Search Results

Search found 25550 results on 1022 pages for 'umbraco development'.

Page 568/1022 | < Previous Page | 564 565 566 567 568 569 570 571 572 573 574 575  | Next Page >

  • Where to generate data in an Entity-Component System?

    - by Mark Mandel
    So I'm making a small game where I generate 2D landscape using perlin noise when the game first loads. I've got it working in a OO way, but want to move over to an ES architecure, and I'm just struggling to work out the right place for the code that does the generation to go? In OO world, I have a World object which gets passes a coordinate value that is used as the seed for the perlin noise, and generates all the points for the land mass when the world is created. I'm thinking I need a World component with a coordinate field on it - that's an easy part. From there - is it right for a component to generate data when it's first initialised (or is that too OO?)? Or should a System be doing that instead, when the game first starts? Or... some other solution I'm not aware of? Thanks in advance for any guidance.

    Read the article

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

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

    Read the article

  • Collision detection problem in XNA

    - by Fantasy
    I'm having two problems with my collision detection in XNA. There are two boxes, the red box represents a player and the blue box represents a wall. The first problem is when the player moves to the upper side or bottom side of the wall and collides with it, and then try to go to the left or right, the player will just jump in the opposite direction as seen in the video. However if I go to the right side or the left side of the wall and try to go up or down the player will smoothly go up or down without jumping. The second problem is that when I collide with the box and my key is still pressed down the blue box goes half way through red box and and goes back out and it keeps doing that until I stop pressing the keyboard. its not very clear on the video but the keeps going in and out really fast until I stop pressing the key. Here is a video example:- http://www.youtube.com/watch?v=mKLJsrPviYo and Here is my code Vector2 Position; Rectangle PlayerRectangle, BoxRectangle; float Speed = 0.25f; enum Direction { Up, Right, Down, Left }; Direction direction; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Up)) { Position.Y -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Up; } if (keyboardState.IsKeyDown(Keys.Down)) { Position.Y += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Down; } if (keyboardState.IsKeyDown(Keys.Right)) { Position.X += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Right; } if (keyboardState.IsKeyDown(Keys.Left)) { Position.X -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Left; } if (PlayerRectangle.Intersects(BoxRectangle)) { if (direction == Direction.Right) Position.X = BoxRectangle.Left - PlayerRectangle.Width; else if (direction == Direction.Left) Position.X = BoxRectangle.Right; if (direction == Direction.Down) Position.Y = BoxRectangle.Top - PlayerRectangle.Height; else if (direction == Direction.Up) Position.Y = BoxRectangle.Bottom; } PlayerRectangle = new Rectangle((int)Position.X, (int)Position.Y, (int)32, (int)32); base.Update(gameTime); }

    Read the article

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

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

    Read the article

  • 2d engine with WebGL

    - by Philipp
    I am currently developing a HTML5 canvas game with a sprite-based 2d engine. The engine is working well so far, but now I thought that I could maybe add some cool graphic effects when I would re-implement the whole engine with WebGL. The whole graphic engine would stay strictly two-dimensional (think of it as a 3d world where the z coordinate of all vertices is 0.0). What I hope to gain from this is the ability to use pixel shaders to create special effects. I also think that the performance could improve. What do you think about that plan?

    Read the article

  • Getting current time in milliseconds

    - by user90293423
    How to get the current time in milliseconds? I'm working on a hacking simulation game and when ever someone connects to another computer/NPC, a login screen popups with a button on the side called BruteForce. When BruteForce is clicked, what i want the program to do is, calculate how many seconds cracking the password is going to take based on the player's CPU speed but that's the easy part. The hard part is i want to enter a character in the password's box every X milliseconds based on a TimeToCrack divided by PasswordLength formula. But since i don't know how to find how many milliseconds have elapsed since the second has passed, the program waits until the CurrentTime is higher than the TimeBeforeTheLoopStarted + HowLongItTakesToTypeaCharacter which is always going to be a second. How would you handle my problems? I've commented the game breaking part. std::vector<QString> hardware = user.getHardware(); QString CPU = hardware[0]; unsigned short Speed = 0; if(CPU == "OMG SingleCore 1.8GHZ"){ Speed = 2; } const short passwordLength = password.length(); /* It's equal to 16 */ int Time = passwordLength / Speed; double TypeSpeed = Time / passwordLength; time_t t = time(0); struct tm * now = localtime(&t); unsigned short EndTime = (now->tm_sec + Time) % 60; unsigned short CurrentTime = 0; short i = passwordLength - 1; do{ t = time(0); now = localtime(&t); CurrentTime = now->tm_sec; do{ t = time(0); now = localtime(&t); }while(now->tm_sec < CurrentTime + TypeSpeed); /* Highly flawed */ /* Do this while your integer value is under this double value */ QString tempPass = password; tempPass.chop(i); ui->lineEdit_2->setText(tempPass); i--; }while(CurrentTime != EndTime);

    Read the article

  • Where i set touch effect when a spawn Srite are comming on the screen?

    - by shihab_returns
    I just create a scene where create a spawn spirit that comes from above screen height in Landscape mode. Now i want to remove spirits when i touch on it. I tried but seems the code not works and crashed also after a while. here is my code: /** TimerHandler for collision detection and cleaning up */ IUpdateHandler detect = new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(float pSecondsElapsed) { Iterator<AnimatedSprite> targets = targetLL.iterator(); AnimatedSprite _target; while (targets.hasNext()) { _target = targets.next(); if (_target.getY() >= cameraHeight) { // removeSprite(_target, targets); tPool.recyclePoolItem(_target); targets.remove(); Log.d("ok", "---------Looop Inside-----"); // fail(); break; } } targetLL.addAll(TargetsToBeAdded); TargetsToBeAdded.clear(); } }; /** adds a target at a random location and let it move along the y-axis */ public void addTarget() { Random rand = new Random(); int minX = mTargetTextureRegion.getWidth(); int maxX = (int) (mCamera.getWidth() - mTargetTextureRegion.getWidth()); int rangeX = maxX - minX; Log.d("----point----", "minX:" + minX + "maxX:" + maxX + "rangeX:" + rangeX); int rX = rand.nextInt(rangeX) + minX; int rY = (int) mCamera.getHeight() + mTargetTextureRegion.getHeight(); Log.d("---Random x----", "Random x" + rX + "Random y" + rY); target = tPool.obtainPoolItem(); target.setPosition(rX, rY); target.animate(100); mMainScene.attachChild(target, 1); mMainScene.registerTouchArea(target); int minDuration = 2; int maxDuration = 32; int rangeDuration = maxDuration - minDuration; int actualDuration = rand.nextInt(rangeDuration) + minDuration; // MoveXModifier mod = new MoveXModifier(actualDuration, target.getX(), // -target.getWidth()); MoveYModifier mody = new MoveYModifier(actualDuration, -target.getHeight(), cameraHeight + 10); target.registerEntityModifier(mody.deepCopy()); TargetsToBeAdded.add(target); } @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final ITouchArea pTouchArea, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { if (pTouchArea == target) { Toast.makeText(getApplicationContext(), "Yoooooooo", Toast.LENGTH_LONG).show(); } return true; } ** My question is where i implements IOnAreaTouchListener in My code. ? ** Thanks in Advance.

    Read the article

  • Triggering State Changes with Health Counter

    - by Hairgami_Master
    I'm developing a game where the player changes states as their health decreases. Below 50, it should trigger animation1. Below 30, it should trigger animation2. The problem is, I only want to trigger animation1 once. But my game timer is checking every "frame", so it's triggering animation1 every cycle below 50. I only want it to trigger once, then not again until it's gone over 50 and then naturally decreased back to below 50. Are there any tried and true strategies for triggering state changes as a timer counts down (without the over-triggering problem)? I thought I could say: if (health == 50) animation1.play(); but sometimes, health never equals exactly 50, so it will skip right past that statement.

    Read the article

  • How can I implement a matchmaker?

    - by csiz
    I'm making a multiplayer game, where players are separated in to rooms that would ideally have about 20 players. So I need a few pointers on an algorithm to distribute the players in to these rooms. A few more constraints: When a players gets in to a room, he should stay there until he decides to exit (the room itself changes levels) There may be more room servers, every server should create more rooms until near full capacity There's a central server that manages all the room servers, and directs the players towards their room

    Read the article

  • speed up the update of glutidle()

    - by CroCo
    I have a client that sends data at 1KHz (i.e. 0.001 sec) to a master over Internet using UDP protocol. In Master, I need to draw an object, but the problem is that the update of GLUT is slower than the client's update. I have tried to use glutTimerFunc(0,glutIdle, 0); but still slow. Is there a way to speed up the update rate of drawing? I need to update Display() every 0.001 sec. Any suggestions? I'm using windows 7.

    Read the article

  • Z axis trouble with glTranslatef(...) - LWJGL

    - by Zarkopafilis
    Here is the code: private static boolean up = true , down = false , left = false , right = false, reset = false, in = false , out = false; public void start() { try { Display.setDisplayMode(new DisplayMode(800,600)); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, 800, 0, 600, 0.00001f, 1000); GL11.glMatrixMode(GL11.GL_MODELVIEW); Keyboard.enableRepeatEvents(true); while (!Display.isCloseRequested()) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); input(); if(up){ GL11.glTranslatef(0,0.1f,0); } if(down){ GL11.glTranslatef(0,-0.1f,0); } if(left){ GL11.glTranslatef(-0.1f,0,0); } if(right){ GL11.glTranslatef(0.1f,0,0); } if(in){ GL11.glTranslatef(0, 0, 1f); } if(out){ GL11.glTranslatef(0, 0, -1f); } if(reset){ GL11.glLoadIdentity(); } GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(255, 255, 255); GL11.glVertex3f(800/2, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 0); GL11.glVertex3f(800/2, 600/2 + 200, 0); GL11.glColor3f(0, 255, 0); GL11.glVertex3f(800/2, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 1); GL11.glVertex3f(800/2, 600/2 + 200, 1); GL11.glEnd(); Display.update(); } Display.destroy(); } public static void main(String[] argv){ new main().start(); } public void input(){ up = false; down = false; left = false; right = false; reset = false; in = false; out = false; if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)){ reset = true; } if(Keyboard.isKeyDown(Keyboard.KEY_W)){ up = true; } if(Keyboard.isKeyDown(Keyboard.KEY_S)){ down = true; } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ left = true; } if(Keyboard.isKeyDown(Keyboard.KEY_D)){ right = true; } if(Keyboard.isKeyDown(Keyboard.KEY_Q)){ in = true; } if(Keyboard.isKeyDown(Keyboard.KEY_E)){ out = true; } } As you can see I am creating 2 quads , a white one at z 0 and a green one at z 1. WASD keys function correctly. Also when I hit SPACEBAR the white quad is being shown. If I then press E , I can see the green quad. But if I press Q afterwards , I dont see the white one again!(Space Works everytime). Also if I render the green one at Z = -1 everything works perfectly BUT you may need up to 3 key presses Q/E to see the other quad. Why is that happening?

    Read the article

  • SDL blitting multiple surfaces at once

    - by extropic_engine
    I'm trying to write a platforming game where the sprites for the level backgrounds are broken up into 512x512 chunks. I keep 3 chunks in memory at a time and I'm trying to write code to blit all three to the screen. Here is the current code I have: SDL_Rect where; where.y = -game->camera->y; where.x = -game->camera->x - MAP_WIDTH; SDL_BlitSurface(left_chunk, NULL, screen, &where); where.x = -game->camera->x; SDL_BlitSurface(center_chunk, NULL, screen, &where); where.x = -game->camera->x + MAP_WIDTH; SDL_BlitSurface(right_chunk, NULL, screen, &where); The issue I'm running into is that whichever chunk gets blitted first is the only one that shows up. The rest fail to appear onscreen. I think the issue might have something to do with alpha transparency, but even if the chunks don't overlap at all they still fail to blit. In other parts of the code I'm blitting multiple things to the screen at once, such as characters and backgrounds, and they all show up correctly. This particular segment of code is the only area I'm encountering this problem. If I comment out the line that blits left_chunk, it changes to this:

    Read the article

  • How do I render from one render target to another?

    - by Chaotikmind
    I have two render targets: a fake backbuffer; a special render target where I do all my rendering. a light render target; where I render my light fx. I'm sure I'm rendering correctly on both. The problem arises when I overlay the light render target onto the fake backbuffer by drawing a quad covering it: DxEngine.DrawSprite(0.0f, 0.0f, 0.0f, (float)DxEngine.GetWidth(), (float)DxEngine.GetHeight(), 0xFFFFFFFF, LightSurface->GetTexture()); Regardless of what's in the light target, nothing is rendered onto the other target. I tried clearing the light target with full-white or full-black, but still get nothing. Fake backbuffer created with Direct3dDev->CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &Texture, nullptr); Light render target created with Direct3dDev->CreateTexture(Width, Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &Texture, nullptr); I also tried to create both with D3DFMT_A8R8G8B8, again without difference. Both targets have the same width and height. Only the fixed pipeline is used DirectX setup for rendering : Direct3dDev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); Direct3dDev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); Direct3dDev->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_NONE ); Direct3dDev->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP ); Direct3dDev->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP ); Direct3dDev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); Direct3dDev->SetRenderState(D3DRS_LIGHTING, false); Direct3dDev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); Direct3dDev->SetRenderState(D3DRS_ZWRITEENABLE,D3DZB_TRUE); Direct3dDev->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL); Direct3dDev->SetRenderState(D3DRS_ALPHABLENDENABLE, true ); Direct3dDev->SetRenderState(D3DRS_ALPHAREF, 0x00000000ul); Direct3dDev->SetRenderState(D3DRS_ALPHATESTENABLE, true); Direct3dDev->SetRenderState(D3DRS_ALPHAFUNC,D3DCMP_GREATER); Direct3dDev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); Direct3dDev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); Direct3dDev->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); Direct3dDev->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); Direct3dDev->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); Direct3dDev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); Direct3dDev->SetTextureStageState(0, D3DTSS_RESULTARG, D3DTA_CURRENT); Direct3dDev->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU); //ensure the first stage is not used for now Direct3dDev->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); How can I do this right?

    Read the article

  • Matrix camera, movement concept

    - by NoFace
    I was talking to some guy. He said that my movement concept in game is bad. When left or right arrow is pressed I'm scrolling background what makes you feel that player is moving (player's X remains same). So... he told me something about matrix view. I should create all walls and platforms static and scroll only the camera and move player's rectangle. I did a little research in Google, but nothing found. Can you tell me anything about it? How to start? Maybe links, books and resources? My programming language is Java (2d). Thank you!

    Read the article

  • CCMoveBy values on update()

    - by Jose M Pan
    Hope you can help me. This is my problem: I have a scheduled update, here I track the movements of my objects (sprites), I move them with CCMoveBy, and I need to constantly update the zOrder. For setting the zOrder I've made a setZOrder(), which it takes the actual position of the sprite. And here is the problem, I get all the X and Y values AFTER the object is in the target. I know I get the values after the object is in the new position because I've made a CCLog. I can read all the values from the sprite, only when it's in the new position, so everything is well sorted only when the objects are not moving. How can I get the CCMoveBy values on every tick update? (or how can I get the CCMoveBy values in "real-time"?) Thanks a lot in advance, Here is an idea of my code. this->schedule(schedule_selector(Game::update)); void Game::update(float dt) { setZOrder(); moveObjects(); } void Game::setZOrder() { //This function takes the X and Y position and the row and column where the sprite is. Is working good. But I'm getting the "move" action values, after the object is in place. } void Game::moveObjects() { for (i=0; i < numChildren; i++) { CCActionInterval* move = CCMoveBy::create(targetPoint, time); object[i]->runAction(move); } }

    Read the article

  • Android - Unity3D: setVisibility(View.VISIBLE) crashes

    - by Kazoeja
    I have a unity project and I use a Android (java) plugin to get camera data. I draw this on a TextureView. I want to hide/show this view when I press a button in unity. But my app crashes when I setVisibility onCreate UnityPlayer.currentActivity.addContentView(texView, new FrameLayout.LayoutParams(400, 400)); java: public void HideVideo() { //Hide view _TextureView.setVisibility(View.INVISIBLE); } Is there an extra function I need to call, or may I only call it on certain times? None of these thins work, they all make my app crash. _TextureView.setVisibility(View.INVISIBLE); _TextureView.setActivated(false); _TextureView.setAlpha(0); _TextureView.setTranslationY(-1000);

    Read the article

  • Huge 2d pixelized world

    - by aspcartman
    I would like to make a game field in a indie-strategic 2d game to be some a-like this popular picture. http://0.static.wix.com/media/6a83ae_cd307e45ffd9c6b145237263ac1a86be.jpg_1024 So every "pixel"(blocks) changes it's color slowly, sometimes a bright color wave happens, etc, but the spaces beetwen this pixels should stay dark (not to count shades, lightning and other 3rd party stuff going on). Units are going to be same "pixelized" and should position them-selfs according those blocks. I have some experience in game-developing, but this task seems not trivial for me. What approaches (shader, tons of sprites or code-render, i don't now) would you recommend me to follow? (I'm thinking of making this game using Unity Engine) Thanks everyone! :)

    Read the article

  • Unused frame(window) management

    - by Serhiy
    Hey guys, I'm rewriting my game now using software designing patterns and want to do the code, most correct I can. While implementing MVC(Model View Controller) I got a question which I would like to discuss or to hear some opinions of experts. The question is about management of unused frames... For example next sequence of windows: ResourceLoadingWindow - LoginWindow - GameWindow Definetly that I don't want to reuse ResourceLoadingWindow , since I'm using Java Applet and I don't see any situation when I will need to reuse it. The different story is about LoginWindow, which can be reused a lot of times, because some player would want to Logout and come back again in few minutes for example. I would like to know, following the MVC structure, should I destroy window, removing it from ContentPane or just hide? Maybe I need to unregister it from controller or I shouldn't do so? Thanks in adavance.

    Read the article

  • What kind of math should I be expecting in advanced programming?

    - by I_Question_Things_Deeply
    And I don't mean just space shooters and such, because in non-3D environments it's obvious that not much beyond elementary math is needed to implement. Most of the programming in 2D games is mostly going to involve basic arithmetic, algorithms for enemy AI and dimensional worlds, rotation, and maybe some Algebra as well depending on how you want to design. But I ask because I'm not really gifted with math at all. I get frustrated and worn out just by doing Pre-Algebra, so Algebra 2 and Calculus would likely be futile for me. I guess I'm not so "right-brained" when it comes down to pure numbers and math formulas, but the bad part is that I'm no art-expert either. What do you people here suppose I should do? Go along avoiding as much of the extremely difficult maths I can't fathom, or try to ease into more complex math as I excel at programming?

    Read the article

  • Best way to develop a level from Top down image using 3dmax

    - by fire'fly
    I have to create a game level from a top down view of an area. I used a plane converted to an editable poly to do the job. I used edges to create the top view of roads, walkways and parks so that i can extrude/edit them later. My problem is the curves in the road look blocky I tried appying mesh smooth modifier on the final model but that interfered with material mapping. Again i tried it on the plane without the extrusions and still the modifier does not work(The roads loose their shape). I know one way to solve the problem is to add more vertices on the curve and transform their location to create a more natural curve but i have a lot of curves so before doing it manually i need to know if there is a tool that refines the curves. Also i need to know if there is a better or proper way of doing the task.

    Read the article

  • Saving files with libgdx

    - by Rudy_TM
    Writing my game in libgdx, i arrived at the point when i need to save the player stats and the info of the levels, but in libgdx its not allowed to write the file inside folder of the application, only external (in the sd) is allowed, well, the point is that i want that my new file cat be seen by anyone, or if they see it how can i pass it to a binary file, so no one can see it. I just want to hide the file :P

    Read the article

  • How can I refactor my code to use fewer singletons?

    - by fish
    I started a component based, networked game (so far only working on the server). I know why singletons can be bad, but I can't think of another way to implement the same thing. So far I have: A GameState singleton (for managing the global state of the game, i.e. pre-game, running, exiting). A World singleton, which is the root entity for my entity graph An EntityFactory A ComponentFactory I'm thinking about adding a "MessageDispatcher" so individual components can subscribe to network messages. The factories do not have state, so I suppose they aren't so bad. However, the others do have global state, which is asking for trouble. How can I refactor my code so it uses fewer singletons?

    Read the article

  • Basic Use of ApplyImpulse

    - by nycynik
    I am trying to apply a force to a bunch of b2_dynamicBodys, but it seems to only work for a random number of items and then stops with an error. //create some items to move bodyDef.type = b2Body.b2_dynamicBody; for(var i = 0; i < 5; ++i) { fixDef.shape = new b2PolygonShape; fixDef.shape.SetAsBox(1,1); fixDef.friction = 1; fixDef.restitution = .1; bodyDef.position.x = Math.random() * 10; bodyDef.position.y = Math.random() * 10; bodyDef.linearDamping=1; bodyDef.angularDamping=.8; itemsArray.push(world.CreateBody(bodyDef).CreateFixture(fixDef)); // store for later } then i try to apply a force later with: angle = 20; for (var xIdx=0; xIdx<itemArray.length; xIdx++) { itemsArray[xIdx].GetBody().ApplyImpulse(new b2Vec2(50*Math.cos(angle*Math.PI/180),50*Math.sin(angle*Math.PI/180));); } the error I receive is TypeError: 'undefined' is not an object (evaluating 'c.x') Is there something wrong with saving the items for later use when I am creating them? Does anyone know what is causing this.

    Read the article

  • How to find collision detection side between two objects?

    - by user2362369
    I am using box2D and I have two objects, one is bouncy ball and the other one is block. I'd like to find which side of the block is collided with, so I can only make the ball bounce when it hits the top. I tried to implement many things like fixture data and by detecting position, using manifold but not get the accurate result. I also tried to calculate distance between two object but all went wrong.

    Read the article

  • How to obtain a camera stream from Unity without rendering it to the player's screen?

    - by aiguy
    I'd like to stream the output of two cameras to a separate process. Right now, it looks like the best way to do that is to grab the rendered camera views from the screen via platform specific screen capture hooks then compress them real time with h.264. Is there a way to grab the input of the cameras within unity and avoid rendering them to the screen? One solution I'm considering involves using Unity's multiplayer capability to run the game on a separate machine and grab it from that screen buffer, unbeknownst to the player.

    Read the article

< Previous Page | 564 565 566 567 568 569 570 571 572 573 574 575  | Next Page >