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  • A Star Path finding endless loop

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

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  • Isometric algorithm [fixed]

    - by David
    so i've been toying with isometric and i just cant get the tiles to be in the right order. im probably missing something obvious and i just cant see it... but even at the risk of looking stupid, heres my code. for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } and heres what i end up with delicious messed up map yep, bit of an issue. so if anyone could help, i'd appreciate it. edit* works now <_<

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  • How to attach an object to a rotating circle?

    - by armands
    I am trying to make an object get attached on a collision point to a circle that is rotating, but the player needs to get attached with a constant point on the player. For example the player is moving back and forth and when the user touches the screen and the player jumps up but what I need is that when the player collides with the circle it attaches it's legs to it and continues rotating with the circle. So I wanted to know how to make this kind of collision joint in Cocos2d Box2d?

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  • How to utilize miniMax algorrithm in Checkers game

    - by engineer
    I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't decide the flow. Whether I need to start a loop for the possible moves of each piece and assign score to it.... or something else is to be done. Kindly tell me the proper flow/algorithm for this. Thanks

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  • Tile-wide extent tracing on a grid.

    - by Larolaro
    I'm currently working on A* pathfinding on a grid and I'm looking to smooth the generated path, while also considering the extent of the character moving along it. I'm using a grid for the pathfinding, however character movement is free roaming, not strict tile to tile movement. To achieve a smoother, more efficient path, I'm doing line traces on a grid to determine if there is unwalkable tiles between tiles to shave off unecessary corners. However, because a line trace is zero extent, it doesn't consider the extent of the character and gives bad results (not returning unwalkable tiles just missed by the line, causing unwanted collisions). So what I'm looking for is rather than a line algorithm that determines the tiles under it, I'm looking for one that determines the tiles under a tile-wide extent line. Here is an image to help visualise my problem! Does anyone have any ideas? I've been working with Bresenham's line and other alternatives but I haven't yet figured out how to nail this specific problem.

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  • 2D Tile-based terrian generation

    - by a240
    As a summer project I decided it would be fun to make a flash game. Right now I'm going for something like the look of http://www.terraria.org/. It's been a lot of fun, but today I've hit a snag. I need a way to generate my worlds. I've read up Perlin Noise ( http://freespace.virgin.net/hugo.elias/models/m_perlin.htm ) as a possibility, but I my attempts have given me sporadic looking results. What are some techniques used to generate these 2D tile-based worlds? Ideally I would like to be able to generate mountains, plains, and caves.

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  • Moving while doing loop animation in RPGMaker

    - by AzDesign
    I made a custom class to display character portrait in RPGMaker XP Here is the class : class Poser attr_accessor :images def initialize @images = Sprite.new @images.bitmap = RPG::Cache.picture('Character.png') #100x300 @images.x = 540 #place it on the bottom right corner of the screen @images.y = 180 end end Create an event on the map to create an instance as global variable, tada! image popped out. Ok nice. But Im not satisfied, Now I want it to have bobbing-head animation-like (just like when we breathe, sometimes bob our head up and down) so I added another method : def move(x,y) @images.x += x @images.y += y end def animate(x,y,step,delay) forward = true 2.times { step.times { wait(delay) if forward move(x/step,y/step) else move(-x/step,-y/step) end } wait(delay*3) forward = false } end def wait(time) while time > 0 time -= 1 Graphics.update end end I called the method to run the animation and it works, so far so good, but the problem is, WHILE the portrait goes up and down, I cannot move my character until the animation is finished. So that's it, I'm stuck in the loop block, what I want is to watch the portrait moving up and down while I walk around village, talk to npc, etc. Anyone can solve my problem ? Or better solution ? Thanks in advance

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  • Calculate velocity of a bullet ricocheting on a circle

    - by SteveL
    I made a picture to demostrate what I need,basecaly I have a bullet with velocity and I want it to bounce with the correct angle after it hits a circle Solved(look the accepted answer for explain): Vector.vector.set(bullet.vel); //->v Vector.vector2.setDirection(pos, bullet.pos); //->n normal from center of circle to bullet float dot=Vector.vector.dot(Vector.vector2); //->dot product Vector.vector2.mul(dot).mul(2); Vector.vector.sub(Vector.vector2); Vector.vector.y=-Vector.vector.y; //->for some reason i had to invert the y bullet.vel.set(Vector.vector);

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  • MMORPG game balancing

    - by Gary Paluk
    I've seen a couple of examples of some game balancing techniques in books yet they are not comprehensive and not particularly aimed at MMORPGs but I'm looking for practical examples of game balancing techniques for MMORPGs. I am interested to know if anyone has documented the techniques used in popular games with proven success in this area. Ideally, any resource would cover most common types of stats and include layman mathematical models or techniques used to balance game mechanics found in advanced MMORPGs (I know it's a cliché, but WoW style) Any help would be great!

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  • How do I design a game framework for fast reaction to user input?

    - by Miro
    I've played some games at cca 30 fps and some of them had low reaction time - cca 0.1sec. I hadn't knew why. Now when I'm designing my framework for crossplatform game, I know why. Probably they've been preparing new frame during rendering the previous. RENDER 1 | RENDER 2 | RENDER 3 | RENDER 4 PREPARE 2 | PREPARE 3 | PREPARE 4 | PREPARE 5 I see first frame when second frame is being rendered and third frame being prepared. If I react in that time to 1st frame it will result in forth frame. So it takes 3/FPS seconds to appear results. In 30 fps it would be 100ms, what is quite bad. So i'm wondering what should I design my framework to response to user interaction quickly?

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  • Problem animating in Unity/Orthello 2D. Can't move gameObject

    - by Nelson Gregório
    I have a enemy npc that moves left and right in a corridor. It's animated with 2 sprites using Orthello 2D Framework. If I untick the animation's play on start and looping, the npc moves correctly. If I turn it on, the npc tries to move but is pulled back to his starting position again and again because of the animation loop. If I turn looping off during runtime, the npc moves correctly again. What did I do wrong? Here's the npc code if needed. using UnityEngine; using System.Collections; public class Enemies : MonoBehaviour { private Vector2 movement; public float moveSpeed = 200; public bool started = true; public bool blockedRight = false; public bool blockedLeft = false; public GameObject BorderL; public GameObject BorderR; void Update () { if (gameObject.transform.position.x < BorderL.transform.position.x) { started = false; blockedRight = false; blockedLeft = true; } if (gameObject.transform.position.x > BorderR.transform.position.x) { started = false; blockedLeft = false; blockedRight = true; } if(started) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedRight && !started && blockedLeft) { movement = new Vector2(1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } if(!blockedLeft && !started && blockedRight) { movement = new Vector2(-1, 0f); movement *= Time.deltaTime*moveSpeed; gameObject.transform.Translate(movement.x,movement.y, 0f); } } }

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  • Sending state diffs (deltas) and unreliable connections

    - by spaceOwl
    We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop. The state updates are broadcasted using unreliable UDP. To minimize state data sending, we've come up with a system that will send only deltas (whatever state data that was changed). This method however is flawed, since a lost packet will mean that other players will not receive the delta, making the game behave in an unexpected way. For example: Assume that state is comprised of: { positionX, positionY, health } Frame 1 - positionX changed --> send a packet with positionX only. Frame 2 - health changed // lost ! Frame 3 - positionY changed --> send a packet with positionY only. // Other players don't know about health change. How can one overcome this issue then? sending the entire data is not always feasible.

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  • Physics Loop in a NodeJS/Socket.IO Environment

    - by Thomas Mosey
    I'm developing a 2D HTML5 Canvas Game, and I am trying to think of the most efficient way to implement a Physics Loop on the server-end of things, running NodeJS and Socket.IO. The only method I've thought of is using setTimeout/Interval, is there any better way? Any examples would be appreciated. EDIT: The Game is a top-down Game, like Zelda and older Pokemon Games. Most of the physics done in the loop will be simple intersects.

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  • How much localizations is too much for a game?

    - by Krom Stern
    We are making an RTS game and we intend to add localizations to all languages our players use. So far we have 16 locales and about 3-4 are being planned. Now some crazy ideas pop up from our community, players ask for "funny text" localizations. We have been already offered a pack that makes it for 1 of our languages. Now I was thinking where should we draw a line between official localizations which we include into the game and unofficial mods that players will have to install on their own? Obviously overcrowding locale selection menu with all sorts of funny locales (LOL-cat, redneck, welsh, medieval, simplified, etc.) for all the languages seems way too much. But is it really? What are the hidden pros and cons of having too much locales and how much is too much?

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  • How i can sign and/or group a specific set of vertices in a 3D file container like OBJ ? - in Blender

    - by user827992
    I would like to export a 3D model with each part having a name or a label if you will. For example i would like to export a model of an human body and name each part in specifics vertex groups like: left hand, right hand, right foot, head, ears, ... and you got the idea; so i can have a single 3D model that i can explode in various parts if needed. If there is a better technique about how to mark vertex groups in a 3D file please share your solution. As 3D editor i use Blender.

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  • Build a view frustum from angles

    - by MulletDevil
    I have 4 angles, left, right, top & bottom. These angles are in degrees. They define the angle between the forward vector and the corresponding side. I am trying to use these to calculate the required values for Perseective Off Centre function found here http://docs.unity3d.com/Documentation/ScriptReference/Camera-projectionMatrix.html I tried doing (near plane-far plane) * Tan(angle) But that didn't give the correct results.

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  • Calculating a child object's Position, Rotation and Scale values?

    - by Sergio Plascencia
    I am making my own game editor, but have encountered the following problem: I have two objects, A and B. A's initial values: Position: (3,3,3), Rotation: (45,10,0), Scale(1,2,2.5) B's initial values: Position: (1,1,1), Rotation: (10,34,18), Scale(1.5,2,1) If I now make B a child of A, I need to re-calculate the B's Position, Rotation and Scale relative to A such that it maintains its current position, rotation and scale in world coordinates. So B's position would now be (-2, -2, -2) since now A is its center and (-2, -2, -2) will keep B in the same position. I think I got the Position and scale figured out, but not rotation. So I opened Unity and ran the same example and I noticed that when making a child object, the child object did not move at all. but had its Position, Rotation and Scale values changed relative to the parent. For example: Unity (Parent Object "A"): Position: (0,0,0) Rotation: (45,10,0) Scale: (1,1,1) Unity (Child Object "B"): Position: (0,0,0) Rotation: (0,0,0) Scale: (1,1,1) When B becomes a child of A, it's rotation values become: X: -44.13605 Y: -14.00195 Z: 9.851074 If I plug the same rotation values into the B object in my editor, the object does not move at all. How did Unity arrive at those rotation values for the child? What are the calculations? If you can put all the equations for the Position, Rotation or Scale then I can double check I am doing it correctly but the Rotation is what I really need.

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  • Jumping a sprite while moving in a Bezier action

    - by marcg11
    I'm creating a game and I need the sprite to jump (move up and down basically) while it's moving on a bezier path so it moves vertically while it still follows the path. If I do this while it's moving along the bezier path: [mySprite runAction:[CCJumpBy actionWithDuration:0.1 position:ccp(0,0) height:10 jumps:1]]; It jumps vertically but instantly it returns to the position on the path. What I want is to jump relative to the path. Anyone knows something about it? It would looks something like this: the curve is a sequence of CCBezierBy's by the way. Thanks.

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  • Java Animation Memory Overload [on hold]

    - by user2425429
    I need a way to reduce the memory usage of these programs while keeping the functionality. Every time I add 50 milliseconds or so to the set&display loop in AnimationTest1, it throws an out of memory error. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; //set&display loop while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Is there a cross-platform special directory I can use for game save files?

    - by Suds
    I'm developing with LWJGL and Java on a Windows 7 laptop. I've successfully set up saving to the %appdata%\gamename\saves\ or long form c:\users\user\appdata\roaming\gamename\saves\ folder by using File dir = new File(System.getenv("APPDATA") + "\\gamename\\saves\\");. I have hobbyist level experience with Linux, and zero experience with OSX. My game will be fully cross platform. Is System.getenv("APPDATA"); cross platform? If so, where does it point to on Linux or OSX? Is there a best practices alternative that I should use?

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  • How was collision detection handled in The Legend of Zelda: A Link to the Past?

    - by Restart
    I would like to know how the collision detection was done in The Legend of Zelda: A Link To The Past. The game is 16x16 tile based, so how did they do the tiles where only a quarter or half of the tile is occupied? Did they use a smaller grid for collision detection like 8x8 tiles, so four of them make one 16x16 tile of the texture grid? But then, they also have true half tiles which are diagonally cut and the corners of the tiles seem to be round or something. If Link walks into tiles corner he can keep on walking and automatically moves around it's corner. How is that done? I hope someone can help me out here.

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  • OpenGL error LNK2019

    - by Ghilliedrone
    I'm trying to compile a basic OpenGL program. I linked opengl32.lib and glu32.lib but I'm getting errors. The errors I get are: error LNK1120: 7 unresolved externals error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup error LNK2019: unresolved external symbol "public: float __thiscall GLWindow::getElapsedSeconds(void)" (?getElapsedSeconds@GLWindow@@QAEMXZ) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: bool __thiscall GLWindow::isRunning(void)" (?isRunning@GLWindow@@QAE_NXZ) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: void __thiscall GLWindow::attachExample(class Example *)" (?attachExample@GLWindow@@QAEXPAVExample@@@Z) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: void __thiscall GLWindow::destroy(void)" (?destroy@GLWindow@@QAEXXZ) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "public: __thiscall GLWindow::GLWindow(struct HINSTANCE__ *)" (??0GLWindow@@QAE@PAUHINSTANCE__@@@Z) referenced in function _WinMain@16 error LNK2019: unresolved external symbol "private: void __thiscall GLWindow::setupPixelFormat(void)" (?setupPixelFormat@GLWindow@@AAEXXZ) referenced in function "public: long __stdcall GLWindow::WndProc(struct HWND__ *,unsigned int,unsigned int,long)" (?WndProc@GLWindow@@QAGJPAUHWND__@@IIJ@Z)

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  • Projecting onto different size screens by cropping

    - by Jason
    Hi, I am building a phone application which will display a shape on screen. The shape should look the same on different screen sizes. I. Decided the best way to do this is to show more of the background on larger screen keeping the shapes proportion the same on all screens. My problem is I am not sure how to achieve this, I can query the screen size at runtime and calculate how different it is from the six is designed for but I am not sure what to do with this value. What kind of projection should I use for my orthographic matrix an hour will I display more on larger screens and not loose information on smaller screens? Thanks, Jason.

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  • Designing a "Grid" like object that contains game objects

    - by liortal
    I am working on a 2D game, where there's a game "board" on which other game objects are placed. This this is 2D, my starting point was to design a class that will internally use a 2d array for the actual stored game objects. This class could be simply accessed by 2 indices: (i, j) to get game objects on it. My problem is that i have no idea how to make the game "board" "propagate" its data onto its children. Design questions i ran into are: Should the children placed on the board have display properties such as size, screen position? Should the board itself dictate this information? How to update children in case the board changes some of its properties? (position, etc). Should the board be aware of the types of objects stored in it ? I have no idea how similar things such as WPF or other UI frameworks go about organizing a "container like" object that can arrange or apply certain UI properties to its children.

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  • 2D scene graph not transforming relative to parent

    - by Dr.Denis McCracleJizz
    I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. This code creates the localTransform property for each DisplayObject. Matrix m_transform = Matrix.CreateRotationZ(rotation) * Matrix.CreateScale(scaleX, scaleY, 1) * Matrix.CreateTranslation(new Vector3(x, y, z)); This is my render code. float dRotation; Vector2 dPosition, dScale; Matrix transform; transform = this.localTransform; if (parent != null) transform = localTransform * parent.localTransform; DecomposeMatrix(ref transform, out dPosition, out dRotation, out dScale); spriteBatch.Draw(this.texture, dPosition, null, Color.White, dRotation, new Vector2(originX, originY), dScale, SpriteEffects.None, 0.0f); Here is the result when I try to add the Stage then to the stage a First DisplayObjectContainer and then a second one. It may look fine but the problem lies in the fact that I add a first DisplayObjectContainer at (400,400) and the second one within it (that's the smallest one) at position (0,0). So he should be right over its parent but he gets render within the parent at the same position the parent has (400, 400) for some reason. It's just as if I double the parent's localMatrix and then render the second cat there. This is the code i use to loop through every childs. base.Draw(spriteBatch); foreach (DisplayObject childs in _childs) { childs.Draw(spriteBatch); }

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