:action]; } } }

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  • When should I clear an auxilliary render target?

    - by Raptormeat
    I'm using a few different render targets in my game in addition to the back buffer. These other render targets are only used in a few places, for specific tasks. I'm wondering when I should be clearing them. Right now I clear all of my render targets at the beginning of the frame, and it seems like I'm waiting for all the textures to clear before the rest of the drawing gets underway. Would it be more efficient to clear these textures later in the frame, when they aren't being used? Is there any hope of the GPU sort of clearing them "on the side" while unrelated rendering is happening? Or are these tasks always sequential and will I always need to wait for clearing?

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  • Confusing Callbacks

    - by SullY
    I'm trying to programm now a "game", and started with the EmptyProject that's provided by the DirectX SDK. The problem is that the Callbacks are confusing me. Can please someone explain me? Edit: DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); // not sure but I think that's the caps? DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackFrameMove( OnFrameMove );

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  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

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  • RPG Equipped Item System

    - by Jimmt
    I'm making a 2d rpg with libgdx and java. I have an Inventory class with an Array of Items, and now I want to be able to equip items onto the player. Would it be more managable to do have every item have an "equipped" boolean flag have an "equipped" array in the player class have individual equipped fields in player class, e.g. private Item equippedWeapon; private Item equippedArmor; public void equipWeapon(Item weapon){ equippedWeapon = weapon; } Or just another way completely? Thanks.

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  • Jumping Physics

    - by CogWheelz
    With simplicity, how can I make a basic jump without the weird bouncing? It jumps like 2 pixels and back Here's what I use y += velY x += velX then keypresses MAX_SPEED = 180; falling = true; if(Gdx.input.isKeyPressed(Keys.W)) {//&& !jumped && !p.falling) { p.y += 20; } if(!Gdx.input.isKeyPressed(Keys.W)) p.velY = 0; if(Gdx.input.isKeyPressed(Keys.D)) p.velX = 5; if(!Gdx.input.isKeyPressed(Keys.D) && !(Gdx.input.isKeyPressed(Keys.A))) p.velX = 0; if(Gdx.input.isKeyPressed(Keys.A)) p.velX = -5; if(!Gdx.input.isKeyPressed(Keys.A) && !(Gdx.input.isKeyPressed(Keys.D))) p.velX = 0; if(p.falling == true || p.jumping == true) { p.velY -= 2; } if(p.velY > MAX_SPEED) p.velY = MAX_SPEED; if(p.velX > MAX_SPEED) p.velX = MAX_SPEED;

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  • How to render a texture partly transparent?

    - by megamoustache
    Good Morning StackOverflow, I'm having a bit of a problem right now as I can't seem to find a way to render part of a texture transparently with openGL. Here is my setting : I have a quad, representing a wall, covered with this texture (converted to PNG for uploading purposes). Obviously, I want the wall to be opaque, except for the panes of glass. There is another plane behind the wall which is supposed to show a landscape. I want to see the landscape from behind the window. Each texture is a TGA with alpha channel. The "landscape" is rendered first, then the wall. I thought it would be sufficient to achieve this effect but apparently it's not the case. The part of the window supposed to be transparent is black and the landscape only appears when I move past the wall. I tried to fiddle with GLBlendFunc() after having enabled it but it doesn't seem to do the trick. Am i forgetting an important step ? Thank you :)

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  • does unused vertices in a 3D object affect performance?

    - by Gajet
    For my game I need to generate a mesh dynamically. now I'm wondering does it have a noticeable affect in fps if I allocate more vertices than what I'm actually using or not? and does it matter if I'm using DirectX or OpenGL? edit final output will be a w*h cell grid, but for technical issues it's much more easier for me to allocate (w+1)*(h+1) vertices. sure I'll only use w*h vertices in indexing, and I know there is some memory wasting there, but I want to know if it also affect fps or not? (note that mesh is only generated once in each time you play the game)

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  • Targeting a vehicle with complex movement?

    - by e100
    Targeting a vehicle with known constant velocity is simple, and collision is guaranteed. Imprecise AI can be modeled by adding a small error factor. But how would one go about targeting a vehicle whose movements are more complex? Perhaps it's evading the AI or another game object. I've been thinking about how I'd do it myself in a FPS (in which bullets have finite speed) and think there might need to be at least couple of targeting modes based on the target's movement in the previous second or so: If it's near linear (peak acceleration in a certain range) target with the linear model If it's highly irregular (perhaps size of bounding box of recent positions could be used?) , target at an average For now I can assume 2d space, AI is stationary and projectile moves linearly.

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