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  • What's the recommended way of doing a HUD for an android game?

    - by joxnas
    Basically the question is in the title. I'm creating a RTS game and I will need buttons like attack move / attack ground, etc. I am not using any engine. When people do games in OpenGL for android (my case), do they ever use android components to control the game or do they create their components in the game? What are the general recommended approach, if there's any? How about more complex components like scrolling lists of items , etc? I would also appreciate you to pair your answer with a brief comment about how was your experience using the approach(es) you describe. Thanks :)

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  • C++: Checking if an object faces a point (within a certain range)

    - by bojoradarial
    I have been working on a shooter game in C++, and am trying to add a feature whereby missiles shot must be within 90 degrees (PI/2 radians) of the direction the ship is facing. The missiles will be shot towards the mouse. My idea is that the ship's angle of rotation is compared with the angle between the ship and the mouse (std::atan2(mouseY - shipY, mouseX - shipX)), and if the difference is less than PI/4 (45 degrees) then the missile can be fired. However, I can't seem to get this to work. The ship's angle of rotation is increased and decreased with the A and D keys, so it is possible that it isn't between 0 and 2*PI, hence the use of fmod() below. Code: float userRotation = std::fmod(user->Angle(), 6.28318f); if (std::abs(userRotation - missileAngle) > 0.78f) return; Any help would be appreciated. Thanks!

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  • Combining pathfinding with global AI objectives

    - by V_Programmer
    I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in tactics and resource management (create troops, determine who have strategical advantage, detect important objectives, etc) and a individual component, focused in assign the work to each unit, examine its possibilites and move the unit. Now I'm facing an important problem. The map where the action take place is a grid-based map. Each terrain has different movement cost. I read about pathfinding and I think A* is a very good option to determine a good route between two points. However, imagine I have an unit with movement = 5 (i.e, it can move 5 tiles of movement cost = 1). My tactical AI has found an objective at a distance d = 20 tiles (Manhattan distance) from my unit. My problem is the following: the unit won't be able to reach the objective in one turn. So the AI will have to store a list of position and execute them in various turns. I don't know how to solve this. PS. In my unit code, I have a list called "selectionMarks" which stores all the possible places where the unit can go in this turn. This places are calculed recursively using a "getSelectionMarks" function. Any help is appreciated :D

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  • Separate collision mesh model?

    - by Menno Gouw
    I want to have another go at 3D within XNA. What I have seen from some other games that they just have a separate very low poly model "cage" around the environment model. However I can not find any reference to this. I have not that much experience with XNA 3D either. Is it possible to have this cage within each of my environmental models already? Lets just say I call the mesh within the .FBX wall and col_wall. How would I call to these different meshes within XNA? The player would just have a tight collision cube around. To make it a bit more efficient I will be making divide the map up by cubes and only calculate collision if the player is in it. Question two: I can't find anywhere to do cube vs mesh collision. Is there a method for this? Or perhaps it is possible to build my collision cage out of cubes in the 3D app and on loading of the models in XNA replace them directly by cubes? So I could just do box to box collision which should be very cheap and still give the player the ability to move over ledges on the static models.

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  • Game Editor - When screen is clicked, how do you identify which object that is clicked?

    - by Deukalion
    I'm trying to create a Game Editor, currently just placing different types of Shapes and such. I'm doing this in Windows Forms while drawing the 3D with XNA. So, if I have a couple of Shapes on the screen and I click the screen I want to be able to identify "which" of these objects you clicked. What is the best method for this? Since having two objects one behind the other, it should be able to recognize the one in front and not the one behind it and also if I rotate the camera and click on the one behind it - it should identify it and not the first one. Are there any smart ways to go about this?

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  • Efficient way to render tile-based map in Java

    - by Lucius
    Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another problem I'm having. Basically, I feel that too much of the CPU is being used when rendering the map. I have a Core i5-2500 processor and when running the game, the CPU usage is about 35% - and I can't accept that that's just how it has to be. This is how I'm going about rendering the map: I have the X and Y coordinates of the player, so I'm not drawing the whole map, just the visible portion of it; The number of visible tiles on screen varies according to the resolution chosen by the player (the CPU usage is 35% here when playing at a resolution of 1440x900); If the tile is "empty", I just skip drawing it (this didn't visibly lower the CPU usage, but reduced the drawing time in about 20ms); The map is composed of 5 layers - for more details; The tiles are 32x32 pixels; And just to be on the safe side, I'll post the code for drawing the game here, although it's as messy and unreadable as it can be T_T (I'll try to make it a little readable) private void drawGame(Graphics2D g2d){ //Width and Height of the visible portion of the map (not of the screen) int visionWidht = visibleCols * TILE_SIZE; int visionHeight = visibleRows * TILE_SIZE; //Since the map can be smaller than the screen, I center it just to be sure int xAdjust = (getWidth() - visionWidht) / 2; int yAdjust = (getHeight() - visionHeight) / 2; //This "deducedX" thing is to move the map a few pixels horizontally, since the player moves by pixels and not full tiles int playerDrawX = listOfCharacters.get(0).getX(); int deducedX = 0; if (listOfCharacters.get(0).currentCol() - visibleCols / 2 >= 0) { playerDrawX = visibleCols / 2 * TILE_SIZE; map_draw_col = listOfCharacters.get(0).currentCol() - visibleCols / 2; deducedX = listOfCharacters.get(0).getXCol(); } //"deducedY" is the same deal as "deducedX", but vertically int playerDrawY = listOfCharacters.get(0).getY(); int deducedY = 0; if (listOfCharacters.get(0).currentRow() - visibleRows / 2 >= 0) { playerDrawY = visibleRows / 2 * TILE_SIZE; map_draw_row = listOfCharacters.get(0).currentRow() - visibleRows / 2; deducedY = listOfCharacters.get(0).getYRow(); } int max_cols = visibleCols + map_draw_col; if (max_cols >= map.getCols()) { max_cols = map.getCols() - 1; deducedX = 0; map_draw_col = max_cols - visibleCols + 1; playerDrawX = listOfCharacters.get(0).getX() - map_draw_col * TILE_SIZE; } int max_rows = visibleRows + map_draw_row; if (max_rows >= map.getRows()) { max_rows = map.getRows() - 1; deducedY = 0; map_draw_row = max_rows - visibleRows + 1; playerDrawY = listOfCharacters.get(0).getY() - map_draw_row * TILE_SIZE; } //map_draw_row and map_draw_col representes the coordinate of the upper left tile on the screen //iterate through all the tiles on screen and draw them - this is what consumes most of the CPU for (int col = map_draw_col; col <= max_cols; col++) { for (int row = map_draw_row; row <= max_rows; row++) { Tile[] tiles = map.getTiles(col, row); for(int layer = 0; layer < tiles.length; layer++){ Tile currentTile = tiles[layer]; boolean shouldDraw = true; //I only draw the tile if it exists and is not empty (id=-1) if(currentTile != null && currentTile.getId() >= 0){ //The layers above 1 can be draw behing or infront of the player according to where it's standing if(layer > 1 && currentTile.getId() >= 0){ if(playerBehind(col, row, layer, listOfCharacters.get(0))){ behinds.get(0).add(new int[]{col, row}); //the tiles that are infront of the player wont be draw right now shouldDraw = false; } } if(shouldDraw){ g2d.drawImage( tiles[layer].getImage(), (col-map_draw_col)*TILE_SIZE - deducedX + xAdjust, (row-map_draw_row)*TILE_SIZE - deducedY + yAdjust, null); } } } } } } There's some more code in this method but nothing relevant to this question. Basically, the biggest problem is that I iterate over around 5000 tiles (in this specific resolution) 60 times each second. I thought about rendering the visible portion of the map once and storing it into a BufferedImage and when the player moved move the whole image the same amount but to the opposite side and then drawn the tiles that appeared on the screen, but if I do it like that, I wont be able to have animated tiles (at least I think). That being said, any suggestions?

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  • OpenGL loading functions error [on hold]

    - by Ghilliedrone
    I'm new to OpenGL, and I bought a book on it for beginners. I finished writing the sample code for making a context/window. I get an error on this line at the part PFNWGLCREATECONTEXTATTRIBSARBPROC, saying "Error: expected a ')'": typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); Replacing it or adding a ")" makes it error, but the error disappears when I use the OpenGL headers included in the books CD, which are OpenGL 3.0. I would like a way to make this work with the newest gl.h/wglext.h and without libraries. Here's the rest of the class if it's needed: #include <ctime> #include <windows.h> #include <iostream> #include <gl\GL.h> #include <gl\wglext.h> #include "Example.h" #include "GLWindow.h" typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; bool GLWindow::create(int width, int height, int bpp, bool fullscreen) { DWORD dwExStyle; //Window Extended Style DWORD dwStyle; //Window Style m_isFullscreen = fullscreen;//Store the fullscreen flag m_windowRect.left = 0L; m_windowRect.right = (long)width; m_windowRect.top = 0L; m_windowRect.bottom = (long)height;//Set bottom to height // fill out the window class structure m_windowClass.cbSize = sizeof(WNDCLASSEX); m_windowClass.style = CS_HREDRAW | CS_VREDRAW; m_windowClass.lpfnWndProc = GLWindow::StaticWndProc; //We set our static method as the event handler m_windowClass.cbClsExtra = 0; m_windowClass.cbWndExtra = 0; m_windowClass.hInstance = m_hinstance; m_windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon m_windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow m_windowClass.hbrBackground = NULL; // don't need background m_windowClass.lpszMenuName = NULL; // no menu m_windowClass.lpszClassName = (LPCWSTR)"GLClass"; m_windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon if (!RegisterClassEx(&m_windowClass)) { MessageBox(NULL, (LPCWSTR)"Failed to register window class", NULL, MB_OK); return false; } if (m_isFullscreen)//If we are fullscreen, we need to change the display { DEVMODE dmScreenSettings; //Device mode memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = width; //Screen width dmScreenSettings.dmPelsHeight = height; //Screen height dmScreenSettings.dmBitsPerPel = bpp; //Bits per pixel dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { MessageBox(NULL, (LPCWSTR)"Display mode failed", NULL, MB_OK); m_isFullscreen = false; } } if (m_isFullscreen) //Is it fullscreen? { dwExStyle = WS_EX_APPWINDOW; //Window Extended Style dwStyle = WS_POPUP; //Windows Style ShowCursor(false); //Hide mouse pointer } else { dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; //Window Exteneded Style dwStyle = WS_OVERLAPPEDWINDOW; //Windows Style } AdjustWindowRectEx(&m_windowRect, dwStyle, false, dwExStyle); //Adjust window to true requested size //Class registered, so now create window m_hwnd = CreateWindowEx(NULL, //Extended Style (LPCWSTR)"GLClass", //Class name (LPCWSTR)"Chapter 2", //App name dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, //x, y coordinates m_windowRect.right - m_windowRect.left, m_windowRect.bottom - m_windowRect.top, //Width and height NULL, //Handle to parent NULL, //Handle to menu m_hinstance, //Application instance this); //Pass a pointer to the GLWindow here //Check if window creation failed, hwnd would equal NULL if (!m_hwnd) { return 0; } m_hdc = GetDC(m_hwnd); ShowWindow(m_hwnd, SW_SHOW); UpdateWindow(m_hwnd); m_lastTime = GetTickCount() / 1000.0f; return true; } LRESULT CALLBACK GLWindow::StaticWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { GLWindow* window = nullptr; //If this is the create message if (uMsg == WM_CREATE) { //Get the pointer we stored during create window = (GLWindow*)((LPCREATESTRUCT)lParam)->lpCreateParams; //Associate the window pointer with the hwnd for the other events to access SetWindowLongPtr(hWnd, GWL_USERDATA, (LONG_PTR)window); } else { //If this is not a creation event, then we should have stored a pointer to the window window = (GLWindow*)GetWindowLongPtr(hWnd, GWL_USERDATA); if (!window) { //Do the default event handling return DefWindowProc(hWnd, uMsg, wParam, lParam); } } //Call our window's member WndProc(allows us to access member variables) return window->WndProc(hWnd, uMsg, wParam, lParam); } LRESULT GLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CREATE: { m_hdc = GetDC(hWnd); setupPixelFormat(); //Set the version that we want, in this case 3.0 int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 0, 0}; //Create temporary context so we can get a pointer to the function HGLRC tmpContext = wglCreateContext(m_hdc); //Make the context current wglMakeCurrent(m_hdc, tmpContext); //Get the function pointer wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); //If this is NULL then OpenGl 3.0 is not supported if (!wglCreateContextAttribsARB) { MessageBox(NULL, (LPCWSTR)"OpenGL 3.0 is not supported", (LPCWSTR)"An error occured", MB_ICONERROR | MB_OK); DestroyWindow(hWnd); return 0; } //Create an OpenGL 3.0 context using the new function m_hglrc = wglCreateContextAttribsARB(m_hdc, 0, attribs); //Delete the temporary context wglDeleteContext(tmpContext); //Make the GL3 context current wglMakeCurrent(m_hdc, m_hglrc); m_isRunning = true; } break; case WM_DESTROY: //Window destroy case WM_CLOSE: //Windows is closing wglMakeCurrent(m_hdc, NULL); wglDeleteContext(m_hglrc); m_isRunning = false; //Stop the main loop PostQuitMessage(0); break; case WM_SIZE: { int height = HIWORD(lParam); //Get height and width int width = LOWORD(lParam); getAttachedExample()->onResize(width, height); //Call the example's resize method } break; case WM_KEYDOWN: if (wParam == VK_ESCAPE) //If the escape key was pressed { DestroyWindow(m_hwnd); } break; default: break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } void GLWindow::processEvents() { MSG msg; //While there are messages in the queue, store them in msg while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { //Process the messages TranslateMessage(&msg); DispatchMessage(&msg); } } Here is the header: #pragma once #include <ctime> #include <windows.h> class Example;//Declare our example class class GLWindow { public: GLWindow(HINSTANCE hInstance); //default constructor bool create(int width, int height, int bpp, bool fullscreen); void destroy(); void processEvents(); void attachExample(Example* example); bool isRunning(); //Is the window running? void swapBuffers() { SwapBuffers(m_hdc); } static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); float getElapsedSeconds(); private: Example* m_example; //A link to the example program bool m_isRunning; //Is the window still running? bool m_isFullscreen; HWND m_hwnd; //Window handle HGLRC m_hglrc; //Rendering context HDC m_hdc; //Device context RECT m_windowRect; //Window bounds HINSTANCE m_hinstance; //Application instance WNDCLASSEX m_windowClass; void setupPixelFormat(void); Example* getAttachedExample() { return m_example; } float m_lastTime; };

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  • SDL 2.0: is there a library to create 2D particle effects rapidly?

    - by mm24
    I would like to create an light/explosion particle effect using some in built library. I am used to Cocos2D where there are specific classes that you can simply initialize in a certain position and producing a certain particle effect. Is there a way to do so in SDL 2.0 C++? I have found this tutorial but it seems to go for a "build it yoursefl" solution, which is ok but I do not want to re-invent the wheel if someone else has already built it.

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  • NVidia control panel SSAO not working

    - by János Turánszki
    I am just before implementing screen space ambient occlusion in my game, but first I wanted to try enabling it from NVidia control panel only to find out that it is greyed out so that I can not enable it. With this I could enable SSAO for some other games, but not every one. I know this technique requires the depth buffer and (optionally) a normal map texture to sample information from which I already have access to given I have a deferred renderer working. After that I actually thought to roll back to a previous version of my game which still uses forward rendering so the depth buffer is actually bound to the backbuffer which I render to from the get-go so that maybe the NVidia control panel would somehow make use of it. It was not working with forward rendering either. (I also tried FXAA in the control panel and that works - but it doesn't need any depth or normal texture) So my question is that how can I enable this function so that it would work by enabling it in the NVidia control panel?

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  • Infinite terrain shadows

    - by user35399
    I'm creating an infinite terrain engine, which generates the terrain either with fractals or noise. How can I make dynamic shadows for the sun on this terrain, if I don't know in advance what will be rendered in front of the sun. My terrain: The sun is the only light, it is directional, my terrain is generated on a plane which is positioned before the camera, frustum culled and fits the size of the viewing frustum. It is height mapped with generated noise texture, and using tessellation shaders on it. Video:http://www.youtube.com/watch?v=tk6yFwYusOs Dynamic shadows with the infinite terrain.

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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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  • CCSpriteHole in cocos2d 2.0?

    - by rakkarage
    i was using this cocos2d class CCSpriteHole in cocos2d 1.0 fine... http://jpsarda.tumblr.com/post/15779708304/new-cocos2d-iphone-extensions-a-progress-bar-and-a i am trying to convert it to cocos2d 2.0... i got it to compile by changing glVertexPointer to glVertexAttribPointer like in the 2.0 version of CCSpriteScale9 here http://jpsarda.tumblr.com/post/9162433577/scale9grid-for-cocos2d and changing contentSizeInPixels_ to contentSize_... -(id) init { if( (self=[super init]) ) { opacityModifyRGB_ = YES; opacity_ = 255; color_ = colorUnmodified_ = ccWHITE; capSize=capSizeInPixels=CGSizeZero; //Not used blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; // update texture (calls updateBlendFunc) [self setTexture:nil]; // default transform anchor anchorPoint_ = ccp(0.5f, 0.5f); vertexDataCount=24; vertexData = (ccV2F_C4F_T2F*) malloc(vertexDataCount * sizeof(ccV2F_C4F_T2F)); [self setTextureRectInPixels:CGRectZero untrimmedSize:CGSizeZero]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect { NSAssert(texture!=nil, @"Invalid texture for sprite"); // IMPORTANT: [self init] and not [super init]; if( (self = [self init]) ) { [self setTexture:texture]; [self setTextureRect:rect]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture { NSAssert(texture!=nil, @"Invalid texture for sprite"); CGRect rect = CGRectZero; rect.size = texture.contentSize; return [self initWithTexture:texture rect:rect]; } -(id) initWithFile:(NSString*)filename { NSAssert(filename!=nil, @"Invalid filename for sprite"); CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename]; if( texture ) return [self initWithTexture:texture]; return nil; } +(id)spriteWithFile:(NSString*)f { return [[self alloc] initWithFile:f]; } - (void) dealloc { if (vertexData) free(vertexData); } -(void) updateColor { ccColor4F color4; color4.r=(float)color_.r/255.0f; color4.g=(float)color_.g/255.0f; color4.b=(float)color_.b/255.0f; color4.a=(float)opacity_/255.0f; for (int i=0; i<vertexDataCount; i++) { vertexData[i].colors=color4; } } -(void)updateTextureCoords:(CGRect)rect { CCTexture2D *tex = texture_; if(!tex) return; float atlasWidth = (float)tex.pixelsWide; float atlasHeight = (float)tex.pixelsHigh; float left,right,top,bottom; left = rect.origin.x/atlasWidth; right = left + rect.size.width/atlasWidth; top = rect.origin.y/atlasHeight; bottom = top + rect.size.height/atlasHeight; // // |/|/|/| // CGSize capTexCoordsSize=CGSizeMake(capSizeInPixels.width/atlasWidth, capSizeInPixels.height/atlasHeight); // From left to right //Top band // Left vertexData[0].texCoords=(ccTex2F){left,top}; vertexData[1].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[2].texCoords=(ccTex2F){left+capTexCoordsSize.width,top}; vertexData[3].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[4].texCoords=(ccTex2F){right-capTexCoordsSize.width,top}; vertexData[5].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[6].texCoords=(ccTex2F){right,top}; vertexData[7].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Center band // Left vertexData[8].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[9].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[10].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[11].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[12].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[13].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[14].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; vertexData[15].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Bottom band //Left vertexData[16].texCoords=(ccTex2F){left,bottom}; vertexData[17].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[18].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom}; vertexData[19].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Center vertexData[20].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom}; vertexData[21].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Right vertexData[22].texCoords=(ccTex2F){right,bottom}; vertexData[23].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; } -(void) updateVertices { float left=0; //-spriteSizeInPixels.width*0.5f; float right=left+contentSize_.width; float bottom=0; //-spriteSizeInPixels.height*0.5f; float top=bottom+contentSize_.height; float holeLeft=holeRect.origin.x*CC_CONTENT_SCALE_FACTOR(); float holeRight=holeLeft+holeRect.size.width*CC_CONTENT_SCALE_FACTOR(); float holeBottom=holeRect.origin.y*CC_CONTENT_SCALE_FACTOR(); float holeTop=holeBottom+holeRect.size.height*CC_CONTENT_SCALE_FACTOR(); // // |/|/|/| // // From left to right //Top band // Left vertexData[0].vertices=(ccVertex2F){left,top}; vertexData[1].vertices=(ccVertex2F){left,holeTop}; vertexData[2].vertices=(ccVertex2F){holeLeft,top}; vertexData[3].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[4].vertices=(ccVertex2F){holeRight,top}; vertexData[5].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[6].vertices=(ccVertex2F){right,top}; vertexData[7].vertices=(ccVertex2F){right,holeTop}; //Center band // Left vertexData[8].vertices=(ccVertex2F){left,holeBottom}; vertexData[9].vertices=(ccVertex2F){left,holeTop}; vertexData[10].vertices=(ccVertex2F){holeLeft,holeBottom}; vertexData[11].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[12].vertices=(ccVertex2F){holeRight,holeBottom}; vertexData[13].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[14].vertices=(ccVertex2F){right,holeBottom}; vertexData[15].vertices=(ccVertex2F){right,holeTop}; //Bottom band //Left vertexData[16].vertices=(ccVertex2F){left,bottom}; vertexData[17].vertices=(ccVertex2F){left,holeBottom}; vertexData[18].vertices=(ccVertex2F){holeLeft,bottom}; vertexData[19].vertices=(ccVertex2F){holeLeft,holeBottom}; // Center vertexData[20].vertices=(ccVertex2F){holeRight,bottom}; vertexData[21].vertices=(ccVertex2F){holeRight,holeBottom}; // Right vertexData[22].vertices=(ccVertex2F){right,bottom}; vertexData[23].vertices=(ccVertex2F){right,holeBottom}; } -(void) setHole:(CGRect)r inRect:(CGRect)totalSurface { holeRect=r; self.contentSize=totalSurface.size; holeRect.origin=ccpSub(holeRect.origin,totalSurface.origin); CGPoint holeCenter=ccp(holeRect.origin.x+holeRect.size.width*0.5f,holeRect.origin.y+holeRect.size.height*0.5f); self.anchorPoint=ccp(holeCenter.x/contentSize_.width,holeCenter.y/contentSize_.height); //[self updateTextureCoords:rectInPixels_]; [self updateVertices]; [self updateColor]; } -(void) draw { BOOL newBlend = NO; if( blendFunc_.src != CC_BLEND_SRC || blendFunc_.dst != CC_BLEND_DST ) { newBlend = YES; glBlendFunc( blendFunc_.src, blendFunc_.dst ); } glBindTexture(GL_TEXTURE_2D, [texture_ name]); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); if( newBlend ) glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); } -(void)setTextureRectInPixels:(CGRect)rect untrimmedSize:(CGSize)untrimmedSize { rectInPixels_ = rect; rect_ = CC_RECT_PIXELS_TO_POINTS( rect ); //[self setContentSizeInPixels:untrimmedSize]; [self updateTextureCoords:rectInPixels_]; } -(void)setTextureRect:(CGRect)rect { CGRect rectInPixels = CC_RECT_POINTS_TO_PIXELS( rect ); [self setTextureRectInPixels:rectInPixels untrimmedSize:rectInPixels.size]; } // // RGBA protocol // #pragma mark CCSpriteHole - RGBA protocol -(GLubyte) opacity { return opacity_; } -(void) setOpacity:(GLubyte) anOpacity { opacity_ = anOpacity; // special opacity for premultiplied textures if( opacityModifyRGB_ ) [self setColor: (opacityModifyRGB_ ? colorUnmodified_ : color_ )]; [self updateColor]; } - (ccColor3B) color { if(opacityModifyRGB_){ return colorUnmodified_; } return color_; } -(void) setColor:(ccColor3B)color3 { color_ = colorUnmodified_ = color3; if( opacityModifyRGB_ ){ color_.r = color3.r * opacity_/255; color_.g = color3.g * opacity_/255; color_.b = color3.b * opacity_/255; } [self updateColor]; } -(void) setOpacityModifyRGB:(BOOL)modify { ccColor3B oldColor = self.color; opacityModifyRGB_ = modify; self.color = oldColor; } -(BOOL) doesOpacityModifyRGB { return opacityModifyRGB_; } #pragma mark CCSpriteHole - CocosNodeTexture protocol -(void) updateBlendFunc { if( !texture_ || ! [texture_ hasPremultipliedAlpha] ) { blendFunc_.src = GL_SRC_ALPHA; blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA; [self setOpacityModifyRGB:NO]; } else { blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; [self setOpacityModifyRGB:YES]; } } -(void) setTexture:(CCTexture2D*)texture { // accept texture==nil as argument NSAssert( !texture || [texture isKindOfClass:[CCTexture2D class]], @"setTexture expects a CCTexture2D. Invalid argument"); texture_ = texture; [self updateBlendFunc]; } -(CCTexture2D*) texture { return texture_; } @end but now positioning and scaling seem to not work? and it starts in the wrong position... but changing the opacity still works. so i was wondering if anyone can see why my 2.0 version is not working? or if maybe there is a better way to do a sprite hole with cocos2d/opengl 2.0? shaders? thanks

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  • A simple example of movement prediction

    - by Daniel
    I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that share some of the code, or can share their knowledge to shed some light into my situation. I'm trying to run some tests to get a the movement going (smoothly) between multiple clients. I'm using mouse input to initiate movement. I'm using AS3 and C# on a local Player.IO server. Right now I'm trying to get the Client side working, as I'm only forwarding position info with the client. I have 2 timers, one is an onEnterFrame and the other is a 100ms Timer, and one on mouseClick listener. When I click anywhere with a mouse, I update my player class to give it a destination point On every enterFrame Event for the player, it moves towards the destination point At every 100ms it sends a message to the server with the position of where it should be in a 100ms. The distance traveled is calculated by taking the distance (in Pixels) that the player can travel in one second, and dividing it by the framerate for the onEnterFrame handler, and by the update frequency (1/0.100s) for the server update. For the other Players, the location is interpolated and animated on every frame based on the new location. Is this the right way of doing it?

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  • Random Position between ranges.

    - by blakey87
    Does anyone have a good algorithm for generating a random y position for spawning a block, which takes into account a minimum and maximum height, allowing player to to jump on the block. Blocks will continually be spawned, so the player must always be able to jump onto the next block, bearing in mind the minimum position which would be the ground, and the maximum which would the players jump height bearing in mind the ceiling

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  • Splitting a tetris game apart - where to put time-management?

    - by nightcracker
    I am creating a tetris game in C++ & SDL, and I'm trying to do it "good" by making it object-oriented and keeping scopes small. So far I have the following structure: A main with some lowlevel SDL set up and handling input A game class that keeps track of score and provides the interface for main (move block down, etc) A map class that keeps track of the current game field, which blocks are where. Used by the game class. A block class that consists of the current falling block, used by game. A renderer class abstracting low level SDL to a format where you render "tetris blocks". Used by map and block. Now I have a though time where to place the time-management of this game. For example, where should be decided when a block bumps the bottom of the screen how long it takes the current block locks in place and a new block spawns? I also have an other unrelated question, is there some place where you can find some standard data on tetris like standard score tables, rulesets, timings, etc?

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  • Path Modifier in Tower Of Defense Game

    - by Siddharth
    I implemented PathModifier for path of each enemy in my tower of defense game. So I applied fixed time to path modifier in that enemy complete their path. Like following code describe. new PathModifier(speed, path); Here speed define the time to complete the path. But in tower of defense game my problem is, there is a tower which slow down the movement of the enemy. In that particular situation I was stuck. please someone provide me some guidance what to do in this situation. EDIT : Path path = new Path(wayPointList.size()); for (int j = 0; j < wayPointList.size(); j++) { Point point = grid.getCellPoint(wayPointList.get(j).getRow(), wayPointList.get(j).getCol()); path.to(point.x, point.y); }

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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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  • Recommended 2D Game Engine for prototyping

    - by Thomas Dufour
    What high-level game engine would you recommend to develop a 2D game prototype on windows? (or mac/linux if you wish) The kind of things I mean by "high-level" includes (but is definitely not limited to): not having to manage low-level stuff like screen buffers, graphics contexts having an API to draw geometric shapes well, I was going to omit it but I guess being based on an actual "high-level" language is a plus (automatic resource management and the existence a reasonable set of data structures in the standard library come to mind). It seems to me that Flash is the proverbial elephant in the room for this query but I'd very much like to see different answers based on all kinds of languages or SDKs.

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  • Draw Cards and Eliminate Cards Problem

    - by Jen
    I am having a problem in this question. I want a system inside a game wherein the player draws 2 cards randomly, and the enemy draws 2 cards randomly. Then, what the program does is to print out to the console the cards the player draw and the enemy's. The cards should not conflict and must not be the same. Then lastly, the program prints out the card that was not drawn by both the player and the enemy. Here's how I did it but it was lengthy and full of errors: import java.util.Random; public class Draw { public static Random random = new Random(); public static String cards[] = {"Hall", "Kitchen", "Billiard", "Study", "Pool"}; public static int playercounter; public static int enemycounter; public static String playercardA = null; public static String playercardB = null; public static String enemycardA = null; public static String enemycardB = null; public String lastcard = null; public static void playercardAdraw() { playercounter = random.nextInt(5); playercardA = cards[playercounter]; } public static void playercardBdraw() { playercounter=random.nextInt(5); playercardB= cards[playercounter]; if (playercardB==playercardA || playercardB == enemycardA || playercardB == enemycardB) { return; } } public static void enemycardAdraw () { enemycounter = random.nextInt(5); enemycardA=cards[enemycounter]; if (enemycardA == playercardA || enemycardA == playercardB) { return; } } public static void enemycardBdraw () { enemycounter = random.nextInt(5); enemycardB=cards[enemycounter]; if (enemycardB == playercardA || enemycardB == playercardB || enemycardB == enemycardA) { return; } } public static void main (String args []) { System.out.println("Starting to draw..."); System.out.println("Player's Turn: "); playercardAdraw(); System.out.println("Player's first card: " + playercardA); playercardBdraw(); System.out.println("Player's second card: " + playercardB); System.out.println("Enemy's Turn: "); enemycardAdraw(); System.out.println("Enemy's first card: " + enemycardA); enemycardBdraw(); System.out.println("Enemy's Second card: " + enemycardB); } }

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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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  • OOP implementation of BUFFS and Stats. Suggestion

    - by Mattia Manzo Manzati
    I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a max cap... Effects can change the Stat value, increasing or decreasing it by a value, a percentage or completly rewrite the value of the stat. After a while I have decided to create a base class for buffs, which can be hidden (if they are casted from an equipped object) or shown if they came from an ability (Spell). Anyway I need suggestion how to implement it, use an array for all active buffs for a stat and have a function calculate the value of the stat affected by buffs each time I need the value of the stat or...? Other more OOP's ways to do it? I have read this What's a way to implement a flexible buff/debuff system? but this implements only a percentage system, which buffs can only say "+10%, +20%, etc...", but I would love to have an hybrid system, which can have percentage values or static values (like WoW does), and using modifiers it's hard to implement, because modifiers refers to the current value of stat :/ Thanks for suggestions :)

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  • How can I get into the educational market?

    - by mmyers
    I believe that my current game project is very well-suited for educational gaming; so well-suited, in fact, that I know of several different schools (one community college and at least one or two high schools) that have used versions of it at some time or another. And that's without any such marketing on my part. I'd like to expand on this part of the potential user base. But I have absolutely no experience in dealing with school administrations. How can I break into this market enough to be noticed? And on a side note, could marketing the game as educational kill the gamers market?

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  • Problem with boundary collision

    - by James Century
    The problem: When the player hits the left boundary he stops (this is exactly what I want), when he hits the right boundary. He continues until his rectangle's left boundary meets with the right boundary. Outcome: https://www.youtube.com/watch?v=yuJfIWZ_LL0&feature=youtu.be My Code public class Player extends GameObject{ BufferedImageLoader loader; Texture tex = Game.getInstance(); BufferedImage image; Animation playerWalkLeft; private HealthBarManager healthBar; private String username; private int width; private ManaBarManager manaBar; public Player(float x, float y, ObjectID ID) { super(x, y, ID, null); loader = new BufferedImageLoader(); playerWalkLeft = new Animation(5,tex.player[10],tex.player[11],tex.player[12],tex.player[13],tex.player[14],tex.player[15],tex.player[17],tex.player[18]); } public void tick(LinkedList<GameObject> object) { setX(getX()+velX); setY(getY()+velY); playerWalkLeft.runAnimation(); } public void render(Graphics g) { g.setColor(Color.BLACK); FontMetrics fm = g.getFontMetrics(g.getFont()); if(username != null) width = fm.stringWidth(username); if(username != null){ g.drawString(username,(int) x-width/2+15,(int) y); } if(velX != 0){ playerWalkLeft.drawAnimation(g, (int)x, (int)y); }else{ g.drawImage(tex.player[16], (int)x, (int)y, null); } g.setColor(Color.PINK); g.drawRect((int)x,(int)y,33,48); g.drawRect(0,0,(int)Game.getWalkableBounds().getWidth(), (int)Game.getWalkableBounds().getHeight()); } @SuppressWarnings("unused") private Image getCurrentImage() { return image; } public float getX() { return x; } public float getY() { return y; } public void setX(float x) { Rectangle gameBoundry = Game.getWalkableBounds(); if(x >= gameBoundry.getMinX() && x <= gameBoundry.getMaxX()){ this.x = x; } } public void setY(float y) { //IGNORE THE SetY please. this.y = y; } public float getVelX() { return velX; } public void setHealthBar(HealthBarManager healthBar){ this.healthBar = healthBar; } public HealthBarManager getHealthBar(){ return healthBar; } public float getVelY() { return velY; } public void setVelX(float velX) { this.velX = velX; } public void setVelY(float velY) { this.velY = velY; } public ObjectID getID() { return ID; } public void setUsername(String playerName) { this.username = playerName; } public String getUsername(){ return this.username; } public void setManaBar(ManaBarManager manaBar) { this.manaBar = manaBar; } public ManaBarManager getManaBar(){ return manaBar; } public int getLevel(){ return 1; } public boolean isPlayerInsideBoundry(float x, float y){ Rectangle boundry = Game.getWalkableBounds(); if(boundry.contains(x,y)){ return true; } return false; } } What I've tried: - Using a method that checks if the game boundary contains player boundary rectangle. This gave me the same result as what the check statement in my setX did.

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  • Why do we use the Pythagorean theorem in game physics?

    - by Starkers
    I've recently learned that we use Pythagorean theorem a lot in our physics calculations and I'm afraid I don't really get the point. Here's an example from a book to make sure an object doesn't travel faster than a MAXIMUM_VELOCITY constant in the horizontal plane: MAXIMUM_VELOCITY = <any number>; SQUARED_MAXIMUM_VELOCITY = MAXIMUM_VELOCITY * MAXIMUM_VELOCITY; function animate(){ var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; x_velocity = x_velocity / scalar; z_velocity = x_velocity / scalar; } } Let's try this with some numbers: An object is attempting to move 5 units in x and 5 units in z. It should only be able to move 5 units horizontally in total! MAXIMUM_VELOCITY = 5; SQUARED_MAXIMUM_VELOCITY = 5 * 5; SQUARED_MAXIMUM_VELOCITY = 25; function animate(){ var x_velocity = 5; var z_velocity = 5; var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); var squared_horizontal_velocity = 5 * 5 + 5 * 5; var squared_horizontal_velocity = 25 + 25; var squared_horizontal_velocity = 50; // if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ if( 50 <= 25 ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; scalar = 50 / 25; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Now this works well, but we can do the same thing without Pythagoras: MAXIMUM_VELOCITY = 5; function animate(){ var x_velocity = 5; var z_velocity = 5; var horizontal_velocity = x_velocity + z_velocity; var horizontal_velocity = 5 + 5; var horizontal_velocity = 10; // if( horizontal_velocity >= MAXIMUM_VELOCITY ){ if( 10 >= 5 ){ scalar = horizontal_velocity / MAXIMUM_VELOCITY; scalar = 10 / 5; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Benefits of doing it without Pythagoras: Less lines Within those lines, it's easier to read what's going on ...and it takes less time to compute, as there are less multiplications Seems to me like computers and humans get a better deal without Pythagorean theorem! However, I'm sure I'm wrong as I've seen Pythagoras' theorem in a number of reputable places, so I'd like someone to explain me the benefit of using Pythagorean theorem to a maths newbie. Does this have anything to do with unit vectors? To me a unit vector is when we normalize a vector and turn it into a fraction. We do this by dividing the vector by a larger constant. I'm not sure what constant it is. The total size of the graph? Anyway, because it's a fraction, I take it, a unit vector is basically a graph that can fit inside a 3D grid with the x-axis running from -1 to 1, z-axis running from -1 to 1, and the y-axis running from -1 to 1. That's literally everything I know about unit vectors... not much :P And I fail to see their usefulness. Also, we're not really creating a unit vector in the above examples. Should I be determining the scalar like this: // a mathematical work-around of my own invention. There may be a cleverer way to do this! I've also made up my own terms such as 'divisive_scalar' so don't bother googling var divisive_scalar = (squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY); var divisive_scalar = ( 50 / 25 ); var divisive_scalar = 2; var multiplicative_scalar = (divisive_scalar / (2*divisive_scalar)); var multiplicative_scalar = (2 / (2*2)); var multiplicative_scalar = (2 / 4); var multiplicative_scalar = 0.5; x_velocity = x_velocity * multiplicative_scalar x_velocity = 5 * 0.5 x_velocity = 2.5 Again, I can't see why this is better, but it's more "unit-vector-y" because the multiplicative_scalar is a unit_vector? As you can see, I use words such as "unit-vector-y" so I'm really not a maths whiz! Also aware that unit vectors might have nothing to do with Pythagorean theorem so ignore all of this if I'm barking up the wrong tree. I'm a very visual person (3D modeller and concept artist by trade!) and I find diagrams and graphs really, really helpful so as many as humanely possible please!

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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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