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  • Data-driven animations

    - by saadtaame
    Say you are using C/SDL for a 2D game project. It's often the case that people use a structure to represent a frame in an animation. The struct consists of an image and how much time the frame is supposed to be visible. Is this data sufficient to represent somewhat complex animation? Is it a good idea to separate animation management code and animation data? Can somebody provide a link to animations tutorials that store animations in a file and retrieve them when needed. I read this in a book (AI game programming wisdom) but would like to see a real implementation.

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  • How does N create it's tileset?

    - by Darestium
    I am trying to recreate a Multiplayer version of the popular flash game N in java. I have a single question however. Are the tiles for the games draw or are they defined with mathamatical formulars/In code? Since I do see how they would scale up in flash if they were not. So if anyone has any ideas how I should go about creating the tileset, or how they are created in the game please let me know. You can check out the game here.

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  • What is causing this behavior with the movement of Pong Ball in 2D? [closed]

    - by thegermanpole
    //edit after running it through the debugger it turned out i had the display function set to x,x...TIL how to use a debugger I've been trying to teach myself C++ SDL with the lazyfoo tutorial and seem to have run into a roadblock. The code below is the movement function of my Dot class, which controls the ball. The ball seems to ignore yvel and moves with xvel to the bottom right. The code should be pretty readable, the rest of the relevant facts are: All variables are names Constants are in caps dotrad is the radius of my dot yvel and xvel are set to 5 in the constructor The dot is created at x and y equal to 100 When I comment out the x movement block it doesn't move, but if i comment out the y movement block, it keeps on going down to the right. void Dot::move() { if(((y+yvel+dotrad) <= SCREEN_HEIGHT) && (0 <= (y-dotrad+yvel))) { y+=yvel; } else { yvel = -1*yvel; } if(((x+xvel+dotrad) <= SCREEN_WIDTH) && (0 <= (x-dotrad+xvel))) { x +=xvel; } else { xvel = -1*xvel; } }

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  • Beginner's steps to game programming [on hold]

    - by CodeTrasher
    I have graduated from university less than 6 months ago and became a B.Eng in Software Engineering. I have moderate understanding of programming experience from languages like C++, Java and C#. But mostly on simple desktop and mobile applications. I've tried some simple Pong-like games but never finished even the smallest game. I have a couple of nice ideas growing (IMO, at least...) in my mind but don't really know where to begin. 2D is way to go, of course, at the beginning. I just want to hear from more experienced game devs how they started out. Should I make a rough outline of the core idea and mechanics and start working on a prototype of core gameplay? Or should I just practice more by making Pong, Asteroids and that sort of games and get an understanding of those before moving on? Thanks to all!

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  • Grid collision - finding the location of an entity in each box

    - by Gregg1989
    I am trying to implement grid-based collision in a 2d game with moving circles. The canvas is 400x400 pixels. Below you can see the code for my Grid class. What I want it to do is check inside which box the entities are located and then run a collision check if there are 2 or more entities in the same box. Right now I do not know how to find the position of an entity in a specific box. I know there are many tutorials online, but I haven't been able to find an answer to my question, because they are either written in C/C++ or use the 2d array approach. Code snippets and other help is greatly appreciated. Thanks. public class Grid { ArrayList<ArrayList<Entity>> boxes = new ArrayList<>(); double boxSize = 40; double boxesAmount = 10; ... ... public void checkBoxLocation(ArrayList<Entity> entities) { for (int i = 0; i < entities.size(); i++) { // Get top left coordinates of each entity double entityLeft = entities.get(i).getLayoutX() - entities.get(i).getRadius(); double entityTop = entities.get(i).getLayoutY() + entities.get(i).getRadius(); // Divide coordinate by box size to find the approximate location of the entity for (int j = 0; j < boxesAmount; j++) { //Select each box if ((entityLeft / boxSize <= j + 0.7) && (entityLeft / boxSize >= j)) { if ((entityTop / boxSize <= j + 0.7) && (entityTop / boxSize >= j)) { holdingBoxes.get(j).add(entities.get(i)); System.out.println("Entity " + entities.get(i) + " added to box " + j); } } } } } }

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  • Purchasing a TV show adaptation rights, how does it work?

    - by Mikalichov
    Basically, I was thinking about a game based on a TV show, just for fun, and ended up thinking "well, it's not like it can be made anyway". Or can it? In the present situation, developing a game by myself/ourselves on my/our free time, and then using crowdfunding to purchase the rights is not that crazy, if the show is really popular... and the rights not too expensive. Purchasing the rights of the whole show is obiously a sh!tload of money, but what about adaptation rights? What is the range of price it can be? Is it a percentage of the full rights? Does it depend on the kind of adaptation (novel vs. toy vs. game)? ps: if it can help answer, I was thinking about a MLPFIM retro RPG. Please don't laugh at me.

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  • How to get several frequency ranges at the same time in fmod?

    - by Rootosaurus
    After reading documentation and tutorials about fmod I still have a question about frequency ranges. I've found how to get a frequency range using low and high pass DSP at the same time on the main channel, but I can't find how to get several ranges at the same time. For example I want, for a specific phase of my game, to hear range 400 to 600Hz and 1000 to 2000hz of the same sound. I tried to create a channel by range, but it doesn't seem to work (or maybe I do something wrong). How can I do that ? Thank you

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  • Is my implementation of A* wrong?

    - by Bloodyaugust
    I've implemented the A* algorithm in my program. However, it would seem to be functioning incorrectly at times. Below is a screenshot of one such time. The obviously shorter line is to go immediately right at the second to last row. Instead, they move down, around the tower, and continue to their destination (bottom right from top left). Below is my actual code implementation: nodeMap.prototype.findPath = function(p1, p2) { var openList = []; var closedList = []; var nodes = this.nodes; for (var i = 0; i < nodes.length; i++) { //reset heuristics and parents for nodes var curNode = nodes[i]; curNode.f = 0; curNode.g = 0; curNode.h = 0; curNode.parent = null; if (curNode.pathable === false) { closedList.push(curNode); } } openList.push(this.getNode(p1)); while(openList.length > 0) { // Grab the lowest f(x) to process next var lowInd = 0; for(i=0; i<openList.length; i++) { if(openList[i].f < openList[lowInd].f) { lowInd = i; } } var currentNode = openList[lowInd]; if (currentNode === this.getNode(p2)) { var curr = currentNode; var ret = []; while(curr.parent) { ret.push(curr); curr = curr.parent; } return ret.reverse(); } closedList.push(currentNode); for (i = 0; i < openList.length; i++) { //remove currentNode from openList if (openList[i] === currentNode) { openList.splice(i, 1); break; } } for (i = 0; i < currentNode.neighbors.length; i++) { if(closedList.indexOf(currentNode.neighbors[i]) !== -1 ) { continue; } if (currentNode.neighbors[i].isPathable === false) { closedList.push(currentNode.neighbors[i]); continue; } var gScore = currentNode.g + 1; // 1 is the distance from a node to it's neighbor var gScoreIsBest = false; if (openList.indexOf(currentNode.neighbors[i]) === -1) { //save g, h, and f then save the current parent gScoreIsBest = true; currentNode.neighbors[i].h = currentNode.neighbors[i].heuristic(this.getNode(p2)); openList.push(currentNode.neighbors[i]); } else if (gScore < currentNode.neighbors[i].g) { //current g better than previous g gScoreIsBest = true; } if (gScoreIsBest) { currentNode.neighbors[i].parent = currentNode; currentNode.neighbors[i].g = gScore; currentNode.neighbors[i].f = currentNode.neighbors[i].g + currentNode.neighbors[i].h; } } } return false; } Towers block pathability. Is there perhaps something I am missing here, or does A* not always find the shortest path in a situation such as this? Thanks in advance for any help.

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  • Determining if something is on the right or left side of an object?

    - by meds
    I have a character in a 3D world which is facing an arbitrary direction on a flat plane, the player can click on the left or right side of the character and based on which side is clicked on a different action happens. How can I determine which side the click occured on? Obviously for straight on ahead (0,0,1) I can simply use the x coordinate of the click point to determine if it's the left or right hand side, but what about other cases?

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  • Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

    - by Sion Sheevok
    In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have height fields generated in areas where objects may intersect. My current potential solution, which may be naive, is to iterate over all "awake" physics actors, use their bounds/extents and velocities to generate spheres in which they may reside after a physics update, then generate height values for ranges encompassing clustered groups of actors. Much of that data is likely already calculated by PhysX already, however. Is there some API, maybe a set of queries, even callbacks from the spatial system, that I could use to predict where terrain height values will be needed?

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  • Y Axis inverted on vertex output

    - by Yonathan Klijnsma
    I've got my project running and somehow it seems my vertex y components are inverted. 10 in the positive on Y goes down and 10 negative on the Y axis goes up. I can't find anything with the initialization and I am not doing any negative scaling in the view matrix. I've never had something like this happen before, does anyone have some tips or things to look for ? How I am sending verteces to the GPU ( Currently intermediate mode ) glVertex3f( x_pos_n, 10, z_pos ); I am using CG in the project but even without shaders the Y axis seems to be inverted.

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  • How much isometric sprites can one optimize by mirroring and alike?

    - by Tom
    I am working on a basic isometric game, and am struggling to find the correct mirrors. I have managed to get SE out of SW, by scaling the sprite on X axis by -1. Same applies for NE angle. Something is bugging me, that I should be able to also mirror N to S, but I cannot manage to pull this one off. Am I just too sleepy and trying to do the impossible, or a basic -1 scale on Y axis is not enough? What are the common used mirror table for optimizing 8 angle (N, NE, E, SE, S, SW, W, NW) isometric sprites?

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  • Adding gesture recognizer (or dragging) to CCSprite

    - by user339946
    I'm trying to allow a CCSprite to be dragged across the screen. I've succeeded so far by doing it on a Layer level (from this tutorial). However, this only allows ONE sprite to be dragged at a time as the method implementation can only identify a single sprite to move at a time. I'd like to be able to perhaps add a gesture recognizer or somehow implement ccTouchesBegan/Moved in my own little CCSprite subclass. However, from what I understand, you can't just add gesture recognizers to CCSprites. ccTouchMoved are also not available on CCSprites?? Really confused as to how to implement touches on Cocos2D. What is the easiest way to add some position translation code to a CCSprite so it can be dragged around? Thanks!

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  • Rotate 2d sprite towards pointer

    - by Phil
    I'm using Crafty.js and am trying to point a sprite towards the mouse pointer. I have a function for getting the degree between two points and I'm pretty sure it works mathematically (I have it under unit tests). At least it responds that the degree between { 0,0} and {1,1} is 45, which seems right. However, when I set the sprite rotation to the returned degree, it's just wrong all the time. If I manually set it to 90, 45, etc, it gets the right direction.. I have a jsfiddle that shows what I've done so far. Any ideas?

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  • XNA 2D Rotated Rectangle Collision Response

    - by Kyle Uithoven
    I am using Rotated Rectangles which collide using the Separating Axis Theorem and they work perfectly fine for collision detection using Intersects and Contains. However, I am starting to use faster objects in my game now and there is the issue of the two object overlapping during collision due to their higher velocities. I would like to do a collision response where I find out how much they are overlapping in the X and Y and put position them outside of each other. I would like to use something like this: http://go.colorize.net/xna/2d_collision_response_xna/index.html. But I am having some issues trying to adapt this to handle the rotation of the bounds. Is this possible? Are there any resources out there that I can look at?

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  • Unity3D 3.5 pro - Moving the camera vs setting draw distance

    - by stoicfury
    I move the camera mostly via right-click + WASD, sometimes with [shift] if I want it to move faster. Occasionally, instead of moving my camera, it alters the draw distance / FOV / some visual aspect of the editing scene that causes trees and other object to disappear when I scroll enough, and eventually even the terrain starts disappearing. It is not m "zooming out". My camera does not move, the width and height of the FOV stays the same (one might say the depth is being altered though). What key am I hitting to cause this to happen, and is it possible to disable it? side note: "keybinds" is probably the most spot-on tag for this question but it doesn't exist (surprisingly) and I lack the rep to create it.

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  • Getting collision detection in Pygames

    - by user36010
    I am writing a game in Pygame, I want to get collision detection. The aim is when a object hits another, the target object disappears. I want to avoid having classes and just have my code class less for now, in one script. This makes it difficult to get collision detection because the Rect method in Pygame is called on by an object(class). The logic I want to achieve is: object hits a target object target object disappears. is there an easy way to achieve this?(with minimal code possible)

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  • Verb+Noun Parsers and Old School Visual Novels [duplicate]

    - by user38943
    This question already has an answer here: How should I parse user input in a text adventure game? 6 answers Hi I'm working on a simple old school visual novel engine in Lua. Basically I have most of the code set up besides one important feature. The Text Parser. Lets get into how words are generally structured. In the screenshot I input the command "my wish is for you to die" --How would a human understand this? my = noun/object wish = verb is = connective_equator similar to = for = connective_object (for all objects of ..) you = noun/object to = connective_action similar to do die = verb --the computer can then parse this and understand it like this (pseudo example) my = user you = get_current_label() you = "Lost Coatl" wish = user_command user_command = for all_objects of "Lost Coatl" do die() end execute user_command() What other ways do videogames use text parsers, what would be the simplest way for a newbie coder such as myself?

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  • How do I create an efficient long, pannable, sprite-animated scene in a Windows Store game?

    - by Groo
    I am creating my first Windows Store application in XAML, and I cannot seem to find a proper example for the requirements I have. The basic idea of the app is to have a large scrollable canvas which would lazily start animating visible parts of the view as soon as user stops panning over a certain content (with some audio played also): My original idea was to use a StackPanel to add a bunch of custom controls, each of which would then animate itself once visible (with a short delay), but I have a couple of concerns: If the entire canvas is ~50 screen widths wide, is it feasible to load all content at the beginning, or do I need to plan doing some lazy loading during scrolling? For example, when I select a certain region in the Bing Travel app, it seems to lazily load tiles as I scroll it towards the end. Since content is stretched 100% vertically, and these animations are vectorized to be resolution independent, I am not sure if XAML (CompositionTarget) will be able to handle this, or I have to go for DirectX (MonoGame or C++) to get rid of flicker. Even better, is there an example for Windows 8 which uses a 100% vertically sized GridView with custom animated controls inside?

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  • Dynamic Components

    - by Alex
    I am attempting to design a component-based architecture that allows Components to be dynamically enabled and disabled, much like the system employed by Unity3D. For example, all Components are implicitly enabled by default; however, if one desires to halt execution of code for a particular Component, one can disable it. Naively, I want to have a boolean flag in Component (which is an abstract class), and somehow serialize all method calls into strings, so that some sort of ComponentManager can check if a given Component is enabled/disabled before processing a method call on it. However, this is a pretty bad solution. I feel like I should employ some variation of the state paradigm, but I have yet to make progress. Any help would be greatly appreciated,

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  • Which game library/engine to choose?

    - by AllTheThingsSheSaid
    I'm not a programming beginner at all. I've tried 2 libraries/engines so far, allegro and Unity. For allegro. i think its not good if i wanna make a career in gaming industry since its not powerful enough. I don't feel comfortable with unity. Its more like a software like photoshop or flash. You can do almost everything with pre-defined functions, tools and with less coding. I need something which offers less tools and pre defined functions and more coding work. It would be awesome if its free and c/c++ based. I need both 2D/3D. and please, don't tell me to make my own library, i am not "that" advance. Any other information about gaming industry would be greatly appreciated.

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  • Matrix loading problems with jbullet and lwjgl

    - by Quintin
    The following code does not load the matrix correctly from jbullet. //box is a RigidBody Transform trans = new Transform(); trans = box.getMotionState().getWorldTransform(trans); float[] matrix = new float[16]; trans.getOpenGLMatrix(matrix); // pass that matrix to OpenGL and render the cube FloatBuffer buffer = ByteBuffer.allocateDirect(4*16).asFloatBuffer().put(matrix); buffer.rewind(); glPushMatrix(); glMultMatrix(buffer); glBegin(GL_POINTS); glVertex3f(0,0,0); glEnd(); glPopMatrix(); the jbullet is configured as so: CollisionConfiguration = new DefaultCollisionConfiguration(); dispatcher = new CollisionDispatcher(collisionConfiguration); Vector3f worldAabbMin = new Vector3f(-10000,-10000,-10000); Vector3f worldAabbMax = new Vector3f(10000,10000,10000); AxisSweep3 overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax); SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver(); dynamicWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration); dynamicWorld.setGravity(new Vector3f(0,-10,0)); dynamicWorld.getDispatchInfo().allowedCcdPenetration = 0f; CollisionShape groundShape = new BoxShape(new Vector3f(1000.f, 50.f, 1000.f)); Transform groundTransform = new Transform(); groundTransform.setIdentity(); groundTransform.origin.set(new Vector3f(0.f, -60.f, 0.f)); float mass = 0f; Vector3f localInertia = new Vector3f(0, 0, 0); DefaultMotionState myMotionState = new DefaultMotionState(groundTransform); RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, groundShape, localInertia); RigidBody body = new RigidBody(rbInfo); dynamicWorld.addRigidBody(body); dynamicWorld.clearForces(); Nothing is rendered on the screen. What am I doing wrong?

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  • Is there any map maker for javaME game?

    - by user1494517
    For the past two weeks I was trying to make a map maker for my java ME 2D RPG game. I failed because i get errors using slick TWL and the forum for this is inactive. So I just wondered is there anyone that knows slick TWL (Themable Widget Library)? Or maybe do you know a good MapMaker where i could upload my map elements build a map and get numbers to use them for building map with LayerManager class? Already found one http://sourceforge.net/projects/tilemapeditor2d/. But the thing is my map elements are in different .png images. In one of those images there is 16 elements (trees water and etc) and those kind of images are 29. So it would be hard to build a map with LayerManager Well I was thinking putting everything into one image and that way it would be simplier.

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  • Write depth buffer to texture

    - by innochenti
    I need to read depth buffer from GPU and write it to texture. How this can be done? Here is how texture for depth buffer is created: depthBufferDesc.Width = screenWidth; depthBufferDesc.Height = screenHeight; depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.SampleDesc.Quality = 0; depthBufferDesc.Usage = D3D10_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthBufferDesc.CPUAccessFlags = 0; depthBufferDesc.MiscFlags = 0; m_device->CreateTexture2D(&depthBufferDesc, NULL, m_depthStencilBuffer); Also, I've got another question: is it possible to bind depth buffer texture as sampler to the pixel shader?

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  • sprite group doesn't support indexing

    - by user3956
    I have a sprite group created with pygame.sprite.Group() (and add sprites to it with the add method) How would I retrieve the nth sprite in this group? Code like this does not work: mygroup = pygame.sprite.Group(mysprite01) print mygroup[n].rect It returns the error: group object does not support indexing. For the moment I'm using the following function: def getSpriteByPosition(position,group): for index,spr in enumerate(group): if (index == position): return spr return False Although working, it just doesn't seem right... Is there a cleaner way to do this? EDIT: I mention a "position" and index but it's not important actually, returning any single sprite from the group is enough

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