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  • How to highlight non-rectengular hotspots?

    - by HuseyinUslu
    So my question is highly related to Creating non-rectangular hotspots and detecting clicks. Yet again, I've irregular hot-spots (think the game Risk). So basically, we can detect clicks on these hot-spots easily using color key mapping as discussed in above question which I don't have any problems implementing (which is also covered here in details). The problem is about highlighting these irreguar hotspots. So let me explain the question a bit more - the above color key mapping guide uses this as a world map; then the author color-maps the imaginary countries; which we can now detect the country the pointer is over. In the same article author mentions outlining countries on mouse-over; though to get the effect, he creates unique border assets for each country - like; So for the game I'm working on I'm using the same color-key mapping idea to detect hot-spots, but I didn't like the way of highlighting hot-spots. Coloring all the hot-spots is already a great work for me - as I've 25+ hot-spots for each map - further more the need to have 25 unique border/highlight asset per hot-spot doesn't sound right. Anyone have a better idea/suggestion on highlighting these hot-spots?

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  • How can I model a pendulum blade?

    - by Micah Delane Bolen
    Like this one from Saw V: What primitive shape/s would you start out with? How would you transform the primitive shape/s to give it a nice, smooth, sharp blade on one side without distorting the entire object in a weird way? I tried starting out with a cylinder and then subtracting the top half using a duplicate cylinder and a difference modifier, but I ended up distorting the entire object when I tried to pull the "blade" edges together. I think I need to add lattices to smoothly "sharpen" the edge of the blade.

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  • 2D Smooth Turning in a Tile-Based Game

    - by ApoorvaJ
    I am working on a 2D top-view grid-based game. A ball that rolls on the grid made up of different tiles. The tiles interact with the ball in a variety of ways. I am having difficulty cleanly implementing the turning tile. The image below represents a single tile in the grid, which turns the ball by a right angle. If the ball rolls in from the bottom, it smoothly changes direction and rolls to the right. If it rolls in from the right, it is turned smoothly to the bottom. If the ball rolls in from top or left, its trajectory remains unchanged by the tile. The tile shouldn't change the magnitude of the velocity of the ball - only change its direction. The ball has Velocity and Position vectors, and the tile has Position and Dimension vectors. I have already implemented this, but the code is messy and buggy. What is an elegant way to achieve this, preferably by modification of the ball's Velocity vector by a formula?

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  • How to apply effects that occur (or change) over time to characters in a game?

    - by Joshua Harris
    So assume that I have a system that applies Effects to Characters like so: public class Character { private Collection<Effect> _effects; public void AddEffect (Effect e) { e.ApplyTo(this); _effects.Add(e); } public void RemoveEffect (Effect e) { e.RemoveFrom(this); _effects.Remove(e); } } public interface Effect { public void ApplyTo (Character character); public void RemoveFrom (Character character); } Example Effect: Armor Buff for 5 seconds. void someFunction() { // Do Stuff ... Timer armorTimer = new Timer(5 seconds); ArmorBuff armorbuff = new ArmorBuff(); character.AddEffect(armorBuff); armorTimer.Start(); // Do more stuff ... } // Some where else in code public void ArmorTimer_Complete() { character.RemoveEffect(armorBuff); } public class ArmorBuff implements Effect { public void applyTo(Character character) { character.changeArmor(20); } public void removeFrom(Character character) { character.changeArmor(-20); } } Ok, so this example would buff the Characters armor for 5 seconds. Easy to get working. But what about effects that change over the duration of the effect being applied. Two examples come to mind: Damage Over Time: 200 damage every second for 3 seconds. I could mimic this by applying an Effect that lasts for 1 second and has a counter set to 3, then when it is removed it could deal 200 damage, clone itself, decrement the counter of the clone, and apply the clone to the character. If it repeats this until the counter is 0, then you got a damage over time ability. I'm not a huge fan of this approach, but it does describe the behavior exactly. Degenerating Speed Boost: Gain a speed boost that degrades over 3 seconds until you return to your normal speed. This is a bit harder. I can basically do the same thing as above except having timers set to some portion of a second, such that they occur fast enough to give the appearance of degenerating smoothly over time (even though they are really just stepping down incrementally). I feel like you could get away with only 12 steps over a second (maybe less, I would have to test it and see), but this doesn't seem very elegant to me. The only other way to implement this effect would be to change the system so that the Character checks the _effects collection for effects that alter any of the properties any time that they are being used. I could handle this in functions like getCurrentSpeed() and getCurrentArmor(), but you can imagine how much of a hassle it would be to have that kind of overhead every time you want to do a calculation with movement speed (which would be every time you move your character). Is there a better way to deal with these kinds of effects or events?

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  • HLSL Shader not working right?

    - by dvds414
    Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? if so then how? I'm using C++. Here is my shader. float sampleRadius; float distanceScale; float4x4 xProjection; float4x4 xView; float4x4 xWorld; float3 cornerFustrum; struct VS_OUTPUT { float4 pos : POSITION; float2 TexCoord : TEXCOORD0; float3 viewDirection : TEXCOORD1; }; VS_OUTPUT VertexShaderFunction( float4 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float4 WorldPosition = mul(Position, xWorld); float4 ViewPosition = mul(WorldPosition, xView); Out.pos = mul(ViewPosition, xProjection); Position.xy = sign(Position.xy); Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f; float3 corner = float3(-cornerFustrum.x * Position.x, cornerFustrum.y * Position.y, cornerFustrum.z); Out.viewDirection = corner; return Out; } texture depthTexture; texture randomTexture; sampler2D depthSampler = sampler_state { Texture = <depthTexture>; ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; sampler2D RandNormal = sampler_state { Texture = <randomTexture>; ADDRESSU = WRAP; ADDRESSV = WRAP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0 { float4 samples[16] = { float4(0.355512, -0.709318, -0.102371, 0.0 ), float4(0.534186, 0.71511, -0.115167, 0.0 ), float4(-0.87866, 0.157139, -0.115167, 0.0 ), float4(0.140679, -0.475516, -0.0639818, 0.0 ), float4(-0.0796121, 0.158842, -0.677075, 0.0 ), float4(-0.0759516, -0.101676, -0.483625, 0.0 ), float4(0.12493, -0.0223423, -0.483625, 0.0 ), float4(-0.0720074, 0.243395, -0.967251, 0.0 ), float4(-0.207641, 0.414286, 0.187755, 0.0 ), float4(-0.277332, -0.371262, 0.187755, 0.0 ), float4(0.63864, -0.114214, 0.262857, 0.0 ), float4(-0.184051, 0.622119, 0.262857, 0.0 ), float4(0.110007, -0.219486, 0.435574, 0.0 ), float4(0.235085, 0.314707, 0.696918, 0.0 ), float4(-0.290012, 0.0518654, 0.522688, 0.0 ), float4(0.0975089, -0.329594, 0.609803, 0.0 ) }; IN.TexCoord.x += 1.0/1600.0; IN.TexCoord.y += 1.0/1200.0; normalize (IN.viewDirection); float depth = tex2D(depthSampler, IN.TexCoord).a; float3 se = depth * IN.viewDirection; float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb; float3 normal = tex2D(depthSampler, IN.TexCoord).rgb; float finalColor = 0.0f; for (int i = 0; i < 16; i++) { float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius; //if (dot(ray, normal) < 0) // ray += normal * sampleRadius; float4 sample = float4(se + ray, 1.0f); float4 ss = mul(sample, xProjection); float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f); sampleTexCoord.x += 1.0/1600.0; sampleTexCoord.y += 1.0/1200.0; float sampleDepth = tex2D(depthSampler, sampleTexCoord).a; if (sampleDepth == 1.0) { finalColor ++; } else { float occlusion = distanceScale* max(sampleDepth - depth, 0.0f); finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1); } } return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f); } technique SSAO { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }

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  • How can I make my game more popular without paying money?

    - by Marlon Drescher
    I am a game designer, software developer, composer and graphic artist and made the 3D Hack 'n Slay MMO Forgotten Elements on my own. It's playable at open Beta and will be released at the end of the year. I used Plain Old JAVA, JPCT 3D Engine, Tomcat Webserver and Blender 3D / Gimp to manage all the tasks. I developed the whole game from scratch. For me the hardest task in this challenge is probably the whole thing about marketing and advertisement. Because it is a independent project and I am the only person working on it, there is no money I could invest for making advertisement. But anyhow... How could it be possible to make this game more popular? What would you suggest me?

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  • How to tile multiple procedurally generated textures?

    - by Burhuc
    I'm trying to develop a procedural tile generator for a game, mostly for the ground tiles, instead of using "hand-drawn" tiles. To achieve this I'm using Perlin noise and a sine wave with multiple parameters, which already gives me pretty nice results. I don't want to generate 1 tile and repeat that one forever for one ground type, but I want to avoid recurrences, so I'm generating n different tiles. The problem I'm having now is that I want to tile the generated textures (smooth transitions). At the moment I have this: 4 256x256 textures. I thought a simple method would be to just add the positions of the different tiles to the noise generation algorithm, so that, when creating the 4 256x256 textures, it would behave like it would create a 512x512 texture, but that somehow didn't work as intented. So how can I tile those textures?

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  • How to avoid circular dependencies between Player and World?

    - by futlib
    I'm working on a 2D game where you can move up, down, left and right. I have essentially two game logic objects: Player: Has a position relative to the world World: Draws the map and the player So far, World depends on Player (i.e. has a reference to it), needing its position to figure out where to draw the player character, and which portion of the map to draw. Now I want to add collision detection to make it impossible for the player to move through walls. The simplest way I can think of is to have the Player ask the World if the intended movement is possible. But that would introduce a circular dependency between Player and World (i.e. each holds a reference to the other), which seems worth avoiding. The only way I came up with is to have the World move the Player, but I find that somewhat unintuitive. What is my best option? Or is avoiding a circular dependency not worth it?

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  • Is using a dedicated thread just for sending gpu commands a good idea?

    - by tigrou
    The most basic game loop is like this : while(1) { update(); draw(); swapbuffers(); } This is very simple but have a problem : some drawing commands can be blocking and cpu will wait while he could do other things (like processing next update() call). Another possible solution i have in mind would be to use two threads : one for updating and preparing commands to be sent to gpu, and one for sending these commands to the gpu : //first thread while(1) { update(); render(); // use gamestate to generate all needed triangles and commands for gpu // put them in a buffer, no command is send to gpu // two buffers will be used, see below pulse(); //signal the other thread data is ready } //second thread while(1) { wait(); // wait for second thread for data to come send_data_togpu(); // send prepared commands from buffer to graphic card swapbuffers(); } also : two buffers would be used, so one buffer could be filled with gpu commands while the other would be processed by gpu. Do you thing such a solution would be effective ? What would be advantages and disadvantages of such a solution (especially against a simpler solution (eg : single threaded with triple buffering enabled) ?

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  • Has an open console any chance to give more strength to the indie game world ?

    - by jokoon
    I have heard about the GPX, but i don't really think the embedded market is mature enough in terms of performance, but what about the home console market ? I'm not talking about last-generation graphics, because that would be economically impossible, but what about an hardware as fast as a playstation 2/Xbox 1/Gamecube ? For games, the trick would be to ask some editors to recompile their best sellers for the new machine: those games being from the PSX age or even older console generations, I think this would have a very low cost job and they could still make some good profit, but I need to know if this is doable technically, considering the architecture which can be quite exotic. Do you think it would be a viable project to talk about to investors ?

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  • HTML5 - check if font has loaded

    - by espais
    At present I load my font for my game in with @font-face For instance: @font-face { font-family: 'Orbitron'; src: url('res/orbitron-medium.ttf'); } and then reference it throughout my JS implementation as such: ctx.font = "12pt Orbitron"; where ctx is my 2d context from the canvas. However, I notice a certain lag time while the font is downloaded to the user. Is there a way I can use a default font until it is loaded in?

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  • Ray Picking Problems

    - by A Name I Haven't Decided On
    I've read so many answers on here about how to do Ray Picking, that I thought I had the idea of it down. But when I try to implement it in my game, I get garbage. I'm working with LWJGL. Here's the code: public static Ray getPick(int mouseX, int mouseY){ glPushMatrix(); //Setting up the Mouse Clip Vector4f mouseClip = new Vector4f((float)mouseX * 2 / 960f - 1, 1 - (float)mouseY * 2 / 640f ,0 ,1); //Loading Matrices FloatBuffer modMatrix = BufferUtils.createFloatBuffer(16); FloatBuffer projMatrix = BufferUtils.createFloatBuffer(16); glGetFloat(GL_MODELVIEW_MATRIX, modMatrix); glGetFloat(GL_PROJECTION_MATRIX, projMatrix); //Assigning Matrices Matrix4f proj = new Matrix4f(); Matrix4f model = new Matrix4f(); model.load(modMatrix); proj.load(projMatrix); //Multiplying the Projection Matrix by the Model View Matrix Matrix4f tempView = new Matrix4f(); Matrix4f.mul(proj, model, tempView); tempView.invert(); //Getting the Camera Position in World Space. The 4th Column of the Model View Matrix. model.invert(); Point cameraPos = new Point(model.m30, model.m31, model.m32); //Theoretically getting the vector the Picking Ray goes Vector4f rayVector = new Vector4f(); Matrix4f.transform(tempView, mouseClip, rayVector); rayVector.translate((float)-cameraPos.getX(),(float) -cameraPos.getY(),(float) -cameraPos.getZ(), 0f); rayVector.normalise(); glPopMatrix(); //This Basically Spits out a value that changes as the Camera moves. //When the Mouse moves, the values change around 0.001 points from screen edge to edge. System.out.format("Vector: %f %f %f%n", rayVector.x, rayVector.y, rayVector.z); //return new Ray(cameraPos, rayVector); return null; } I don't really know why this isn't working. I was hoping some more experienced eyes might be able to help me out. I can get the camera position like a champ, it's the vector the rays going in that I can't seem to get right. Thanks.

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  • Image first loaded, then it isn't? (XNA)

    - by M0rgenstern
    I am very confused at the Moment. I have the following Class: (Just a part of the class): public class GUIWindow { #region Static Fields //The standard image for windows. public static IngameImage StandardBackgroundImage; #endregion } IngameImage is just one of my own classes, but actually it contains a Texture2D (and some other things). In another class I load a list of GUIButtons by deserializing a XML file. public static GUI Initializazion(string pXMLPath, ContentManager pConMan) { GUI myGUI = pConMan.Load<GUI>(pXMLPath); GUIWindow.StandardBackgroundImage = new IngameImage(pConMan.Load<Texture2D>(myGUI.WindowStandardBackgroundImagePath), Vector2.Zero, 1024, 600, 1, 0, Color.White, 1.0f, true, false, false); System.Console.WriteLine("Image loaded? " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); myGUI.Windows = pConMan.Load<List<GUIWindow>>(myGUI.GUIFormatXMLPath); System.Console.WriteLine("Windows loaded"); return myGUI; } Here this line: System.Console.WriteLine("Image loaded? " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); Prints "true". To load the GUIWindows I need an "empty" constructor, which looks like that: public GUIWindow() { Name = ""; Buttons = new List<Button>(); ImagePath = ""; System.Console.WriteLine("Image loaded? (In win) " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); //Image = new IngameImage(StandardBackgroundImage); //System.Console.WriteLine( //Image.IsActive = false; SelectedButton = null; IsActive = false; } As you can see, I commented lines out in the constructor. Because: Otherwise this would crash. Here the line System.Console.WriteLine("Image loaded? (In win) " + (GUIWindow.StandardBackgroundImage.ImageStrip != null)); Doesn't print anything, it just crashes with the following errormessage: Building content threw NullReferenceException: Object reference not set to an object instance. Why does this happen? Before the program wants to load the List, it prints "true". But in the constructor, so in the loading of the list it prints "false". Can anybody please tell me why this happens and how to fix it?

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  • Changes to myApp.js files are reverted back to normal when the project is build - Cocos2dx

    - by Mansoor
    I am trying to do some changes to my myApp.js file of coco2dx project for android in eclipse but I am not able to do it. I am actually trying to change the default background image of my app. But when I run my project all the changes goes back to before values For Eg: This is the default line wer we are setting our background image this.sprite = cc.Sprite.create("res/HelloWorld.png"); I am changing it to the following line: this.sprite = cc.Sprite.create("res/CloseNormal.png"); But when I run my project CloseNormal.png goes back to HelloWorld.png I am using: OS: Win7 Cocos2d Ver: cocos2dx 2.2.2 Why is this happening. Can anybody help me?

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  • Octrees as data structure

    - by Christian Frantz
    In my cube world, I want to use octrees to represent my chunks of 20x20x20 cubes for frustum and occlusion culling. I understand how octrees work, I just dont know if I'm going about this the right way. My base octree class is taken from here: http://www.xnawiki.com/index.php/Octree What I'm wondering is how to apply occlusion culling using this class. Does it make sense to have one octree for each cube chunk? Or should I make the octree bigger? Since I'm using cubes, each cube should fit into a node without overlap so that won't be an issue

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  • Extracting Frustum Planes (Hartmann & Gribbs method)

    - by DAVco
    I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. There doesn't appear to be a "definitive" topic or tutorial which combines all the necessary information, so perhaps this can be it First of all, I am attempting to do this in C# (For Playstation Mobile), using OpenGL style Column-Major matrices in a Right-Handed coordinate system but obviously the math will work in any language. My projection matrix has a Near plane at 1.0, Far plane at 1000, FOV of 45.0 and Aspect of 1.7647. I want to get my planes in World-Space, so I build my frustum from the View-Projection Matrix (that's projectionMatrix * viewMatrix). The view Matrix is the inverse of the camera's World-Transform. The problem is; regardless of what I tweak, I can't seem to get a correct frustum. I think that I may be missing something obvious. Focusing on the Near and Far planes for the moment (since they have the most obvious normals when correct), when my camera is positioned looking down the negative z-axis, I get two planes facing in the same direction, rather than opposite directions. If i strafe my camera left and right (while still looking along the z axis) the x value of the normal vector changes. Obviously, something is fundamentally wrong here; I just can't figure out what - maybe someone here can?

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  • Implement Fast Inverse Square Root in Javascript?

    - by BBz
    The Fast Inverse Square Root from Quake III seems to use a floating-point trick. As I understand, floating-point representation can have some different implementations. So is it possible to implement the Fast Inverse Square Root in Javascript? Would it return the same result? float Q_rsqrt(float number) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; i = 0x5f3759df - ( i >> 1 ); y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); return y; }

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  • GLSL, all in one or many shader programs?

    - by stjepano
    I am doing some 3D demos using OpenGL and I noticed that GLSL is somewhat "limited" (or is it just me?). Anyway I have many different types of materials. Some materials have ambient and diffuse color, some materials have ambient occlusion map, some have specular map and bump map etc. Is it better to support everything in one vertex/fragment shader pair or is it better to create many vertex/fragment shaders and select them based on currently selected material? What is the usual shader strategy in OpenGL or D3D?

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  • How to keep track of previous scenes and return to them in libgdx

    - by MxyL
    I have three scenes: SceneTitle, SceneMenu, SceneLoad. (The difference between the title scene and the menu scene is that the title scene is what you see when you first turn on the game, and the menu scene is what you can access during the game. During the game, meaning, after you've hit "play!" in the title scene.) I provide the ability to save progress and consequently load a particular game. An issue that I've run into is being able to easily keep track of the previous scene. For example, if you enter the load scene and then decide to change your mind, the game needs to go back to where you were before; this isn't something that can be hardcoded. Now, an easy solution off the top of my head is to simply maintain a scene stack, which basically keeps track of history for me. A simple transaction would be as follows I'm currently in the menu scene, so the top of the stack is SceneMenu I go to the load scene, so the game pushes SceneLoad onto the stack. When I return from the load scene, the game pops SceneLoad off the stack and initializes the scene that's currently at the top, which is SceneMenu I'm coding in Java, so I can't simply pass around Classes as if they were objects, so I've decided implemented as enum for eac scene and put that on the stack and then have my scene managing class go through a list of if conditions to return the appropriate instance of the class. How can I implement my scene stack without having to do too much work maintaining it?

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  • Very basic OpenGL ES 2 error

    - by user16547
    This is an incredibly simple shader, yet I'm having a lot of trouble understanding what's wrong with it. I'm trying to send a float to my fragment shader. Its purpose is to adjust the alpha of the fragment colour. Here is my fragment shader: precision mediump float; uniform sampler2D u_Texture; uniform float u_Alpha; varying vec2 v_TexCoordinate; void main() { gl_FragColor = texture2D(u_Texture, v_TexCoordinate); gl_FragColor.a *= u_Alpha; } and below is my rendering method. I get a 1282 (invalid operation) on the GLES20.glUniform1f(u_Alpha, alpha); line. alpha is 1 (but I tried other values as well) and transparent is true: public void render() { GLES20.glUseProgram(mProgram); if(transparent) { GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glUniform1f(u_Alpha, alpha); } Matrix.setIdentityM(mModelMatrix, 0); Matrix.rotateM(mModelMatrix, 0, angle, 0, 0, 1); Matrix.translateM(mModelMatrix, 0, x, y, z); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mMVPMatrix, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]); GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 12, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[1]); GLES20.glVertexAttribPointer(a_TexCoordinate, 2, GLES20.GL_FLOAT, false, 8, 0); //snowTexture start GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]); GLES20.glUniform1i(u_Texture, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indices.capacity(), GLES20.GL_UNSIGNED_BYTE, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); if(transparent) { GLES20.glDisable(GLES20.GL_BLEND); } GLES20.glUseProgram(0); }

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  • How access PhysicalMaterial from Actor Class?

    - by EmAdpres
    I use Projectile for my weapon system and UDKProjectile has two main function to handle Hit of projectiles(=bullet of my weapon): simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) // For Actors simulated event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp) // Everything except Actors ( I guess) the first method, the function just give me the actor which I hit and my question is How I can get that actor's physical material by first parameter ( Other ), in order to make a proper react about it ( for example a proper Sound of collide ) ... A tricky (but hateful ) way which I knew works is, make a Trace from a little back of that actor to that actor, and use HitInfo parameter which include physical Material ! But there should be a more standard way !

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  • How do I make A* check all diagonal and orthogonal directions?

    - by Munezane
    I'm making a turn-based tactical game and I'm trying to implement the A* algorithm. I've been following a tutorial and got to this point, but my characters can't move diagonally up and left. Can anyone help me with this? The return x and y are int pointers which the characters are using to move towards the target. void level::aStar(int startx, int starty, int targetx, int targety, int* returnx, int* returny) { aStarGridSquare* currentSquare = new aStarGridSquare(); aStarGridSquare* startSquare = new aStarGridSquare(); aStarGridSquare* targetSquare = new aStarGridSquare(); aStarGridSquare* adjacentSquare = new aStarGridSquare(); aStarOpenList.clear(); for(unsigned int i=0; i<aStarGridSquareList.size(); i++) { aStarGridSquareList[i]->open=false; aStarGridSquareList[i]->closed=false; } startSquare=getaStarGridSquare(startx, starty); targetSquare=getaStarGridSquare(targetx, targety); if(startSquare==targetSquare) { *returnx=startx; *returny=starty; return; } startSquare->CostFromStart=0; startSquare->CostToTraverse=0; startSquare->parent = NULL; currentSquare=startSquare; aStarOpenList.push_back(currentSquare); while(currentSquare!=targetSquare && aStarOpenList.size()>0) { //unsigned int totalCostEstimate=aStarOpenList[0]->TotalCostEstimate; //currentSquare=aStarOpenList[0]; for(unsigned int i=0; i<aStarOpenList.size(); i++) { if(aStarOpenList.size()>1) { for(unsigned int j=1; j<aStarOpenList.size()-1; j++) { if(aStarOpenList[i]->TotalCostEstimate<aStarOpenList[j]->TotalCostEstimate) { currentSquare=aStarOpenList[i]; } else { currentSquare=aStarOpenList[j]; } } } else { currentSquare = aStarOpenList[i]; } } currentSquare->closed=true; currentSquare->open=false; for(unsigned int i=0; i<aStarOpenList.size(); i++) { if(aStarOpenList[i]==currentSquare) { aStarOpenList.erase(aStarOpenList.begin()+i); } } for(unsigned int i = currentSquare->blocky - 32; i <= currentSquare->blocky + 32; i+=32) { for(unsigned int j = currentSquare->blockx - 32; j<= currentSquare->blockx + 32; j+=32) { adjacentSquare=getaStarGridSquare(j/32, i/32); if(adjacentSquare!=NULL) { if(adjacentSquare->blocked==false && adjacentSquare->closed==false) { if(adjacentSquare->open==false) { adjacentSquare->parent=currentSquare; if(currentSquare->parent!=NULL) { currentSquare->CostFromStart = currentSquare->parent->CostFromStart + currentSquare->CostToTraverse + startSquare->CostFromStart; } else { currentSquare->CostFromStart=0; } adjacentSquare->CostFromStart =currentSquare->CostFromStart + adjacentSquare->CostToTraverse;// adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; //currentSquare->CostToEndEstimate = abs(currentSquare->blockx - targetSquare->blockx) + abs(currentSquare->blocky - targetSquare->blocky); //currentSquare->TotalCostEstimate = currentSquare->CostFromStart + currentSquare->CostToEndEstimate; adjacentSquare->open = true; adjacentSquare->CostToEndEstimate=abs(adjacentSquare->blockx- targetSquare->blockx) + abs(adjacentSquare->blocky-targetSquare->blocky); adjacentSquare->TotalCostEstimate = adjacentSquare->CostFromStart+adjacentSquare->CostToEndEstimate; //adjacentSquare->open=true;*/ aStarOpenList.push_back(adjacentSquare); } else { if(adjacentSquare->parent->CostFromStart > currentSquare->CostFromStart) { adjacentSquare->parent=currentSquare; if(currentSquare->parent!=NULL) { currentSquare->CostFromStart = currentSquare->parent->CostFromStart + currentSquare->CostToTraverse + startSquare->CostFromStart; } else { currentSquare->CostFromStart=0; } adjacentSquare->CostFromStart =currentSquare->CostFromStart + adjacentSquare->CostToTraverse;// adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; //currentSquare->CostToEndEstimate = abs(currentSquare->blockx - targetSquare->blockx) + abs(currentSquare->blocky - targetSquare->blocky); //currentSquare->TotalCostEstimate = currentSquare->CostFromStart + currentSquare->CostToEndEstimate; adjacentSquare->CostFromStart = adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; adjacentSquare->CostToEndEstimate=abs(adjacentSquare->blockx - targetSquare->blockx) + abs(adjacentSquare->blocky - targetSquare->blocky); adjacentSquare->TotalCostEstimate = adjacentSquare->CostFromStart+adjacentSquare->CostToEndEstimate; } } } } } } } if(aStarOpenList.size()==0)//if empty { *returnx =startx; *returny =starty; return; } else { for(unsigned int i=0; i< aStarOpenList.size(); i++) { if(currentSquare->parent==NULL) { //int tempX = targetSquare->blockx; //int tempY = targetSquare->blocky; *returnx=targetSquare->blockx; *returny=targetSquare->blocky; break; } else { currentSquare=currentSquare->parent; } } } }

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  • Can DrawIndexedPrimitives() be used for drawing a loaded model mesh-wise?

    - by Afzal
    I am using DrawIndexedPrimitives() for drawing a loaded 3D model by drawing each mesh part, but this process makes my application very slow. This is perhaps because of a very large number of vertex/index buffer data created in video memory. That is why I am looking for a way to use the same method for each model mesh instead. The problem is that I don't know how I will set the textures of that mesh. Can anyone offer me some guidance?

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  • Java enum pairs / "subenum" or what exactly?

    - by vemalsar
    I have an RPG-style Item class and I stored the type of the item in enum (itemType.sword). I want to store subtype too (itemSubtype.long), but I want to express the relation between two data type (sword can be long, short etc. but shield can't be long or short, only round, tower etc). I know this is wrong source code but similar what I want: enum type { sword; } //not valid code! enum swordSubtype extends type.sword { short, long } Question: How can I define this connection between two data type (or more exactly: two value of the data types), what is the most simple and standard way? Array-like data with all valid (itemType,itemSubtype) enum pairs or (itemType,itemSubtype[]) so more subtype for one type, it would be the best. OK but how can I construct this simplest way? Special enum with "subenum" set or second level enum or anything else if it does exists 2 dimensional "canBePairs" array, itemType and itemSubtype dimensions with all type and subtype and boolean elements, "true" means itemType (first dimension) and itemSubtype (second dimension) are okay, "false" means not okay Other better idea Thank you very much!

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  • Given a start and end point, how can I constrain the end point so the resulting line segment is horizontal, vertical, or 45 degrees?

    - by GloryFish
    I have a grid of letters. The player clicks on a letter and drags out a selection. Using Bresenham's Algorithm I can create a line of highlighted letters representing the player's selection. However, what I really want is to have the line segment be constrained to 45 degree angles (as is common for crossword-style games). So, given a start point and an end point, how can I find the line that passes through the start point and is closest to the end point? Bonus: To make things super sweet I'd like to get a list of points in the grid that the line passes through, and for super MEGA bonus points, I'd like to get them in order of selection (i.e. from start point to end point).

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