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  • 3D RTS pathfinding

    - by xcrypt
    I understand the A* algorithm, but I have some trouble doing it in 3D to suit the needs of my RTS Basically, in the game I'm making, there will be agents with different sizes of OBB collision boxes. I can use steering behaviours for avoiding other agents, so I don't need complete dynamic pathfinding. However, there is a problem because different agents have different collision geometry, and structures can be placed in almost any place. This means that there might be a gap between two structures where some agents can go through and some can't. A solution I have found to this problem is to do a sweep of the collision geometry of the agent from start node of the edge the pf algorithm is currently testing, to the end node of that edge. But this is probably a bit overkill since every edge the algorithm tests would also have to create and test with a collision geometry sweep. What are some reasonable approaches to this problem? I should mention that I'd prefer not to use navmeshes, I prefer waypoints because my entire system is based on it atm.

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  • Using allocators for different systems

    - by chadb
    I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need several allocators (for systems such as audio, rendering, etc) but I am unsure of how they will be accessed. I do not use singletons, so I can't just have something such as AudioManager::GetInstance().get_allocator(). Instead, I need to find a different method of usage but I am not sure of how. How can I store and call my allocators needed for several different systems over engine in an efficient manner?

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  • XNA- Texturing problem, exporting model

    - by user1806687
    How,can I disable coloring when texture is applied, because right now the texture is being colored over. foreach (BasicEffect effect in mesh.Effects) { effect.TextureEnabled = textureApplied; if(textureApplied) effect.Texture = Texture2D.FromStream(GraphicsDevice,System.IO.File.OpenRead(texturePath)); else { effect.DiffuseColor = ti.DiffuseColor; effect.EmissiveColor = ti.EmissiveColor; } ... } mesh.Draw(); Also, is there any easy way for xna to export models? Or do I have to write my own?

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  • libGDX using Stage and Actor produces different camera angles on desktop and Android Phone

    - by Brandon
    libGDX using Stage and Actor produces different camera angles on desktop and Android Phone. Here are pictures demonstrating the problem: http://brandonyuh.minus.com/mFpdTSgN17VUq On the desktop version, the image takes up most all the screen. On the Android phone it only takes up a bit of the screen. Here's the code (not my actual project but I isolated the problem): package com.me.mygdxgame2; import com.badlogic.gdx.*; import com.badlogic.gdx.graphics.*; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.*; import com.badlogic.gdx.scenes.scene2d.*; public class MyGdxGame2 implements ApplicationListener { private Stage stage; public void create() { stage = new Stage(); stage.addActor(new ActorHi()); } public void render() { Gdx.gl.glClearColor(0, 1, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); stage.draw(); } public void dispose() {} public void resize(int width, int height) {} public void pause() {} public void resume() {} public class ActorHi extends Actor { private Sprite sprite; public ActorHi() { Texture texture = new Texture(Gdx.files.internal("data/hi.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); sprite = new Sprite(new TextureRegion(texture, 0, 0, 128, 128)); sprite.setBounds(0, 0, 300.0f, 300.0f); } public void draw(SpriteBatch batch, float parentAlpha) { sprite.draw(batch); } } } hi.png is included in the above link Thank you very much for answering my question. I've spent 3 days trying to figure it out.

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  • Splitting Pygame functionality between classes or modules?

    - by sec_goat
    I am attempting to make my pygame application more modular so that different functionalities are split up into different classes and modules. I am having some trouble getting pygame to allow me to draw or load images in secondary classes when the display has been set and pygame.init() has been done in my main class. I have typically used C# and XNA to accomplish this sort of behavior, but this time I need to use python. How do I init pygame in class1, then create an instance of class2 which loads and converts() images. I have tried pygame.init() in class 2 but then it tells me no display mode has been set, when it has been set in class1. I am under the impression i do not wnat to create multiple pygame.displays as that gets problematic I am probably missing something pythonic and simple but I am not sure what. How do I create a Display class, init python and then have other modules do my work like loading images, fonts etc.? here is the simplest version of what I am doing: class1: def __init__(self): self.screen = pygame.display.set_mode((600,400)) self.imageLoader = class2() class2: def __init__(self): self.images = ['list of images'] def load_images(): self.images = os.listdir('./images/') #get all images in the images directory for img in self.images: #read all images in the directory and load them into pygame new_img = pygame.image.load(os.path.join('images', img)).convert() scale_img = pygame.transform.scale(new_img, (pygame.display.Info().current_w, pygame.display.Info().current_h)) self.images.append(scale_img) if __name__ == "__main__": c1 = class1() c1.imageLoader.load_images() Of course when it tries to load an convert the images it tells me pygame has not been initialized, so i throw in a pygame.init() in class2 ( i have heard it is safe to init multiple times) and then the error goes to pygame.error: No video mode has been set

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  • Drawing visible tiles - side scrolling

    - by Troubleshoot
    Currently I'm calling drawMap every time repaint is called. This is the code I've written for my drawMap method so far. public void drawMap(Graphics2D g2d) { float cameraX = Player.getX() - (Frame.CANVAS_WIDTH / 2); float cameraY = Player.getY() - (Frame.CANVAS_HEIGHT / 2); int tileX = (int) cameraX; int tileY = (int) cameraY; int xIndent = 0, yIndent = 0; int a = 0, b = 0; while (tileX % TILE_SIZE != 0) { tileX--; xIndent++; } while (tileY % TILE_SIZE != 0) { tileY--; yIndent++; } for (int y = tileY; y < tileY + Frame.CANVAS_HEIGHT; y += Map.TILE_SIZE) { for (int x = tileX; x < tileX + Frame.CANVAS_WIDTH; x += Map.TILE_SIZE) { if ((y / TILE_SIZE < 0 || x / TILE_SIZE < 0) || (y / TILE_SIZE > columnSize)) break; g2d.drawImage(map[y / TILE_SIZE][x / TILE_SIZE], a - xIndent, b - yIndent, null); a += TILE_SIZE; } a = 0; b += TILE_SIZE; } } The idea behind this is that it gets the camera position and draws the map relative to the player position. However, instead of the player being in the center of the screen all the time, the player actually moves away from the center as it scrolls to the right, and moves towards to center as it scrolls to the left. I've been trying to pinpoint what I've done wrong but I can't seem to find it. My code also seems quite messy, so am I doing this the correct way?

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  • How to create reproducible probability in map generation?

    - by nickbadal
    So for my game, I'm using perlin noise to generate regions of my map (water/land, forest/grass) but I'd also like to create some probability based generation too. For instance: if(nextInt(10) > 2 && tile.adjacentTo(Type.WATER)) tile.setType(Type.SAND); This works fine, and is even reproduceable (based on a common seed) if the nextInt() calls are always in the same order. The issue is that in my game, the world is generated on demand, based on the player's location. This means, that if I explore the map differently, and the chunks of the map are generated in a different order, the randomness is no longer consistent. How can I get this sort of randomness to be consistent, independent of call order? Thanks in advance :)

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  • Dynamic quadrees

    - by paul424
    recently I come out writing Quadtree for creatures culling in Opendungeons game. Thing is those are moving points and bounding hierarchy will quickly get lost if the quadtree is not rebuild very often. I have several variants, first is to upgrade the leaf position , every time creature move is requested. ( note if I would need collision detection anyway, so this might be necessery anyway). Second would be making leafs enough large , that the creature would sure stay inside it's bounding box ( due to its speed limit). The partition of a plane in quadtree is always fixed ( modulo the hierarchical unions of some parts) . For creatures close to the center of the plane , there would be no way of keeping it but inside one big leaf, besides this brokes the invariant that each point can be put into any small area as desired. So on the second thought could I use several quadrees ? Each would have its "coordinate axis XY" somwhere shifted ? Before I start playing with this maybe some other space diving structure would suit me better, unfortunetly wiki does not compare it's execution time : http://en.wikipedia.org/wiki/Grid_%28spatial_index%29#See_also

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  • Most supported/easiest to get started gamedev language?

    - by user1009013
    In what language are the most libraries/frameworks (like lwjgl for Java, XNA for C#)? What language is the easiest to start making a game (very easy to get a 3D-environment rendered)? What language has the friendliest learning curve? Say I want to make a game and I don't know any programming languages, I want to develop for any platform(so don't give the answer "the one you know best/the platform you are working on"), then what is the best language to start with. I get this question a lot "I have this and that ideas for a game and want to make it, what language should I use"(mostly asked by beginning programmers), but I don't know how to answer that. The answer "use the one you are most familiar with", because sometimes they don't even know a language yet... I am not asking for someone's personal opinion, but an objective list of what languages are the easiest/most supported/have the most/best libraries/frameworks to get started with gamedevelopment.

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  • How to add reflection definition to read JSON files in web game

    - by user3728735
    I have a game which I deployed for desktop and Android. I can read JSON data and create my levels, but when it comes to reading JSON files from web app, I get an error that logs, "cannot read the json file". I researched a lot and I found out that I should add my JSON config class to configurations, so I added this line to gameName.gwt.xml, which is in core folder: <extend-configuration-property name="gdx.reflect.include" value="com.las.get.level.LevelConfig"/> But it did not work out. I have no idea where should I place this line or where I should change to make my web app work, so I can read JSON files.

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  • Tunnels in pseudo 3D racing game

    - by Nicholas
    How would one go about doing tunnels in a pseudo 3D racing game ? The main problem I have at the moment is perspective - I cant think of a way, beyond having to Z sort the sprites and tunnel coordinates, so that vehicles are displayed in front of the tunnel entrance and somehow block the display when out of site. I would like my tunnels to be used on both flat, curved and hills and slopes. The tunnel enterance/exit is made up of 3 separate graphics, (left, right and top), whilst inside the tunnel it is just one line graphic along the top (the idea being its supposed to be a set distance above the current vertical road position). As you can see from the picture, the vehicles are still being rendered whilst in the tunnel. I've converted the Code Incomplete road system to GLBasic.

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  • FPS camera specification

    - by user1095108
    I remember I once composed a FPS viewing transformation, as a composition of 3 rotations, each with an angle as a parameter. The first angle specified the left/right rotation around the y-axis, the second angle the up/down rotation around the x-axis, and the third around the z-axis. The viewing transformation was therefore specified by 3 angles. Naturally, this transformation had a gimbal lock, depending in what order the transformation were performed. What should I look at to derive my viewing transformation without the gimbal lock? I know the "lookAt" method already, but I consider that cumbersome. EDIT: MY first guess is to do the first 2 transformations to get a viewing direction and then the axis-angle rotation on this axis.

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  • Data for animation

    - 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 animatio? 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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  • Problems loading Hilva tutorials

    - by Beska
    I'm a newcomer to XNA, and I'm evaluating some libraries. The Hilva Graphics Engine looks interesting, and I'm trying to run their tutorials. However, all of them give me errors. For example, if I download the ParallaxMappingSample demo, and try to build it, I get Error 1 Error loading pipeline assembly "C:\Users\Me\Desktop\ParallaxMappingSample\Hilva.Content.dll". ParallaxMappingSample I get similar errors for all of the samples. Unfortunately, this error isn't very enlightening. I can see the Hilva.Content.dll in the appropriate directory. I tried removing and readding the reference from the content project, but I get the same error. I'm not sure it's relevant, but I'm on Windows 7, I'm using Microsoft Visual Studio 2010, and XNA 4.0. Is there an easy (or difficult) solution? EDIT: If you happen to try this, even if you don't have a solution, let me know about it in a comment. Whether it works for you, or if you get the same problem...either result would be something that might let me know if it's just a problem with the tutorial, or if it's on my end.

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  • XNA Sprite Clipping Incorrectly During Rotation

    - by user1226947
    I'm having a bit of trouble getting my sprites in XNA to draw. Seemingly if you use SpriteBatch to draw then XNA will not draw it if for example (mPosition.X + mSpriteTexture.Width < 0) as it assumes it is offscreen. However, it seems to make this decision before it applies a rotation. This rotation can mean that even though (mPosition.X + mSpriteTexture.Width < 0), some of the sprite is still visible on screen. My question is, is there a way to get it to draw further outside the viewport or temporarily disable sprite clipping during a certain spriteBatch.draw(...)? sb.Draw(mSpriteTexture, mPosition, new Rectangle(0, 0, mSpriteTexture.Width, mSpriteTexture.Height), Color.White, Globals.VectorToAngle(mOrientation), new Vector2(halfWidth, halfHeight), scale, SpriteEffects.None, 0);

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  • DirectCompute information

    - by N0xus
    I've been trying to make use of the GPU as part of a project of mine. I've looked into both CUDA and OpenCL, but the lack of information showing you how to introduce these into a project is shocking. Even their dedicated forum groups are dead. So now, I'm looking into DirectCompute. From what I can tell, it's simply a new type of shader file that makes use of HLSL. My question is this, does my program (aside from being DirectX 10 / 11 ) need its structure changed? I mean, is it simply a case of creating the CS file, setting in the project like I would any other shader, and watch the magic happen? Any information on this would be appreciated.

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  • Storing Tiled Level Data in J2ME game

    - by Alex
    I'm developing a J2ME game which uses tiled backgrounds for the levels. My question is how do I store this tile information in my game. At the moment it is stored as an array; with each number representing a different tile from the tile-sheet. This works well enough, however I don't like the fact that it is 'hard-coded' into the game because (at least in my opinion) it is harder to edit the levels, or design new ones. I was also thinking that it would be difficult if you wanted to add a 'level pack', I'm not sure on how this would be achieved though; it's not something I was planning on doing, I'm just curious. I was wondering if there was a way I could store level data in some external file and then load this in to the game. The problem is I don't know what the limitations are for J2ME regarding file I/O, can it read in any file like Java? I am aware of the RMS, but from my experience I don't think this would work (unless I am mistaken). Also, would loading the data in this way be too big a performance hit? Or is there another way I can achieve what I am trying to do. As I said, the way I have it at the moment works fine, and if this is the only viable option then it will suffice.

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • Architectural advice - websockets javascript/php integration

    - by Ewan Vaentine
    Myself and a friend have started making a game, he's likely to be using impact.js for the user interaction etc, but we need multiplayer functionality so some form of websockets for TCP connections etc. So we were thinking impact.js into socket.io and node.js. However, user accounts, ecommerce, session handling and social media integration will all be handled with Codeigniter (PHP), my question is, is it wise to have node.js running in parallel with Codeigniter, or if this is even possible? If not, if you were to create a multiplayer online game utilising ecomms to buy credits and user accounts, how would you go about this from a structural position and what engines/frameworks would you recommend? I'm new to this site so I apologise in advance if I'm posting something inappropriate. Cheers, Ewan

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  • Make Gameobject Stand On Surface Facing Certain Direction

    - by Julian
    I want to make a biped character stand on any surface I click on. Surfaces have up vectors of any of positive or negative X,Y,Z. So imagine a cube with each face being a gameobject whose up vector pointing directly away from the cube. If my character is facing "forward" and I click on a surface which is to the left or right of me ( left or right walls), I want my character to now be standing on that surface but still be facing in the direction he initially was. If I click on a wall which is in the forward path of my character i want him to now be standing on that surface and his forward to now be what was once "up" relative to my character. Here is the code I am working with now. void Update() { if (Input.GetMouseButtonUp (0)) { RaycastHit hit; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Vector3 upVectBefore = transform.up; Vector3 forwardVectBefore = transform.forward; Quaternion rotationVectBefore = transform.rotation; Vector3 hitPosition = hit.transform.position; transform.position = hitPosition; float lookDifference = Vector3.Distance(hit.transform.up, forwardVectBefore); if(Vector3.Distance(hit.transform.up, upVectBefore) < .23) //Same normal { transform.rotation = rotationVectBefore; } else if(lookDifference > 1.412 && lookDifference <= 1.70607) //side wall { transform.up = hit.transform.up; transform.forward = forwardVectBefore; } else //head on wall { transform.up = hit.transform.up; transform.forward = upVectBefore; } } } } The first case "Same normal" works fine, however the other two do not work as I would like them to. Sometimes my character is laying down on the surface or on the wrong side of the surface. Does anyone know nice way of solving this problem?

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  • Should I use float, double, or decimal for stats, position, etc?

    - by Ryan Peschel
    The problem with float and double is that they are not exact. If you are to do something like store replays, the values would have to be exact. The problems with decimal is that they are approximately 16x slower (confirmed by searching and personal testing) than floats and doubles. Couldn't Vector2s be another problem because they use floats internally for all the components? How do other games solve this problem? I'm sure they must use floats and doubles but aren't they not deterministic across platforms and different architecture? The replay files for games like SC2 run in a linear fashion so you cannot skip ahead so how do they solve the determinism issue with floating point numbers?

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  • read object from compressed file that generate from actionscript3

    - by Last Chance
    I have made a simple game Map Editor, and I want to save a array that contain map tile info to a file, as below: var arr:Array = [.....2d tile info in it...]; var ba:ByteArray = new ByteArray(); ba.writeObject(arr); ba.compress(); var file:File = new File(); file.save(ba); now I had successful save a compressed object to a file. now the problem is my server side need to read this file and decompress get the arr out from file, then convert it as python list. is that prossible?

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  • What is a good way to test demand for a new game platform?

    - by user15256
    I'm working on a game platform that turns your iPhone, android or iPad into a steering wheel, for racing games (like need for speed and dirt 3) and flight simulators for example. I'd love to figure out smart ways to figure out whether gamers would like something like this. I originally asked this question over on the gaming SE and it was for getflypad.com. A lot of the tech is built and most of it is doable - the question here is how to test demand and know whether gamers actually want this.

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  • Rotating wheel with touch (adding momentum and slowing down the initial rate it can be moved

    - by Lewis
    I have a wheel control in a game which is setup like so: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); wheelRotation += (currentTouch - previousTouch) * 0.6; //limit speed 0.6 } } Now once the user lets go of the wheel I want it to rotate back to where it was before but not without taking into account the momentum of the swipe the user has done. This is the bit I really can't get my head around. So if the swipe generates a lot of momentum then the wheel will carry on moving slightly in that direction until the overall force which pulls the wheel back to the starting position kicks in. Any ideas/code snippets?

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  • "LNK2001: unresolved external symbol" when trying to build my program

    - by random
    I get the following error(s) on my program that captures the mouse and then draws a line. Errors: 1>------ Build started: Project: Capture_Mouse_Line, Configuration: Debug Win32 ------ 1> main.cpp 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc2" (?yc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc2" (?xc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc1" (?yc1@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc1" (?xc1@Line@@2PAJA) 1>MSVCRTD.lib(crtexe.obj) : error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup 1>D:\Visual C++ Projects\Capture_Mouse_Line\Debug\Capture_Mouse_Line.exe : fatal error LNK1120: 5 unresolved externals ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Here is my code: #include<allegro5\allegro.h> #include<allegro5\allegro_native_dialog.h> #include<allegro5\allegro_primitives.h> #include<Windows.h> #include<allegro5\allegro_windows.h> #ifndef WIDTH #define WIDTH 1440 #endif #ifndef HEIGHT #define HEIGHT 900 #endif class Line { public: static void ErasePreviousLine(); static void DrawLine(long* x, long* y,long* x2,long* y2); static bool Erasable(); static long* xc1; static long* yc1; static long* xc2; static long* yc2; }; void Line::ErasePreviousLine() { delete xc1; xc1 = NULL; delete yc1; yc1 = NULL; delete xc2; xc2 = NULL; delete yc2; yc2 = NULL; } bool Line::Erasable() { if(xc1 && yc1 && xc2 && yc2 == NULL) { return false; } else { return true; } } void Line::DrawLine(long* x,long* y,long* x2,long* y2) { if(!al_init_primitives_addon()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); } xc1 = x; yc1 = y; xc2 = x2; yc2 = y2; al_draw_line((float)*xc1, (float)*yc1, (float)*xc2, (float)*yc2,al_map_rgb(255,0,255), 1); delete x; delete y; delete x2; delete y2; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam); int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; ALLEGRO_DISPLAY* display = NULL; if(!al_init()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); return -1; } display = al_create_display(WIDTH,HEIGHT); if(!display) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize display", NULL,NULL); return -1; } HWND hwnd = al_get_win_window_handle(display); if(hwnd == NULL) { MessageBox(NULL, "Window Creation Failed!", "Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } ShowWindow(hwnd, nCmdShow); UpdateWindow(hwnd); while(GetMessage(&msg, NULL, 0, 0) > 0) { TranslateMessage(&msg); DispatchMessage(&msg); } return msg.wParam; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { static bool bIsCaptured; static POINTS ptsBegin; static POINTS ptsEnd; switch(msg) { case WM_LBUTTONDOWN: SetCapture(hwnd); bIsCaptured = true; ptsBegin = MAKEPOINTS(lParam); return 0; case WM_MOUSEMOVE: if(wParam & MK_LBUTTON) { if(!Line::Erasable()) { return 0; } Line::ErasePreviousLine(); ptsEnd = MAKEPOINTS(lParam); Line::DrawLine(new long(ptsBegin.x),new long(ptsBegin.y),new long(ptsEnd.x),new long(ptsEnd.y)); } break; case WM_LBUTTONUP: bIsCaptured = false; ReleaseCapture(); break; case WM_ACTIVATEAPP: { if(wParam == TRUE) { if(bIsCaptured){ SetCapture(hwnd);} } } break; } return 0; }

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