Search Results

Search found 25660 results on 1027 pages for 'dotnetnuke development'.

Page 562/1027 | < Previous Page | 558 559 560 561 562 563 564 565 566 567 568 569  | Next Page >

  • How do I make cars on a one-dimensional track avoid collisions?

    - by user990827
    Using three.js, I use a simple spline to represent a road. Cars can only move forward on the spline. A car should be able to slow-down behind a slow moving car. I know how to calculate the distance between 2 cars, but how to calculate the proper speed in each game update? At the moment I simply do something like this: this.speed += (this.maxSpeed - this.speed) * 0.02; // linear interpolation to maxSpeed // the position on the spline (0.0 - 1.0) this.position += this.speed / this.road.spline.getLength(); This works. But how to implement the slow-down part? // transform from floats (0.0 - 1.0) into actual units var carInFrontPosition = carInFront.position * this.road.spline.getLength(); var myPosition = this.position * this.road.spline.getLength(); var distance = carInFrontPosition - myPosition; // WHAT TO DO HERE WITH THE DISTANCE? // HOW TO CALCULATE MY NEW SPEED? Obviously I have to somehow take current speed of the cars into account for calculation. Besides different maxSpeeds, I want each car to also have a different mass (causing it to accelerate slower/faster). But this mass has to be then also taken into account for braking (slowing down) so they don't crash into each other.

    Read the article

  • Why are prefab customizations being applied to only a single character? [on hold]

    - by m0rgul
    I've built my (networked) game to the point where I have a room, some characters and a character customization screen. In the character customization screen I get to chose gender, chose from three different wardrobe options and assign custom colors to these wardrobe items. Then I use a custom object to store these options, serialize them and store them in PlayerPrefs, then load the next scene and apply them to my chosen character in this scene. Then I go and spawn some more characters, customize them, etc. The problem is that my character is always customized, but all other characters in the scene are default copies of the prefab. The prefabs themselves are a generic male and a generic female, both with three different wardrobes to chose from (they are included in the prefab). When I spawn my character, I go to the saved options in PlayerPrefs, destroy the two discarded wardrobes, apply color to my chosen wardrobe and then spawn the character. How would it be possible to make the other characters also show up in their customized form rather than just the generic prefab (which shows all three wardrobes at the same time)?

    Read the article

  • 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.

    Read the article

  • Rendering projectiles with DirectX and C++

    - by Chris
    I'm working on a simple game that has the user control a space ship that shoots small circular projectiles. However, I'm not sure how to render these. Right now I know how to make a LPDIREC3DSURFACE for a sprite and render it onto a LPDIRECT3DDEVICE9, but that's only for a single sprite. I assume I don't need to constantly create new surfaces and devices. How should projectile generation/rendering be handled? Thanks in advance.

    Read the article

  • Change density of the body dynamically

    - by Siddharth
    In my game, I want to change density of my body object when it collide with other objects. I found something like following to change density but further I could not able to find any hint for this. So someone please help. Fixture fixture = goldenBoxArrayList.get(i) .getGoldenBoxBody() .getFixtureList().get(0); fixture.setDensity(0.5f); After setting fixture data I could not able to set it to the body.

    Read the article

  • Is it possible to create an "impossible" rooms in games?

    - by qwerty3000
    Forgive me my lack of knowlegde, but for quite a long time I asked myself whether it was possible to create a continous game space that some player could walk inside and so on, that would be absolutely impossible in reality, e.g. you have a very small house that allows you to go around it to see all sides and the full dimensions, and then, when you enter, it is like a giant hall, without any loading screen or (internal) "model change" and so on. I'm no game designer and I never needed to learn 3D-modelling, so I don't know what is possible and what isn't. And is this the same as Is the "impossible object" possible in computer graphics? this? Or is it just the same category, but not exactly the same question? Thanks.

    Read the article

  • Bitmap & Object Collision Help

    - by MarkEz
    Is it possible to detect when an object and a bitmap collide. I have an arraylist of sprites that I am shooting with an image. I tried using this method here but as soon as the bitmap appears the sprite disappears, this is in the Sprite class: public boolean isCollision(Bitmap other) { // TODO Auto-generated method stub if(other.getWidth() > x && other.getWidth() < x + width && >other.getHeight() > y && other.getHeight() < y + height); return true; }

    Read the article

  • 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?

    Read the article

  • Managing game objects/components

    - by Xeon06
    Good day everyone, By far the biggest problem that has always dawned on my when programming games is how to structure my code. It just becomes an incredible mess after a while. The reason for that is because I have no idea how different classes should interact with each other. Let's have an example. Say I have a class Player, a class PlayerInput and a class Map. The player class contains information as to the location of the player, whereas the player input class handles changing that location, but by first making sure it's within a walkable area from the map class. How to structure this? My usual approach is to pass those components as parameters in the constructors of the parameters that need them, like so: var map = new Map(); var player = new Player(); var input = new PlayerInput(player, map); The problem with that is that it quickly gets messy, when you add new components you have to go through your constructors and update them, and it doesn't work well if you have mirroring references: var physics = new Physics(input); //Oops, doesn't work var input = new Input(physics); So, how do you guys usually manage this? Thanks.

    Read the article

  • What is the standard way of using Q15 values?

    - by Alex
    To process 8-bit pixels, to do things like gamma correction without losing information, we normally upsample the values, work in 16 bits or whatever, and then downsample them to 8 bits. Now, this is a somewhat new area for me, so please excuse incorrect terminology etc. For my needs I have chosen to work in "non-standard" Q15, where I only use the upper half of the range (0.0-1.0), and 0x8000 represents 1.0 instead of -1.0. This makes it much easier to calculate things in C. But I ran into a problem with SSSE3. It has the PMULHRSW instruction which multiplies Q15 numbers, but it uses the "standard" range of Q15 is [-1,1-2?¹5], so multplying (my) 0x8000 (1.0) by 0x4000 (0.5) gives 0xC000 (-0.5), because it thinks 0x8000 is -1. This is quite annoying. What am I doing wrong? Should I keep my pixel values in the 0000-7FFF range? This kind of defeats the purpose of it being a fixed-point format. Is there a way around this? Maybe some trick? Is there some kind of definitive treatise on Q15 which discusses all this?

    Read the article

  • Knockback enemy based off of direction sprite is facing

    - by pengume
    Hey Everyone, Today I am trying to make it so if I hit the enemy then the enemy well be knocked backwards in the direction the sprite is facing. I am rotating the sprite around 360 degrees using a joystick on the screen and wanted to know the best practice or ways to accomplish this. I have come up with a few ideas but none of them make use of the sprites angle he is facing just a check to see if I hit the bottom then move him upward and so forth. I am just stumped on how to apply the sprites angle to the enemies x and y coordinate and move him accordingly. Has anyone tried this and have suggestions or things to look for? Thanks in advance.

    Read the article

  • Easy Method to Change Color on UI Elements

    - by A13X
    This isn't a language-specific thing as far as I'm concerned. I was wondering what may be a quick way to change the COLOR of a certain on-screen element such as a button and its associated text. I would assume there is a trick to making a graphics engine so maybe individuals pixels or groups of sprites can have their colors easily shifted. A lot of game interface buttons and such have this so you know when an event like a click has occurred. Any pseudo code would be helpful and I am working in Android (not XML fluff), but again, this probably is not a very specific question, just an inquiry on how to go about this.

    Read the article

  • Changing a Sprite When Hit in GameMaker

    - by Pixels_
    I am making a simple little Galaga style game. I want the objects sprite to change whenever it is hit. For example if a laser hits an alien then the sprite takes 1 out of 4 damage to its health points (HP). However I want the sprite to change from green to yellow after 1 hit, yellow to orange after 2 hits, orange to red after 3 hits, and red to pixel explosion after all 4 HPs are lost. That way you can easily distinguish the amount of health each alien has left. How can I do this? Preferably explain it in code.

    Read the article

  • Help me choose an engine

    - by Gjorgji
    So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay and such and not worying too much about how to display stuff,physics and the like too much. So far Unity has boo which is supposed to be similar to python i wonder if that could work. How similar is it to python should i use this? Other options as far as i can see are ogre3d python bindings and UDK. Which would best suit my needs?

    Read the article

  • Possible to map mouse coordinates to isometric tiles with this coordinate system?

    - by plukich
    I'm trying to implement mouse interaction in a 2d isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful articles like this one: How to convert mouse coordinates to isometric indexes? However, this game's coordinate system is "jagged" for lack of a better word, and looks like this: Is it even possible to map mouse coordinates to this successfully, since the y-axis can't be drawn on this tile-map as a straight line? I've thought about doing odd-y-value translations and even-y-value translations with two different matricies, but that only makes sense going from tile-screen.

    Read the article

  • Create Math Game with PHP, Ajax, Jquery

    - by Sambucasun
    I am developing a website where user can create their own game which can be joined by other users as well. It's a simple maths game which will shoot equations based on time or count specified. I want that moment user create a game, it will be listed in "current Games" section. Other users can check out the list and select the game to join. After game is created, creater should have a screen which should be having his name with display pic. Now gradually as others start joining the game, list should updated automatically. Once enough users are there i will start the game. The same list should be displayed to other users who join the game. Once game is over all will be displayed a summary list. I have gone through couple of threads but could not get clear idea. Do I need to use comet or other technology to create such game or simple PHP, Ajax or Jquery will suffice ? Also I want my website should be mobile compatible so i am designing it in html5. If i create this game using just Ajax then will there be any performance issue while playing through mobile. I am not much experienced so just need guidance for what should be appropriate or use for my requirement.

    Read the article

  • Looking for feedback on design pattern for simple 2D environment

    - by Le Mot Juiced
    I'm working in iOS. I am trying to make a very simple 2D environment where there are some basic shapes you can drag around with your finger. These shapes should interact in various ways when dropped on each other, or when single-tapped versus double-tapped, etc. I don't know the name for the design pattern I'm thinking of. Basically, you have a bunch of arrays named after attributes, such as "double-tappable" or "draggable" or "stackable". You assign these attributes to the shapes by putting the shapes in the arrays. So, if there's a double-tap event, the code gets the location of it, then iterates through the "double-tappable" array to see if any of its members are in that location. And so on: every interactive event causes a scan through the appropriate array or arrays. It seems like that should work, but I'm wondering if there's a better pattern for the purpose.

    Read the article

  • Simple (and fast) dices physics

    - by Markus von Broady
    I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port). I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ticks per frame. Currently I use 10 ticks per frame (1/60 s) and it's OK, though I see a difference in plus for 20 ticks. Even though it's only 5 cubes (dices) in a box (or a floor with 3 walls really) I can't simulate 20 ticks in a frame and keep FPS at 60 on a medium-aged PC. That's why I decided to precompute frames for animation, finishing it in around 1700 ticks in 2 seconds. The flash player is freezed for these 2 seconds, and I'm afraid that this result will be more of a 5 seconds or even more, if I'll simulate multi-threading and compute frames in background of some other heavy processes and CPU drawing (dices is only a part of this game). Because I want both players to see dices roll in same way, I can't compute physics when having free resources, and build a buffer for at least one throw of each type (where type is number of dices thrown). I'm afraid players will see a "preparing dices........." message too often and for too long. I think the only solution to this problem is replacing PhysicsEngine with something simpler, or creating own physicsEngine. Do You have any formulas for cube-cube and cube-wall collision detection, and for calculating how their angular and linear velocities should change after a collision occurs?

    Read the article

  • Existent js libs for tileset / map loading and rendering?

    - by ylluminate
    I'm building an rts style overhead tileset game with JavaScript (particularly using Ember.js framework as a base). The map is so large that I'd very much like to be able to load and render the board and layered items in a Google Maps'esque. I'm curious as to whether there are existing libs that would be helpful and already well thought out in these regards vs trying to reinvent the wheel. Are there any such libraries or code examples that would be useful in this area of board / map management?

    Read the article

  • 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!

    Read the article

  • What's wrong with this Open GL ES 2.0. Shader?

    - by Project Dumbo Dev
    I just can't understand this. The code works perfectly on the emulator(Which is supposed to give more problems than phones…), but when I try it on a LG-E610 it doesn't compile the vertex shader. This is my log error(Which contains the shader code as well): EDITED Shader: uniform mat4 u_Matrix; uniform int u_XSpritePos; uniform int u_YSpritePos; uniform float u_XDisplacement; uniform float u_YDisplacement; attribute vec4 a_Position; attribute vec2 a_TextureCoordinates; varying vec2 v_TextureCoordinates; void main(){ v_TextureCoordinates.x= (a_TextureCoordinates.x + u_XSpritePos) * u_XDisplacement; v_TextureCoordinates.y= (a_TextureCoordinates.y + u_YSpritePos) * u_YDisplacement; gl_Position = u_Matrix * a_Position; } Log reports this before loading/compiling shader: 11-05 18:46:25.579: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x51984000 size:5570560 offset:4956160 fd:46 11-05 18:46:25.629: D/memalloc(1649): /dev/pmem: Mapped buffer base:0x5218d000 size:5836800 offset:5570560 fd:49 Maybe it has something to do with that men alloc? The phone is also giving a constant error while plugged: ERROR FBIOGET_ESDCHECKLOOP fail, from msm7627a.gralloc Edited: "InfoLog:" refers to glGetShaderInfoLog, and it's returning nothing. Since I removed the log in a previous edit I will just say i'm looking for feedback on compiling shaders. Solution + More questions: Ok, the problem seems to be that either ints are not working(generally speaking) or that you can't mix floats with ints. That brings to me the question, why on earth glGetShaderInfoLog is returning nothing? Shouldn't it tell me something is wrong on those lines? It surely does when I misspell something. I solved by turning everything into floats, but If someone can add some light into this, It would be appreciated. Thanks.

    Read the article

  • Which jar has JBox2d's p5 package

    - by Brantley Blanchard
    Using eclipse, I'm trying to write a simple hello world program in processing that simply draws a rectangle on the screen then has gravity drop it as seen in this Tutorial. The problem is that when I try to import the p5 package, it's not resolving so I can't declare my Physics object. I tried two things. Download the zip, unzip it, then import the 3 jars (library, serialization, & testbed) a. import org.jbox2d.p5.*; doesn't resolve but the others do b. Physics physics; doesn't resolve Download the older standalone testbed jar then import it a. Physics physics; doesn't resolve; Here is basically where I'm starting import org.jbox2d.util.nonconvex.*; import org.jbox2d.dynamics.contacts.*; import org.jbox2d.testbed.*; import org.jbox2d.collision.*; import org.jbox2d.common.*; import org.jbox2d.dynamics.joints.*; import org.jbox2d.p5.*; import org.jbox2d.dynamics.*; import processing.core.PApplet; public class MyFirstJBox2d extends PApplet { Physics physics; public void setup() { size(640,480); frameRate(60); initScene(); } public void draw() { background(0); if (keyPressed) { //Reset everything physics.destroy(); initScene(); } } public void initScene() { physics = new Physics(this, width, height); physics.setDensity(1.0f); physics.createRect(300,200,340,300); } }

    Read the article

  • Understanding how to go from a scene to what's actually rendered to screen in OpenGL?

    - by Pris
    I want something that explains step by step how, after setting up a simple scene I can go from that 'world' space, to what's finally rendered on my screen (ie, actually implement something). I need the resource to clearly show how to derive and set up both orthographic and perspective projection matrices... basically I want to thoroughly understand what's going on behind the scenes and not plug in random things without knowing what they do. I've found lots of half explanations, presentation slides, walls of text, etc that aren't really doing much for me. I have a basic understanding of linear algebra/matrix transforms, and a rough idea of what's going on when you go from model space - screen, but not enough to actually implement it in code.

    Read the article

  • How do I know if I've gone too far with processing things in a game?

    - by ThePlan
    A common programming quote I see every day is: Premature optimization is the root of all evil! I admit I'm one of those guys that like to do premature optimization in a pretty obssessive manner but that's probably because I'm not aware how powerful modern processors are. I can think of lots of sollutions for a problem, but all of them are tough on the memory side, and I keep thinking "This will hurt me more in the future when I'll have to re-do it because it's bad performance-wise." How do you know when the code you are thinking of is going too far and is not a case of premature optimization? How much can your game handle at a time before performance becomes a problem?

    Read the article

  • 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 :)

    Read the article

< Previous Page | 558 559 560 561 562 563 564 565 566 567 568 569  | Next Page >