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  • Why is this 8 puzzle unsolvable?

    - by Ashwin
    I am developing a 8 puzzle game. I went through the rules in this (see Detecting Unsolvable Puzzles) link, which tell you how to detect if an initial state is unsolvable. It says that if the number of inversions is odd, then the goal state cannot be reached and if even the goal state can be reached. Inversion is defined as Given a board, an inversion is any pair of blocks i and j where i < j but i appears after j when considering the board in row-major order (row 0, followed by row 1, and so forth). There is a 8-puzzle solver(applet) here. Choose 8-puzzle from the options. 1,0,3,2,4,5,6,7,8 and 7,0,2,8,5,3,6,4,1 As you can see both of them contain an even number of inversions. Still the program says that the puzzle is unsolvable. So is the Princeton link wrong?

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  • Frame Buffer Objects vs calling TexCoord2f?

    - by sensae
    I'm learning the basics of OpenGL with lwjgl currently, and following a guide I've got textured quads that can move around a scene. I've been reading about Frame Buffer Objects, and I'm not really clear on their purpose and their benefit. My understanding is that I'll create a FBO with the texture I'd like, load the FBO, draw a quad, then unload the FBO. What would the technique I'm currently doing for texture management be called, and how does it differ from using FBOs? What are the benefits to using FBOs? How does it fit into the grand rendering scheme of things?

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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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  • Algorithm to simplify building/structural meshes

    - by morpheus
    I am looking for an algorithm to simplify the meshes of buildings or similar structures. EDIT: I had made a comment that Hoppe's algorithm tends to make meshes more and more spherical with simplification. But, I am not sure about it, so am deleting the comment. Buildings in contrast should tend to become more and more rectangular with increasing simplification. The D3DX extensions for D3D in version 9.0 (d3dx9.lib) used to have classes to do progressive mesh simplification. See: http://doc.51windows.net/Directx9_SDK/?url=/directx9_sdk/graphics/reference/d3dx/functions/mesh/d3dxgeneratepmesh.htm http://msdn.microsoft.com/en-us/library/windows/desktop/bb281243(v=vs.85).aspx

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  • Circle vs Edge collision detection / resolution

    - by topheman
    I made a javascript class Ball.js that handles physics interactions betweens balls as well as painting. In the v1.0, the ball vs ball collision detection and resolution is well handled. In the next version (v2), I'm trying to add edgeCollision handling. I'm having some problems, maybe you will be able to help me. All the v2 branch source code is on github repository : https://github.com/topheman/Ball.js/tree/v2 The v2 demos (where you can see the bug I will be talking about) : http://labs.topheman.com/Ball-v2/#help As you will see on the demo, I have two major problems that I'm having a really hard time to solve on Ball.js : method resolveEdgeCollision : bounce angle is inconsistent method checkEdgeCollision : if the ball's velocity (the length that it runs each frame) is higher than its diameter, eventually, it will pass through an edge, without triggering any collision Any Ideas ?...

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  • Path Finding for an Arena based map in 3D using NavMesh

    - by Happybirthday
    I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game. The moveable areas are marked using a Navigation Mesh made by the Arena designer. My question is what would be the best way for navigation in such an environment ? Specially considering the case when there is a Bridge at the center of the arena and you could walk under it or even above it ? If suppose the enemy is standing at the top of the Bridge and my AI is at one of the edges of the map ? How can it know whether the enemy is above or below the bridge and how can it navigate till it ?

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  • Optimizing hierarchical transform

    - by Geotarget
    I'm transforming objects in 3D space by transforming each vector with the object's 4x4 transform matrix. In order to achieve hierarchical transform, I transform the child by its own matrix, and then the child by the parent matrix. This becomes costly because objects deeper in the display tree have to be transformed by all the parent objects. This is what's happening, in summary: Root -- transform its verts by Root matrix Parent -- transform its verts by Parent, Root matrix Child -- transform its verts by Child, Parent, Root matrix Is there a faster way to transform vertices to achieve hierarchical transform? What If I first concatenated each transform matrix with the parent matrices, and then transform verts by that final resulting matrix, would that work and wouldn't that be faster? Root -- transform its verts by Root matrix Parent -- concat Parent, Root matrices, transform its verts by Concated matrix Child -- concat Child, Parent, Root matrices, transform its verts by Concated matrix

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  • Has a multi player graphic adventure* ever been made?

    - by Petruza
    By graphic adventure, I mean point & click LucasArts-type games. Those games have a mostly linear structure in nature, and usually don't offer as many variants as other games types like action, rpg, strategy, which makes this genre difficult to implement a multi-player feature. I'd like to know if there has been any attempts on doing such a thing, and if it would be viable, as players going offline or leaving a game in the middle would affect significantly the other players' game.

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  • iPhone 3d Model format: .h file, .obj, or some other?

    - by T Reddy
    I'm beginning to write an iPhone game using OpenGL-ES and I've come across a problem with deciding what format my 3D models should be in. I've read (link escapes me at the moment) that some developers prefer the models compiled in Objective-C .h files. Still, others prefer having .obj as these are more portable (i.e., for deployment on non-iPhone platforms). Various 3D game engines seem to support many(?) formats, but I'm not going to use any of these engines as I would like to actually learn OpenGL-ES. Am I putting myself at a disadvantage here by not using a packaged engine? Thanks!

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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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  • Am I missing something about these considerations about Leaderboard's database's schema?

    - by misiMe
    I just finished to develop a mobile game, now I want to implement an online leaerboard using mysql. I'm wondering about the database's schema, I thought about some possibilities: (I didn't got in detail with syntax because my question is just about the logic of it) Name: string; Score: integer I thought to ask the name just the first time. If, in the future, you will modify that, it will call just an update to the name associated with your id. Leaderboard(ID, Name, Score) ID: integer autoincrement, PrimaryKey With this kind of idea maybe the db will grow fast because if you choose everytime a different name for the score, it will add a new entry. Leaderboard(PhoneId, Name, Score) Here PhoneId will be the unique identifier of the phone, PrimaryKey. A con of this choice is that if you want to play with your friends' phone, you can't put a different name for the score. Leaderboard(Name, Score) Here Name is PrimaryKey. With that, if you enter a name that already exists, you will be prompted to choose another one. Do you agree with this considerations? What will you do? Am I missing something?

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  • How to shade a texture two different colors?

    - by Venesectrix
    To give an example of what I'm asking about, I'll use Saints Row 3 since I've been playing that lately. In that game you can customize your looks and your car's appearance a lot. Your coat can have a primary color and a trim color. Your car can have a primary color and a stripe color, etc. Is there just a single coat texture that is being shaded two different colors somehow or are they overlaying a transparent second texture for the trim/stripes that gets shaded differently? If it's just one texture I'd like to know how it's done. If it's two different textures it seems like it's a waste of space. The second texture would be the same size as the first one but mostly transparent if you just wanted to lay it on top of the first one. Or are they just carefully positioning a second, smaller texture so that it aligns properly with the first one?

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  • Must all AI states be able to react to any event?

    - by Prog
    FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI agents? Consider a simplified class Monster, representing an AI agent: class Monster { State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses implementing execute() differently. So far, classic State pattern. AI agents are subject to environmental effects and other objects communicating with them. For example, an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Is this correct? If correct, how is this done? Are all states obligated by their superclass to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • Most suited technology for browser games?

    - by Tingle
    I was thinking about making a 2D MMO which I would in the long run support on various plattforms like desktop, mac, browser, android and ios. The server will be c++/linux based and the first client would go in the browser. So I have done some research and found that webgl and flash 11 support hardware accelerated rendering, I saw some other things like normal HTML5 painting. So my question is, which technology should I use for such a project? My main goal would be that the users have a hassle free experience using what there hardware can give them with hardware acceleration. And the client should work on the most basic out-of-the-box pc's that any casual pc or mac user has. And another criteria would be that it should be developer friendly. I've messed with webgl abit for example and that would require writing a engine from scratch - which is acceptable but not preferred. Also, in case of non-actionscript, which kind language is most prefered in terms of speed and flexability. I'm not to fond of javascript due to the garbage collector but have learned to work around it. Thank you for you time.

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  • Box2D platformer movement. Are joints a good idea?

    - by Romeo
    So i smashed my brains trying to make my character move. As i wanted later in the game to add explosions and bullets it wasn't a good idea to mess with the velocity and the forces/impulses didn't work as i expected so something stuck in my mind: Is it a good idea to put at his bottom a wheel(circle) which is invisible to the player that will do the movement by rotation? I will attach this to my main body with a revolute joint but i don't really know how to make the main body and wheel body to don't collide one with each other since funny things can happen. What is your oppinion?

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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • Drag camera/view in a 3D world

    - by Dono
    I'm trying to make a Draggable view in a 3D world. Currently, I've made it using mouse position on the screen, but, when I move the distance traveled by my mouse is not equal to the distance traveled in the 3D world. So, I've tried to do that : Compute a ray from mouse position to 3D world. Calculate intersection with the ground. Check intersection difference old position <- new position. Translate camera with the difference. I've got a problem with this method: The ray is computed with the current camera's position I move the camera I compute the new ray with new camera position. The difference between old ray and new ray is now invalid. So, graphically my camera don't stop to move to previous/new position everytime. How can I do a draggable camera with another solution ? Thanks!

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  • Using NumPy arrays as 2D mathematical vectors?

    - by CorundumGames
    Right now I'm using lists as position, velocity, and acceleration vectors in my game. Is that a better option than using NumPy's arrays (not the standard library's) as vectors (with float data types)? I'm frequently adding vectors and changing their values directly, then placing the values in these vectors into a Pygame Rect. The vector is used for position (because Rects can't hold floats, so we can't go "between" pixels), and the Rect is used for rendering (because Pygame will only take in Rects for rendering positions).

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  • How do I clip an image in OpenGL ES on Android?

    - by Maxim Shoustin
    My game involves "wiping off" an image by touch: After moving a finger over it, it looks like this: At the moment, I'm implementing it with Canvas, like this: 9Paint pTouch; 9int X = 100; 9int Y = 100; 9Bitmap overlay; 9Canvas c2; 9Rect dest; pTouch = new Paint(Paint.ANTI_ALIAS_FLAG); pTouch.setXfermode(new PorterDuffXfermode(Mode.SRC_OUT)); pTouch.setColor(Color.TRANSPARENT); pTouch.setMaskFilter(new BlurMaskFilter(15, Blur.NORMAL)); overlay = BitmapFactory.decodeResource(getResources(),R.drawable.wraith_spell).copy(Config.ARGB_8888, true); c2 = new Canvas(overlay); dest = new Rect(0, 0, getWidth(), getHeight()); Paint paint = new Paint();9 paint.setFilterBitmap(true); ... @Override protected void onDraw(Canvas canvas) { ... c2.drawCircle(X, Y, 80, pTouch); canvas.drawBitmap(overlay, 0, 0, null); ... } @Override 9public boolean onTouchEvent(MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_MOVE: { X = (int) event.getX(); Y = (int) event.getY();9 invalidate(); c2.drawCircle(X, Y, 80, pTouch);9 break; } } return true; ... What I'm essentially doing is drawing transparency onto the canvas, over the red ball image. Canvas and Bitmap feel old... Surely there is a way to do something similar with OpenGL ES. What is it called? How do I use it? [EDIT] I found that if I draw an image and above new image with alpha 0, it goes to be transparent, maybe that direction? Something like: gl.glColor4f(0.0f, 0.0f, 0.0f, 0.01f);

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  • Problem creating levels using inherited classes/polymorphism

    - by Adam
    I'm trying to write my level classes by having a base class that each level class inherits from...The base class uses pure virtual functions. My base class is only going to be used as a vector that'll have the inherited level classes pushed onto it...This is what my code looks like at the moment, I've tried various things and get the same result (segmentation fault). //level.h class Level { protected: Mix_Music *music; SDL_Surface *background; SDL_Surface *background2; vector<Enemy> enemy; bool loaded; int time; public: Level(); virtual ~Level(); int bgX, bgY; int bg2X, bg2Y; int width, height; virtual void load(); virtual void unload(); virtual void update(); virtual void draw(); }; //level.cpp Level::Level() { bgX = 0; bgY = 0; bg2X = 0; bg2Y = 0; width = 2048; height = 480; loaded = false; time = 0; } Level::~Level() { } //virtual functions are empty... I'm not sure exactly what I'm supposed to include in the inherited class structure, but this is what I have at the moment... //level1.h class Level1: public Level { public: Level1(); ~Level1(); void load(); void unload(); void update(); void draw(); }; //level1.cpp Level1::Level1() { } Level1::~Level1() { enemy.clear(); Mix_FreeMusic(music); SDL_FreeSurface(background); SDL_FreeSurface(background2); music = NULL; background = NULL; background2 = NULL; Mix_CloseAudio(); } void Level1::load() { music = Mix_LoadMUS("music/song1.xm"); background = loadImage("image/background.png"); background2 = loadImage("image/background2.png"); Mix_OpenAudio(48000, MIX_DEFAULT_FORMAT, 2, 4096); Mix_PlayMusic(music, -1); } void Level1::unload() { } //functions have level-specific code in them... Right now for testing purposes, I just have the main loop call Level1 level1; and use the functions, but when I run the game I get a segmentation fault. This is the first time I've tried writing inherited classes, so I know I'm doing something wrong, but I can't seem to figure out what exactly.

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  • Working out of a vertex array for destrucible objects

    - by bobobobo
    I have diamond-shaped polygonal bullets. There are lots of them on the screen. I did not want to create a vertex array for each, so I packed them into a single vertex array and they're all drawn at once. | bullet1.xyz | bullet1.rgb | bullet2.xyz | bullet2.rgb This is great for performance.. there is struct Bullet { vector<Vector3f*> verts ; // pointers into the vertex buffer } ; This works fine, the bullets can move and do collision detection, all while having their data in one place. Except when a bullet "dies" Then you have to clear a slot, and pack all the bullets towards the beginning of the array. Is this a good approach to handling lots of low poly objects? How else would you do it?

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  • Finding diagonal objects of an object in 3d space

    - by samfisher
    Using Unity3d, I have a array which is having 8 GameObjects in grid and one object (which is already known) is in center like this where K is already known object. All objects are equidistant from their adjacent objects (even with the diagonal objects) which means (distance between 4 & K) == (distance between K & 3) = (distance between 2 & K) 1 2 3 4 K 5 6 7 8 I want to remove 1,3,6,8 from array (the diagonal objects). How can I check that at runtime? my problem is the order of objects {1-8} is not known so I need to check each object's position with K to see if it is a diagonal object or not. so what check should I put with the GameObjects (K and others) to verify if this object is in diagonal position Regards, Sam

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  • I love video games and know I want to work in the sector but hate programming

    - by normyp
    I just hate how I'll put in 8-10 hours in and get little to nothing back. The return results for your efforts seem to be pathetically small the majority of the time and I don't find that rewarding enough for me to put in the time and effort to learn programming and make myself better. I've heard game design is fun and I think I'd love that but apparently you can only get into that really if you can program, is that true? I feel a bit lost because I'm doing a degree in Games Technology and am worried that I'm sending myself into a job I'll hate.

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  • Detecting tile with height in isometric game

    - by Carlos Navarro
    I'm trying to create an isometric tile-based game (for iPhone) and I'm having trouble with height in tiles. What I currently do (without heights) is apply some mathematic transformations to my 2D-matrix (which represent the tiles) so that I know where in the screen (x,y) should I place the isometric tile. Then, when the user clicks somewhere in the screen, I take that values and pass them through a function (kind of f^-1) to get which tile it belongs to. This works perfectly. My problem is: imagine that I want some tiles to have a different height from others. In order to draw the tile itself its pretty simple, since the z-coordinate has no transformation in the isometric approach used in games (z'=z). BUT what if I want to calculate the tile coordinate (defined by X-tile and Y-tile) from the touch coordinates (x,y)? Any guess?

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  • Why does Unity in 2d mode employ scaling and the default othographic size the way it does?

    - by Neophyte
    I previously used SFML, XNA, Monogame, etc to create 2d games, where if I display a 100px sprite on the screen, it will take up 100px. If I use 128px tiles to create a background, the first tile will be at (0,0) while the second will be at (129,0). Unity on the other hand, has its own odd unit system, scaling on all transforms, pixel-to-units, othographic size, etc etc. So my question is two-fold, namely: Why does Unity have this system by default for 2d? Is it for mobile dev? Is there a big benefit I'm not seeing? How can I setup my environment, so that if I have a 128x128 sprite in Photoshop, it displays as a 128x128 sprite in Unity when I run my game? Note that I am targeting desktop exclusively.

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