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  • Good practices in screen states management?

    - by DevilWithin
    I wonder what are the best ways to organize different screens in a game? I am thinking of it like this: Inheriting a base State class, and overriding update and render methods, to handle the current screen. Then, under certain events a StateManager is able to activate another Screen State, and the game screen changes as only the current State is rendered. On the activation of a new screen, effects like fading could be added, and also the same goes for its deactivation. This way a flow of screen could be made. By saying when A ends, B starts, allowing for complex animations etc. Toughts?

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  • Rotation matrix for a 3D vector

    - by Shashwat
    I have a direction vector on which I have to apply some rotation to align it to positive z-axis. To use Matrix.CreateRotationX(angle) of XNA, I need the angle for which I'd have to compute cos or tan inverse. I think this is a complex task to do. Also, eventually those are also converted to sin(angle) and cos(angle) in the matrix. Is there any inbuilt way to create rotation matrix from a 3D vector? However, I can write the function but still asking if there is one already there.

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  • Client side prediction/simulation Question

    - by Legendre
    I found a related question but it doesn't have what I needed. Client A sends input to move at T0. Server receives input at T1. All clients receive the change at T2. Question: With client-side prediction, client A would start moving at T0, client-side. All other clients receive the change at T2, so to them, client A only started moving at T2. If I understand correctly, client B will always see client A's past position and not his current position? How do I sync both client B and client A?

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  • Strategy to prevent players from seeing through walls in an online FPS?

    - by geneotech
    Why do we still moan on wallhackers in multiplayer first-person shooters ? Isn't it possible to perform occlusion culling for all players server-side ? For example, send player xyz information to client only when the player is visible in client's frustum and not occluded by any object ? Even if the collision-geometry is very simplified, most of the time cheater won't receive tactical information. Why not do this ?

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  • Is it possible to generate Events and Hooks in Lua for any game without built-in support?

    - by pr0tocol
    Does a game have to have built-in functions to accept and run lua scripts, or can I design Events and Hooks using Lua on any game I please, akin to the days where C code could be used to hook into the WinAPI using dlls? The reason I ask is, I am trying to create a background application that will perform events and hooks on a particular game that does not currently support lua in-game. Brief examples: Events: - An action executed by the PLAYER is detected. For instance, hitting the Q key will normally make my character use an ability, but with my Lua script running in the background, will cause a sound to play on my computer (or something). Hooks: - An action within the GAME is detected. For instance, the game spawns an enemy every minute. When an enemy spawns, the script will detect this and perform an action, for instance playing a sound locally on the computer. I would like to do both, but I know for games like Garry's Mod, the game already has built-in support for running lua scripts. Is there a way to do either events OR hooks using lua similarly to how C/C++ can connect to a game using WinAPI dlls?

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  • Opengl + SDL linking error

    - by me2loveit2
    I am trying to load an image as a texture with opengl using c++ in visual studio 2010. I researched a couple hours online and found the SDL library, then I implemented a simple example and got some linking error I can not seem to figure out. The error log is here: 1Build started 10/20/2012 12:09:17 AM. 1InitializeBuildStatus: 1 Touching "Debug\texture mapping test.unsuccessfulbuild". 1ClCompile: 1 All outputs are up-to-date. 1 texture mapping test.cpp 1ManifestResourceCompile: 1 All outputs are up-to-date. 1texture mapping test.obj : error LNK2019: unresolved external symbol _IMG_Load referenced in function "void __cdecl display(void)" (?display@@YAXXZ) 1MSVCRTD.lib(crtexe.obj) : error LNK2019: unresolved external symbol main referenced in function __tmainCRTStartup 1C:\Users\Me\Documents\Visual Studio 2010\Projects\Programming projects\texture mapping test\Debug\texture mapping test.exe : fatal error LNK1120: 2 unresolved externals 1 1Build FAILED. 1 1Time Elapsed 00:00:02.45 ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Can someone please help me!! I am at a desperate point right now. I downloaded the SDL, and copied all the .h file into: C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Include I added the .lib (x86) files into://as a not i tried the (x64) file too but got the exact same error C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Lib and the .dll(x86) into: C:\Windows\System32 For implementing textures, I used the simple sample code from: http://www.sdltutorials.com/sdl-tip-sdl-surface-to-opengl-texture Please let me know if you can see me doing something wrong, or know how I can fix this!! Thanks Phil

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  • Better way to go up/down slope based on yaw?

    - by CyanPrime
    Alright, so I got a bit of movement code and I'm thinking I'm going to need to manually input when to go up/down a slope. All I got to work with is the slope's normal, and vector, and My current and previous position, and my yaw. Is there a better way to rotate whether I go up or down the slope based on my yaw? Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.toDegrees(Math.cos(Math.toRadians(yaw))); move.z = (float)-Math.toDegrees(Math.sin(Math.toRadians(yaw))); move.normalise(); if(move.z < 0 && slopeNormal.z > 0 || move.z > 0 && slopeNormal.z < 0){ if(move.x < 0 && slopeNormal.x > 0 || move.x > 0 && slopeNormal.x < 0){ move.y += slopeVec.y; } } if(move.z > 0 && slopeNormal.z > 0 || move.z < 0 && slopeNormal.z < 0){ if(move.x > 0 && slopeNormal.x > 0 || move.x < 0 && slopeNormal.x < 0){ move.y -= slopeVec.y; } } move.scale(movementSpeed * delta); Vector3f.add(pos, move, pos);

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  • Kinect losing tracked players with Beta2 SDK

    - by Eric B
    So i'm creating a game using the Beta2 SDK for Kinect. The issue i am having is that in the middle of gameplay if another person enters the Kinects FOV it stops tracking the player and will not track anyone else for several minutes. Same deal if the player leaves the FOV and reenters it. Here is what im using to detect players. void nui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { int playersAlive = 0; // reset lists skeletons = new Dictionary<int, SkeletonData>(); //create a new list for skeletons menuSkeleton = new List<SkeletonData>(); initialPlayers = new Dictionary<float, SkeletonData>(); //create a new list for initialPlayers foreach (SkeletonData s in e.SkeletonFrame.Skeletons) //for each skeleton the kinect has detected { if (s.TrackingState == SkeletonTrackingState.Tracked) // players found { menuSkeleton.Add(s); if (initialized) // after initialization { skeletons.Add(s.TrackingID, s); } else // before initialization initialPlayers.Add(s.Joints[JointID.ShoulderCenter].Position.X, s); //if we are not initialized then add this player to the inital player list. playersAlive++; } } if (playersAlive == TOTAL_PLAYERS_ALLOWED) // If there is one player { if (!inMiniGame) // Before the game starts gameStart = DateTime.Now; // Reset initialization timer if (!initialized) // Before initialization // NOTE TO SELF I TOOK OUT && inMenu { InitializePlayers(); if (DateTime.Now.Subtract(gameStart).TotalMilliseconds > INITIALIZATION_WAIT_TIME) { initialized = true; // initialize timers from fixed starting time if (inMiniGame) //if the game has started { gamePause = gameStart; //TODO ERIC: Initialize any Timers Here } } } } } /// <summary> /// this function initializes the players adding them to a list /// and making one of the players the menu controller, for LIM we will need to change the code so that the /// game only recognizes and supports one player at a time /// variable names will need to be change as well. /// </summary> private void InitializePlayers() { List<float> initialPos = new List<float>(); // used to track starting positions players = new Dictionary<int, Player>(); foreach (float pos in initialPlayers.Keys) { initialPos.Add(pos); //add position of each inital player to list } float first = initialPos[0]; // left player first, right second Player player = new Player(initialPlayers[first].TrackingID, true); player.PlayerNumber = PLAYER_ONE; player.Skeleton = initialPlayers[first]; player.Specifics = new PlayerSpecifics(player.PlayerNumber); player.Specifics.PauseTimer = gameStart; players.Add(initialPlayers[first].TrackingID, player); menuController = initialPlayers[first].TrackingID; //menu controller is player 1 } This is a one player game. Also when the game starts Initialize is set to false, and gets set to true when i go from the games menu into the gameplay. So can anyone see any issues with this code block that would cause the kinect to lose players as they enter/exit the FOV? and not re-track them? Thank you for any help.

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  • Deferred contexts and inheriting state from the immediate context

    - by dreijer
    I took my first stab at using deferred contexts in DirectX 11 today. Basically, I created my deferred context using CreateDeferredContext() and then drew a simple triangle strip with it. Early on in my test application, I call OMSetRenderTargets() on the immediate context in order to render to the swap chain's back buffer. Now, after having read the documentation on MSDN about deferred contexts, I assumed that calling ExecuteCommandList() on the immediate context would execute all of the deferred commands as "an extension" to the commands that had already been executed on the immediate context, i.e. the triangle strip I rendered in the deferred context would be rendered to the swap chain's back buffer. That didn't seem to be the case, however. Instead, I had to manually pull out the immediate context's render target (using OMGetRenderTargets()) and then set it on the deferred context with OMSetRenderTargets(). Am I doing something wrong or is that the way deferred contexts work?

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  • How can i get almost pixel perfect collision detection in a multiplayer game?

    - by Freddy
    I'm currently working on a multiplayer game for iPhone. The problem i have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm making need to have a almost pixel perfect collision detection, but 1 or 2 pixels off is not that big of a deal. How can I possibly get this working? I guess I could just set local player to also be at X ms delay. However this will probably just be worse and feel sloppy when the user input. I know this problem is probably something network programmers deal with everyday and I would be glad if someone could give me a possible solution for this.

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  • Making particle bounce off a line with friction

    - by Dlaor
    So I'm making a game and I need a particle to bounce off a line. I've got this so far: public static Vector2f Reflect(this Vector2f vec, Vector2f axis) //vec is velocity { Vector2f result = vec - 2f * axis * axis.Dot(vec); return result; } Which works fine, but then I decided I wanted to be able to change the bounciness and friction of the bounce. I got bounciness down... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness) //Bounciness goes from 0 to 1, 0 being not bouncy and 1 being perfectly bouncy { var reflect = (1 + bounciness); //2f Vector2f result = vec - reflect * axis * axis.Dot(vec); return result; } But when I tried to add friction, everything went to hell and back... public static Vector2f Reflect(this Vector2f vec, Vector2f axis, float bounciness, float friction) //Does not work at all! { var reflect = (1 + bounciness); //2f Vector2f subtract = reflect * axis * axis.Dot(vec); Vector2f subtract2 = axis * axis.Dot(vec); Vector2f result = vec - subtract; result -= axis.PerpendicularLeft() * subtract2.Length() * friction; return result; } Any physics guys willing to help me out with this? (if you're not sure what I mean with the friction of a bounce see this: http://www.metanetsoftware.com/technique/diagrams/A-1_particle_collision.swf)

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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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  • 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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  • 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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  • XNA 2D Spritesheet drawing rendering problem

    - by user24092
    I'm making a tile-based game, using one spritesheet containing all tile graphics. Each tile has a size of 32x32 pixels. The main problem is: when I draw the tile to the screen, if the tile position x and y are not rounded or if scale is activated in spriteBatch.Draw() method (scale != 1.0f), I get some lines of adjacent tiles on the spritesheet into the current tile drawed. I already tried setting SamplerState to PointClamp, removing AntiAlias, but still doesn't work. Here I'll show images of some tests that I made, with a test sprite sheet that I've created (I made a 9x9 spritesheet, with each sprite of size 32x32 containing a unique solid color). Tests: http://img6.imageshack.us/img6/5946/testsqj.png SpriteSheet used: http://imageshack.us/a/img821/1341/tilesm.png Already tried to remove anti-alias, set PointClamp as sampler state, but still getting this issue, XNA keeps drawing part of the adjacent pixels of the texture on the screen. What I want is to get the correct area of the tilesheet texture (as seen in the first test, that gets just the yellow pixels). My question is: Is there any way that I can fix this, WITHOUT adding tile spacing or any other modification involving the tilesheet? Maybe disabling a texture filtering that is done by XNA, or something like that.

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  • How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?

    - by J Junker
    I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are: D3DFMT_A8L8 // 16-bit using 8 bits each for alpha and luminance. D3DFMT_G16R16F // 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. But I don't think either of these will work, since D3DFMT_A8L8 doesn't have the precision and D3DFMT_G16R16F doesn't have an alpha channel (I need a separate blend state for alpha). How can I create a render target that allows a separate blend state for luminance and alpha, with 16 bit precision on each channel, that doesn't exceed 32 bits per pixel?

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  • (SOLVED) Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

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  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

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  • 3D Collision help

    - by Taylor
    I'm having difficulties with my project. I'm quite new in XNA. Anyway, I'm trying to make 3D game and I'm already stuck on one basic thing. I have terrain made from a heightmap, and an avatar model. I want to set up some collisions for game so the player won't go through the ground. But I just don't know how to detect collisions for so complex an object. I could just make a simple box collision for my avatar, but what about the ground? I already implemented the JigLibX physics engine in my project and I know that I can make a collision map with heightmap, but I can't find any tutorials or help with this. So how can I set proper collision for complex objects? How can I detect heightmap collisions in JigLibX? Just some links to tutorials would be enough. Thanks in advance!

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  • Cliché monsters to populate a steampunk fantasy setting dwarven dungeon?

    - by Alexander Gladysh
    I'm looking for a list of cliché monsters for a steampunk computer game (assume one kind or another of casual rogue-like RPG), to populate lower levels of ancient dwarven-built dungeons. Dwarves are a technology/science race in the setting I am aiming for. The world is a low-magic one. I'm stuck after listing various mechanical golems, gigantic spiders (every dungeon must have some of them!), and maybe a mechanical barlog as a megaboss. What would player expect? What are the key cultural references for such setting? I know a couple of games with suitable steampunk dwarves, but none are detailed enough in the underworld monsters area. Please point me in the right direction. (If you have a single funny monster suggestion, please mention it in comments, not in answer. ;-) )

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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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  • Efficient path-finding in free space

    - by DeadMG
    I've got a game situated in space, and I'd like to issue movement orders, which requires pathfinding. Now, it's my understanding that A* and such mostly apply to trees, and not empty space which does not have pathfinding nodes. I have some obstacles, which are currently expressed as fixed AABBs- that is, there is no unbounded "terrain" obstacle. In addition, I expect most obstacles to be reasonably approximable as cubes or spheres. So I've been thinking of applying a much simpler pathfinding algorithm- that is, simply cast a ray from the current position to the target position, and then I can get a list of obstacles using spatial partitioning relatively quickly. What I'm not so sure about is how to determine the part where the ordered unit manoeuvres around the obstacles. What I've been thinking so far is that I will simply use potential fields- that is, all units will feel a strong repulsive force away from each other and a moderate force towards the desired point. This also has the advantage that to issue group orders, I can simply order a mid-level force towards another entity. But this obviously won't achieve the optimal solution. Will potential fields achieve a reasonable approximation given my parameters, or do I need another solution?

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  • Looking for articles/books on: How do games make money? What models do they use?

    - by cable729
    I'm trying to research the ways in which games make money. I want to know more about the models they use (free/premium, trial/subscription, free-to-play with micro-transactions, etc.). In addition, I want information on which models work for which games, what models are best for which age groups, etc. I've tried my best to find information, and Google hasn't turned anything up at all. I think I'll stop by my University's library and see if there's anything there. This may seem like a broad question, but I'm looking for links and titles of books, not typed-out answers.

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  • How to export a C++ class library to C# using a dll?

    - by SICGames2013
    In my previous revision game engine I deported major functions for the game editor for C#. Now, I'm beginning to revise the game engine with a static library. There's a already dynamic library created in C++ to use DLLEXPORT for C#. Just now I want to test out the newer functions and created a DLL file from C++. Because the DLL contains classes I was wondering how would I be able to use DLL Export. Would I do this: [DLLEXPORT("GameEngine.dll", EntryPoint="SomeClass", Conventional=_stdcall)] static extern void functionFromClass(); I have a feeling it's probably DLLImport and not DLLExport. I was wondering how would I go about this? Another way I was thinking was because I already have the DLL in C++ prepared already to go the C# Class Library. I could just keep the new engine as a lib, and link the lib with the old DLL C++ file. Wouldn't the EntryPoint be able to point to the class the function is in?

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