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  • Box2D `ApplyLinearImpulse` is not working whereas `SetLinearVelocity` works

    - by Narek
    I need to mimic jumping behavior for the player in my game. Player consists of two fixtures with circle and rectangle shapes. Rectangle I use to detect ground and it is a sensor. Is some point for jumping I do this: float impulseY = body->GetMass() * PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180); body->ApplyLinearImpulse(b2Vec2(0, impulseY), body->GetWorldCenter(), true); and player does not jump. But when I do this: body->SetLinearVelocity(b2Vec2(0, PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180))); my player jumps. Also when I change the rectangle shape to be normal (not sensor) shape, its works again. Why? Just in case here are the parameters of my rectangular sensor: b2PolygonShape boxShape; boxShape.SetAsBox(width * 0.5/2/PTM_RATIO, height * 0.2/2/PTM_RATIO, b2Vec2(0, -height * 0.4 /PTM_RATIO), 0); b2FixtureDef boxFixtureDef; boxFixtureDef.friction = 0; boxFixtureDef.restitution = 0; boxFixtureDef.density = 1; boxFixtureDef.isSensor = true; boxFixtureDef.userData = static_cast<void*>(PLAYER_GROUP);

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  • Learning C++ but wanting to develop iOS Apps

    - by DiscreteGenius
    I'm a computer engineering student and taking my second programming class. I'm learning C++ using "C++ Primer Plus" 5th edition by Prata. I want to develop for iOS. I understand the main language for Xcode is Objective-C. Am I hurting myself by learning C++ before any other language (notably before my desired lang Objective-C)? There's got to be a reason the university requires C++ to learn as a basis language. Please offer any helpful guidance or how I should go about this. Thanks//

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • First frame has a much longer delta time than other frames

    - by Kipras
    I had a problem where my AI moved extreme at the first frame and then normal after that. I then figured out it was my delta. It's about 0.016 seconds (60 fps), but the first frame was about 19000 seconds, which is obviously impossible. Does anybody know what might be happening? Also the delta later on likes to oscillate from 0.01 to 0.03, which is, again, crazy. long time = Sys.getTime() * 1000 / Sys.getTimerResolution(); float delta = (time - lastFrame) / 1000f; lastFrame = time; return delta; That's the delta code.

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  • Translate along local axis

    - by Aaron
    I have an object with a position matrix and a rotation matrix (derived from a quaternion, but I digress). I'm able to translate this object along world-relative vectors, but I'm trying to figure out how to translate it along local-relative vectors. So if the object is tilted 45 degrees around its Z-axis the vector (1, 0, 0) would make it move to the upper right. For world-space translations I simply turn the movement vector into a matrix and multiply it by the position matrix: position_mat = translation_mat * position_mat. For local-space translations I'd think I'd have to use the rotation matrix into that formula, but I see the object spin around instead when I apply a translation over time no matter where I multiply the rotation matrix.

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  • Edge flicker when moving Camera (2D)

    - by Matthias Reisner
    I have a Orthographic camera. I have a fixed landscape texture and a texture for a moveable object. If the object moves to the right the camera will also move with the object. When I also draw an score text that should have fixed position on the screen, that score text position will be update too if the camera's position gets updated so that it looks like that it is fixed on the screen. But if I do that, I have some edge flickering at the text object. I'am using SpriteBatch! Is there another approach to implement a fixed positioned object on the screen?

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  • rotate opengl mesh relative to camera

    - by shuall
    I have a cube in opengl. It's position is determined by multiplying it's specific model matrix, the view matrix, and the projection matrix and then passing that to the shader as per this tutorial (http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/). I want to rotate it relative to the camera. The only way I can think of getting the correct axis is by multiplying the inverse of the model matrix (because that's where all the previous rotations and tranforms are stored) times the view matrix times the axis of rotation (x or y). I feel like there's got to be a better way to do this like use something other than model, view and projection matrices, or maybe I'm doing something wrong. That's what all the tutorials I've seen use. PS I'm also trying to keep with opengl 4 core stuff. edit: If quaternions would fix my problems, could someone point me to a good tutorial/example for switching from 4x4 matrices to quaternions. I'm a little daunted by the task.

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  • How to set sprite source coordinates?

    - by ChaosDev
    I am creating own sprite drawer with DX11 on C++. Works fine but I dont know how to apply source rectangle to texture coordinates of rendering surface(for animation sprite sheets) //source = (0,0,32,64); //RECT D3DXVECTOR2 t0 = D3DXVECTOR2( 1.0f, 0.0f); D3DXVECTOR2 t1 = D3DXVECTOR2( 1.0f, 1.0f); D3DXVECTOR2 t2 = D3DXVECTOR2( 0.0f, 1.0f); D3DXVECTOR2 t3 = D3DXVECTOR2( 0.0f, 1.0f); D3DXVECTOR2 t4 = D3DXVECTOR2( 0.0f, 0.0f); D3DXVECTOR2 t5 = D3DXVECTOR2( 1.0f, 0.0f); VertexPositionColorTexture vertices[] = { { D3DXVECTOR3( dest.left+dest.right, dest.top, z),D3DXVECTOR4(1,1,1,1), t0}, { D3DXVECTOR3( dest.left+dest.right, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t1}, { D3DXVECTOR3( dest.left, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t2}, { D3DXVECTOR3( dest.left, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t3}, { D3DXVECTOR3( dest.left , dest.top, z),D3DXVECTOR4(1,1,1,1), t4}, { D3DXVECTOR3( dest.left+dest.right, dest.top, z),D3DXVECTOR4(1,1,1,1), t5}, };

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  • I need help with a timer for a text based game, i need to include a mysql query to it, but not sure how.

    - by Hijumper
    i would like to add a mysql query somewhere in my timer code so that everytime it restarts then 1 item would be added to the database, i can get it to show how many items you have gotten since the timer has been running, but im not quite sure how to add it into a mysql database, any help would be appreciated :D heres my timer code thus far: <head> <script type="text/javascript"> var c=10; var mineCount = 0; var t; var timer_is_on=0; function timedCount() { document.getElementById('txt').value = c; c = c - 1; if (c <= -1) { mineCount++; var _message = "You have mined " + mineCount + " iron ore" + (((mineCount > 1) ? "s" : "") + "!"); document.getElementById('message').innerHTML = _message; startover(); } } function startover() { c = 10; clearTimeout(t); timer_is_on=0; doMining(); } function doMining() { if (!timer_is_on) { timer_is_on = true; t = setInterval(function () { timedCount(); }, 1000); } } </script> <SPAN STYLE="float:left"> <form> <input type="button" value="Mining" onClick="doMining()"> <input type="text" id="txt"> </form> </SPAN> <html> <center> <div id='message'></div>

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  • 2D Camera Acceleration/Lag

    - by Cyral
    I have a nice camera set up for my 2D xna game. Im wondering how I should make the camera have 'acceleration' or 'lag' so it smoothly follows the player, instead of 'exactly' like mine does now. Im thinking somehow I need to Lerp the values when I set CameraPosition. Heres my code private void ScrollCamera(Viewport viewport) { float ViewMargin = .35f; float marginWidth = viewport.Width * ViewMargin; float marginLeft = cameraPosition.X + marginWidth; float marginRight = cameraPosition.X + viewport.Width - marginWidth; float TopMargin = .3f; float BottomMargin = .1f; float marginTop = cameraPosition.Y + viewport.Height * TopMargin; float marginBottom = cameraPosition.Y + viewport.Height - viewport.Height * BottomMargin; Vector2 CameraMovement; Vector2 maxCameraPosition; CameraMovement.X = 0.0f; if (Player.Position.X < marginLeft) CameraMovement.X = Player.Position.X - marginLeft; else if (Player.Position.X > marginRight) CameraMovement.X = Player.Position.X - marginRight; maxCameraPosition.X = 16 * Width - viewport.Width; cameraPosition.X = MathHelper.Clamp(cameraPosition.X + CameraMovement.X, 0.0f, maxCameraPosition.X); CameraMovement.Y = 0.0f; if (Player.Position.Y < marginTop) //above the top margin CameraMovement.Y = Player.Position.Y - marginTop; else if (Player.Position.Y > marginBottom) //below the bottom margin CameraMovement.Y = Player.Position.Y - marginBottom; maxCameraPosition.Y = 16 * Height - viewport.Height; cameraPosition.Y = MathHelper.Clamp(cameraPosition.Y + CameraMovement.Y, 0.0f, maxCameraPosition.Y); }

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  • OpenGL ES multiple objects not being rendered

    - by ladiesMan217
    I am doing the following to render multiple balls move around the screen but only 1 ball is seen to appear and function. I don't know why the rest (count-1) balls are not being drawn public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glDisable(GL10.GL_DITHER); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glClientActiveTexture(DRAWING_CACHE_QUALITY_HIGH); gl.glLoadIdentity(); for(int i=0;i<mParticleSystem.getParticleCount();i++){ gl.glPushMatrix(); gl.glTranslatef(mParticleSystem.getPosX(i), mParticleSystem.getPosY(i), -3.0f); gl.glScalef(0.3f, 0.3f, 0.3f); gl.glColor4f(r.nextFloat(), r.nextFloat(), r.nextFloat(), 1); gl.glEnable(GL10.GL_TEXTURE_2D); mParticleSystem.getBall(i).draw(gl); gl.glPopMatrix(); } } Here is my void draw(GL10 gl) method public void draw(GL10 gl){ gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); // gl.glTranslatef(0.2f, 0.2f, -3.0f); // gl.glScalef(size, size, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }

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  • Why are only some of my objects being rendered?

    - by BleedObsidian
    Every time I create a new asteroid the previous one is no longer rendered? I did some debugging and printed out the size of Array-List 'Small' and when a new asteroid is created it doesn't go down, so the thread is still there it's just not being rendered, Why? StatePlay: package me.bleedobsidian.astroidjump; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class StatePlay extends BasicGameState { int stateID = 10; Player player; Asteroids asteroids; StatePlay(int stateID) { this.stateID = stateID; } @Override public int getID() { return stateID; } @Override public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { ResManager.loadImages(); player = new Player(); asteroids = new Asteroids(); } @Override public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { g.setAntiAlias(true); player.render(g); asteroids.render(g); g.drawString("Asteroids: " + Asteroids.small.size(), 10, 25); } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { player.update(gc, delta); asteroids.update(delta); } } Asteroids: package me.bleedobsidian.astroidjump; import java.util.ArrayList; import java.util.Timer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.SpriteSheet; public class Asteroids { public static ArrayList<Asteroid_Small> small = new ArrayList<Asteroid_Small>(); static SpriteSheet small_sprites = new SpriteSheet(ResManager.asteroids_small_ss, 32, 32); static Image small_1 = small_sprites.getSubImage(0, 0); static Image small_2 = small_sprites.getSubImage(1, 0); static Image small_3 = small_sprites.getSubImage(2, 0); static Image small_4 = small_sprites.getSubImage(3, 0); static boolean asteroids = true; static int diff = 0; Asteroids() { Task_Asteroids TaskA = new Task_Asteroids(); Timer timer = new Timer("Asteroids"); if(diff == 0) { timer.schedule(TaskA, 0, 4000); } else if(diff == 1) { timer.schedule(TaskA, 0, 3000); } } public static Image chooseSmallImage(int i) { if(i == 0) { return small_1; } else if(i == 1) { return small_2; } else if(i == 2) { return small_3; } else if(i == 3) { return small_4; } else { return small_1; } } public static void level_manager(float x) { if(x < 1000) { diff = 0; } else if(x < 2000) { diff = 1; } else if(x < 3000) { diff = 2; } else if(x < 5000) { diff = 3; } else if(x < 10000) { diff = 4; } else { diff = 5; } } public void update(int delta) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.update(delta); } } public void render(Graphics g) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.render(g); } } public static void setAsteroids(boolean tf) { asteroids = tf; } } Asteroid_Small: package me.bleedobsidian.astroidjump; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; public class Asteroid_Small { private static Image me; private static float x = 0; private static float y = 0; private static float speed = 0; private static float rotation = 0; private static float rotation_speed = 0; Asteroid_Small(Image i, float x, float y, float rs, float sp) { me = i; Asteroid_Small.x = x; Asteroid_Small.y = y; Asteroid_Small.rotation_speed = rs; Asteroid_Small.speed = sp; } public void update(int delta) { x -= speed * delta; rotation += rotation_speed * delta; me.setRotation(rotation); } public void render(Graphics g) { g.drawImage(me, x, y); } } Task_Asteroid: package me.bleedobsidian.astroidjump; import java.util.TimerTask; public class Task_Asteroids extends TimerTask { public void run() { if(Asteroids.diff == 0) { int randImage = (int) (Math.random() * 4); int randHeight = (int) (Math.random() * 480); Asteroids.small.add(new Asteroid_Small(Asteroids.chooseSmallImage(randImage), Player.x + 960, randHeight, 0.05f, 0.04f)); } } }

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  • Cheap ways to do scaling ops in shader?

    - by Nick Wiggill
    I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about how to reduce the amount of data uploaded to the GPU. For my terrain, which uses discrete / grid-based vertex positions in x and z, it's pretty clear that I can replace my vec3s (floats, really) with shorts, halving the per-vertex position attribute cost from 12 bytes each to 6 bytes. Considering I've got little enough other vertex data, and an enormous amount of terrain data to push into the world, it's a major gain. Currently in my code, one unit in GLSL shaders is equal to 1m in the world. I like that scale. If I move over to using shorts, though, I won't be able to use the same scale, as I would then have a very blocky world where every step in height is an entire metre. So I see these potential solutions to scale the positional data correctly once it arrives at the vertex shader stage: Use 10:1 scaling, i.e. 1 short unit = 1 decimetre in CPU-side code. Do a division by 10 in the vertex shader to scale incoming decimetre values back to metres. Arbirary (non-PoT) divisions tend to be slow, however. Use (some-power-of-two):1 scaling (eg. 8:1), which enables the use of a bitshift (eg. val >> 3) to do the division... not sure how performant this is in shaders, though. Not as intuitive to read values, but possibly quite a bit faster than div by a non-PoT value. Use a texture as lookup table. I've heard that this is really fast. Or whatever solutions others can offer to achieve the same results -- minimal vertex data with sensible scaling.

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  • How to create Button/Switch-Like Tile where you can step on it and change its value?

    - by aldroid16
    If the player step on Button-Tile when its true, it become false. If the player step on Button-Tile when its false, it become true. The problem is, when the player stand on (intersect) the Button-Tile, it will keep updating the condition. So, from true, it become false. Because its false and player intersect on it, it become true again. True-false-true-false and so on. I use ElapsedGameTime to make the updating process slower, and player can have a chance to change the Button to true or false. However, its not a solution I was looking for. Is there any other way to make it keep in False/True condition while the Player standing on it (The Button tile) ?

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  • Adapting Javascript game for mobile

    - by Cardin
    I'm currently developing a Javascript web game for desktop users. It is a sort of tower-defense game that relies on mouse input only, developed on canvas using EaselJS. In the future, or perhaps simultaneously, I would like to adapt the game for mobile devices. I can see at least 3 potential areas in shifting from desktop to mobile: 1. resolution size and UI rearrangement, 2. converting mouse events to touch events, 3. distribution as native app wrapper or mobile Web. What would be the best strategy to facilitate this desktop to mobile conversion? For example, should I try to code the game for both platforms, or port the game UI over to mobile by branching the code base. Should I just publish on the mobile Web or wrap the game in a native app framework? And if I were to code for both platforms using the same codebase, should I register both click and touch events, or remap click events to touch using dispatchEvent?

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  • How can I improve the "smoothness" of a 2D side-scrolling iPhone game?

    - by MrDatabase
    I'm working on a relatively simple 2D side-scrolling iPhone game. The controls are tilt-based. I use OpenGL ES 1.1 for the graphics. The game state is updated at a rate of 30 Hz... And the drawing is updated at a rate of 30 fps (via NSTimer). The smoothness of the drawing is ok... But not quite as smooth as a game like iFighter. What can I do to improve the smoothness of the game? Here are the potential issues I've briefly considered: I'm varying the opacity of up to 15 "small" (20x20 pixels) textures at a time... Apparently varying the opacity in this manner can degrade drawing performance I'm rendering at only 30 fps (via NSTimer)... Perhaps 2D games like iFighter are rendered at a higher frame rate? Perhaps the game state could be updated at a faster rate? Note the acceleration vales are updated at 100 Hz... So I could potentially update part of the game state at 100 hz All of my textures are PNG24... Perhaps PNG8 would help (due to smaller size etc)

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  • Is it better to cut and store all sprites needed from a spritesheet in memory, or cut them out just-in-time?

    - by xLite
    I'm not sure what's best practice here as I have little experience with this. Essentially what I am asking is... if it's better to get your single PNG with all your different sprites on it for use in-game, cut out every sprite on startup and store them in memory, then access the already-cut-out sprite from memory quickly or Only have the single PNG with all the different sprites residing in memory, and when you need, for example, a tree. You cut out the tree from the PNG and then continue to use it as normal. I imagine the former is more CPU friendly than the latter but less memory friendly, vice versa for the latter. I want to know what the norm is for game dev. This is a pixel based game using 2D art. Each PNG is actually an avatar's sprite sheet with each body part separated and then later joined to form the full body of the avatar.

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  • Does it make the game more fun when the user is forced to progress through the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will probably just quit playing the game and delete the app. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from, I'm concerned I might be making them feel like it's a lot of work they have to do and that's bad. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is actually motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • Inputting cheat codes - hidden keyboard input

    - by Fibericon
    Okay, here's what I want to do - when the player is at the main menu, I want them to be able to type in cheat codes. That's the only place I want it to work. I don't want to give them a text box to type into. Rather, I want them to simply type in a word (let's say "cheat", just for simplicity sake) that activates the cheat code. I only need to capture keyboard input when the window is in focus. What can I do to accomplish this?

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  • BoundingSpheres move when they should not

    - by NDraskovic
    I have a XNA 4.0 project in which I load a file that contains type and coordinates of items I need to draw to the screen. Also I need to check if one particular type (the only movable one) is passing in front or trough other items. This is the code I use to load the configuration: if (ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.L)) { this.GraphicsDevice.Clear(Color.CornflowerBlue); Otvaranje.ShowDialog(); try { using (StreamReader sr = new StreamReader(Otvaranje.FileName)) { String linija; while ((linija = sr.ReadLine()) != null) { red = linija.Split(','); model = red[0]; x = red[1]; y = red[2]; z = red[3]; elementi.Add(Convert.ToInt32(model)); podatci.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfere.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } } } catch (Exception ex) { Window.Title = ex.ToString(); } } The "Otvaranje" is an OpenFileDialog object, "elementi" is a List (determines the type of item that would be drawn), podatci is a List (determines the location where the items will be drawn) and sfere is a List. Now I solved the picking algorithm (checking for ray and bounding sphere intersection) and it works fine, but the collision detection does not. I noticed, while using picking, that BoundingSphere's move even though the objects that they correspond to do not. The movable object is drawn to the world1 Matrix, and the static objects are drawn into the world2 Matrix (world1 and world2 have the same values, I just separated them so that the static elements would not move when the movable one does). The problem is that when I move the item I want, all boundingSpheres move accordingly. How can I move only the boundingSphere that corresponds to that particular item, and leave the rest where they are?

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  • Best approach to get clicked objects from a display list (2D)

    - by Ixx
    I'm implementing a display list to manage my visuals on screen. I want to know which object is clicked. My objects already have z-order variable. With my current knowledge (almost nothing) the only thing which comes to my mind is make a linear search and get all the objects which contains the clicked point. And then select the object with the highest z-order. But I know there are far better approaches. I think it's something with trees (binary search?). - container display objects and search recursively? just don't know where to start looking, for this concrete case. Any hint link or concrete solution is welcome.

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • Recommended formats to store bitmaps in memory?

    - by Geotarget
    I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) I'm not working with 3D graphics or DirectX / OpenGL rendering and so I don't need to use graphics card compatible bitmap formats. My questions: What is the "usual" or "normal" way to store bitmaps in memory? (in C++ engines/projects?) How to store bitmaps for high-performance algorithms, such that read/write times are the fastest? (fixed array? with/without padding? 24-bpp or 32-bpp?) How to store bitmaps for applications handling a lot of bitmap data, to minimize memory usage? (JPEG? or a faster [de]compression algorithm?) Some possible methods: Use a fixed packed 24-bpp or 32-bpp int[] array and simply access pixels using pointer access, all pixels are allocated in one continuous memory chunk (could be 1-10 MB) Use a form of "sparse" data storage so each line of the bitmap is allocated separately, reusing more memory and requiring smaller contiguous memory segments Store bitmaps in its compressed form (PNG, JPG, GIF, etc) and unpack only when its needed, reducing the amount of memory used. Delete the unpacked data if its not used for 10 secs.

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  • iOS + cocos2d: how to account for sprite's position for the different device dimensions in an universal app?

    - by fuzzlog
    All the questions I've seen regarding iOS universal apps (with or without cocos2d) deal with the "how to add graphics to a universal app". My question is, how does the code need to be written to ensure that the sprites appear appropriately on the screen (given that an iPhone 5's resolution is not proportional to an iPad's resolution)? Is it just a bunch of "if" statements and duplicate code or do iOS/cocos2d provide common function calls that will place the sprites at an appropriate position?

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  • Character equipment combinations

    - by JimFing
    I'm developing a 2d isometric game (typical Tolkien RPG) and wondering how to handle character/equipment combinations. So for example, the player wears leather boots with chain-mail and a wooden shield and a sword - but then picks up plate-armour instead of chain-mail. I'm using Blender3D to create objects, environments and characters in 3D, then a script runs to render all 3D meshes into 2D orthographic tile maps. So I can use this script to create all the combinations of character equipment for me, but there would be an explosion in terms of the combinations required.

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