Search Results

Search found 26774 results on 1071 pages for 'distributed development'.

Page 580/1071 | < Previous Page | 576 577 578 579 580 581 582 583 584 585 586 587  | Next Page >

  • UDK: Toggle Material on Brushes?

    - by user50300
    I'm attempting to change / toggle the material that's applied to a BSP brush. I've seen where it's possible on static meshes, but I can't seem to get it to work on brushes. Below is an example scenario. The ground (BSP Brush) is covered in a stone material The player hits a trigger. A new "moss" material is applied to the brush, removing the old stone material. Any assistance you could offer would be greatly appreciated.

    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

  • Free texture sites – is it safe to use their content

    - by AllCoder
    There are multiple free texture sites, like: texturemate.com or plaintextures.com. I am wondering how safe it is to use their content? I imagine that the texture could be withdrawed from the site, making it difficult to prove it was really there. Or: a file can origin from other, restricted source. I am thinking about using wikipedia Commons, as there is the OTRS system. However most media requires attributing.

    Read the article

  • C++ game architecture

    - by rxc
    I'm trying to make a game, but I'm not sure of the best way to set up the main loop and classes. For really small games, I could put everything in the main() loop, including event handling, collision checking, etc. However, for large games, that's seems like a highly inefficient way to get things done. The architecture I want is kind like the way the Minecraft coders did it (I quote Minecraft code because I've seen the source code when downloading MCP). They have objects entity classes EntityCow and EntityChicken and they have methods like onDeath(), onLivingUpdate(); and item classes like ItemSword have methods like onItemUse(). I've never seen these methods get called directly, but apparently, they get stored in a class called DataWatcher, which, I think "watches" all the data (as the name implies) and calls the appropriate methods in the objects. Is that how most games do it? If so, how is the DataWatcher class implemented? Any help or alternate suggestions is really appreciated.

    Read the article

  • XNA + Windows Forms: How make them work together without making the trick of the custom GraphicsDeviceControl?

    - by Renann
    What I've found is a solution where you have to code a custom GraphicsDeviceControl to put inside the form (the well known tutorial from the APPHub), but that's not what I'm searching for. I would like to say that before start to right my question here, I "googled" a lot and I saw some questions here, but I couldn't find what I'm looking for. I would like to have the Draw/Update loops completly managed by XNAFrameWork (with XNA project and so), and not by a custom component. I hope you understand what I asked. Thanks in advance. Edit What's the most important thing for me and wasn't shown in the tutorial of APPHub is: where I have to put the input handling? That's one the problems that wasn't covered by the tutorial.

    Read the article

  • Actionscript - Dropping Multiple Objects Using an Array? [closed]

    - by Eratosthenes
    Possible Duplicate: Actionscript - Dropping Multiple Objects Using an Array? I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

    Read the article

  • Will there be any more books in the Game Programming Gems series?

    - by Laurent Couvidou
    It's been more than three years now that the last Game Programming Gems book was published. The official website isn't updated anymore, and this page of Mark DeLoura's website seems to imply that the series is over. Was there ever an official statement about this? Was number 8 the last book? The Game Programming Gems were one of the most (if not the most) important resource for me and probably thousands of developers around the globe, did the Internet kill them?

    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

  • Selecting objects on a 2D map

    - by Dave
    I have a object selection function by checking the mouse click and getting the relevant object. How ever there is a rare situation where if one object is partially behind the other then both objects are in the given area so im wondering how I can make the game know which one was selected, as currently my method does not know. This is my function that works it out: function getobj(e){ mx = e.pageX - curleft; //mouse click x my = e.pageY - curtop; //mouse click y function searchSprites(sprites, x, y) { var matches = [], i = 0, data = null; for (i = 0; i < spritea.length; ++i) { data = spritea[i].data; if (x > data[0] && y > data[1] && x < data[2] && y < data[3]) { var imageData = ctx2.getImageData(x, y, 1, 1); if(imageData.data[3] !== 0){ return [spritea[i].id]; i = spritea.length; } } } } res = searchSprites(spritea, mx, my); bid = res[0]; if(bid === '1'){ alert('You selected the skyscraper in front!'); }else if(bid === '3'){ alert('You selected the skyscraper behind!'); } } Image of the map: It keeps telling me I clicked the skyscraper behind which is not necessarily what the user is trying to do. How can I improve the accuracy of this ?

    Read the article

  • Multiple passes in direct3d10

    - by innochenti
    I begin to learning direct3d10 and stuck with multiple passes. As input I have a triangle(that stored in vb/ib) and effect file: //some vertex shader and globals goes there. skip them to preserve simplicity float4 ColorPixelShader(PixelInputType input) : SV_Target { return float4(1,0,0,0); } float4 ColorPixelShader1(PixelInputType input) : SV_Target { return float4(0,1,0,0); } technique10 ColorTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader())); SetGeometryShader(NULL); } pass pass1 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader1())); SetGeometryShader(NULL); } } And some render code: pass1->Apply(0); device->DrawIndexed(indexCount, 0, 0); pass2->Apply(0); device->DrawIndexed(indexCount, 0, 0); What I'd expect to see is the green triangle, but it always shows me red triangle. What am I doing wrong? Also, I've got another question - should I set vertex shader in every pass? I've added ColorVertexShader1 that translates vertex position by some delta, and 've got following picture: http://imgur.com/Oe7Qj

    Read the article

  • Map rendering Libgdx Java

    - by user3165683
    Ok, so I am trying to create a 2D non-movable random tiled map. This is what I have so far: private void generateTile(){ System.out.print("tiletry1"); while(loadedTiles != 8100){ System.out.print("tiletry"); Texture currentTile = null; int tileX = 0; int tileY = 0; if (tileX == 120); tileY = 16; tileX = 0; game.batch.begin(); switch(MathUtils.random(2)){ case 0: //game.batch.draw(tile1, tileX, tileY); System.out.print("tile1"); currentTile = tile1; break; case 1: //game.batch.draw(tile2, tileX, tileY); System.out.print("tile2"); currentTile = tile2; break; case 2: //game.batch.draw(tile3, tileX, tileY); System.out.print("tile3"); currentTile = tile3; break; } tileX+=16; loadedTiles ++; game.batch.draw(currentTile, tileX, tileY); game.batch.end(); } } However, I can't see any of the tiles and the screen just looks green. This method is above my render method which I have: camera.update(); batch.setProjectionMatrix(camera.combined); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); game.batch.begin(); //other render stuff Why am I not able to see the tiles?

    Read the article

  • Charakter coding / programming

    - by Jery
    lately I tryed a few times to create charakters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your charakter is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together =\ thx in advance for some input

    Read the article

  • Having a list of rooms with theirs connection to each other, how do I find isolated room groups?

    - by petervaz
    I'm trying to create a small roguelike and went as far as random generating rooms and corridors. Each room is an instanced object and contain an arraylist of the others rooms connected by a corridor. I can single out unconnected rooms but how can I know the rooms that are connected only to each other but not to most of the others, forming an island? to illustrated better the problem here is an image from the console on a bogged level. Rooms 5 and 6 are connected only to each other. What algorithm can I use to detect that?

    Read the article

  • writing 3d game [closed]

    - by user1432980
    I want to write a game as my final year diploma project.(I'm a 4th-year-student now so I've got a year and several months). But I don't know what to choose: either write my own game engine using DirectX9(10)(I don't like OpenGL) or use OGRE + PhysX(Don't like Unity) I'm more interested in writing my own game engine(but I wonder if I'll create engine on the same level as even Unreal 1.0 hah) but on the other side with PhysX I'll have advanced physics in my game and with OGRE I'll have good grahics. For 3d models I want to use Maya. What do you advise me to choose? As for me I've got a little DirectX experience,not bad C++ programming skills(but not expert's) and a little knowledge of Maya. My English isn't perfect either hah...

    Read the article

  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

    Read the article

  • Color based collision detection

    - by user1486826
    I am making a game where you fly a ship around some randomly generated planets. Since I am using a for loop to draw over 5000 planets, using the rectangle class or an oval-type class for this is not an option, since creating many objects will severely affect performance. Bitmasking each planet will likely result in performance issues too, so the only candidate is color based collision detection, because I don't need to apply some sort of object to everything I want to check for collisions. Is any way to check the perimeter around the ship for a certain color?

    Read the article

  • Scripted Motion Paths (?) (XNA)

    - by Peteyslatts
    Ok, so the title isn't the greatest because this is a lot more general. Say I want to have the player be able to hit A and have their ship model roll to the right, and shift to the right of the screen, while the camera stays centered. Would I do that through programming (ie. set waypoints for the model and keep the camera focus still) or do it through animation ( so the ship model actually rolls and moves right, and just play those frames)(I actually don't know how to do this kind of 3D animation yet, haven't looked into it. Adding it to my To Do List) This is a really vague question I know, I'll try and answer any questions. Thanks, Peter

    Read the article

  • How do I convert a partially transparent image into polygons?

    - by user82779
    I'm using GLEE2D, a level editor allowing me to import images, scale them, rotate them, and position them onto layers and export the data into XML format. However, it does not tell me objects' boundaries. I can calculate them, but only given the original image's polygons. How do I get polygons of objects in a transparent image? An example object (I outlined it): How would I turn the object, knowing the scaled size of the image, into polygons? Is there an algorithm for this? I'll use OpenGL to draw them.

    Read the article

  • change texture at runtime

    - by user1509674
    How can I change the texture at runtime. I have done changing the label(text) at runtime. The following code is used using UnityEngine; using System.Collections; public class switchtime : MonoBehaviour { // Use this for initialization private bool showLabel = false; private bool showLabe2 = false; private bool showLabe3 = false; private bool showLabe4 = false; public void Start() { Invoke("ToggleLabel", 1); Invoke("ToggleLabel2", 3); Invoke("ToggleLabel3",6 ); Invoke("ToggleLabel4", 9); } public void ToggleLabel() { showLabel = !showLabel; } public void ToggleLabel2() { showLabe2 = !showLabe2; } public void ToggleLabel3() { showLabe3 = !showLabe3; } public void ToggleLabel4() { showLabe4 = !showLabe4; } public void OnGUI() { if (showLabel) { GUI.Label(new Rect(300, 200, 100, 20), "Copying window file.."); } if (showLabe2) { GUI.Label(new Rect(40, 40, 100, 20), "Epanding windows file.."); } if (showLabe3) { GUI.Label(new Rect(80, 80, 100, 20), "Installing Feature.."); } if (showLabe4) { GUI.Label(new Rect(100, 100, 100, 20), "Installing Updates"); } } } Now I need to change the GUITexture at runtime. How can do this? Can anybody help me in coding? Here is some changes I made. I worked on changing the gameObject when mouse is placed on it. This is the code I applied and its working for me using UnityEngine; using System.Collections; public class change : MonoBehaviour { // Use this for initialization public GameObject newSprite; private Vector3 currentSpritePosition; void update() { } void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } } Now the problem is that, in same code I need to set a time so that the text get loaded without the mouse click. I mean a particular time to load each text one after the another. Here is my screen shot Here I have placed the image one below the another,when the mouse is hovered on it it will change the text from bold to normal text.Changes process stated in (image 2,3).That code I posted is working for me.

    Read the article

  • GL_INVALID_OPERATION in glEnd

    - by Killrazor
    Hello, I'm having problems drawing a simple sprite. When I draw: void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); //CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_TRIANGLE_STRIP)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glNormal3i(0,0,1)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glEnd()); //CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } I'm always get an GL_INVALID_OPERATION in glEnd(). I suspect that error is not here, but I can't detect where may be. Actually, the output render seems ok. But I want to solve this situation before to catch a subtle bug tomorrow. Any idea of what could be

    Read the article

  • Drawing line from sprite with a touch

    - by Kaizer
    I am working with cocos2d for the iPhone and I have a question about how to implement the following. I have a circle shaped sprite on my layer. When I touch the sprite and move my finger a line must be drawn from the sprite to where my finger is. When I move my finger on the screen the line must follow (straight line). When I release my finger the line should disappear. In a good looking way I should be able to restyle the line into an arrow. Can anyone move me in the right direction for this ? Kind regards

    Read the article

  • Building a touch event driven UI from scratch: what algorithms or data types?

    - by user1717079
    I have a touch display. As input I can receive the coordinates and how many touch points are in use, basically I just get an X,Y couple for every touch event/activated point at a customizable rate. I need to start from this and build my own callback system to achieve something like Object.onUp().doSomething() meaning that I would like to abstract just the detection of some particular movements and not having to deal with raw data: what algorithms can be useful in this case? What statements? Is there some C++ library that I can dissect to get some useful info? Would you suggest the use of an heuristic algorithm?

    Read the article

  • How do I swap two objects in C# (specifically Mono) without triggering GC?

    - by TenFour04
    I have two array lists. that I want to swap each frame. My question is, does the variable 'temp' need to be a member variable to avoid triggering GC, assuming this method is called on dozens of objects each frame? I'm not creating a new object, just a new reference to an object. public void LateUpdate(){ ArrayList<int> temp = previousFrameCollisions; previousFrameCollisions = currentFrameCollisions; currentFrameCollisions = temp; currentFrameCollisions.clear(); } I've been told there's no reason to make a primitive into a member variable just to avoid GC, so my best guess is that this also applies to object references.

    Read the article

  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

    Read the article

  • Implementing unlockable items on Android

    - by coder_For_Life22
    I know this would be a beginners question (some of you might think) but I would like to know different approaches for this. I have a game with lets say 20 unlockable items, at the main menu I have a button where the user can go to an activity and view the unlockable items. So I would like for it to have a "Locked image" and under it a text telling you what the item is and maybe how to unlock it. What is the best way of going about this? And then when the item is unlocked during the game, maybe put a variable in the shared preference and check at the beginning of the activity with the unlockabled items. Let me know what you guys think. Thanks.

    Read the article

< Previous Page | 576 577 578 579 580 581 582 583 584 585 586 587  | Next Page >