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  • following a moving sprite

    - by iQue
    Im trying to get my enemies to follow my main-character of the game (2D), but for some reason the game starts lagging like crazy when I do it the way I want to do it, and the following-part dosnt work 100% either, its just 1/24 enemies that comes to my sprite, the other 23 move towards it but stay at a certain point. Might be a poor explenation but dont know how else to put it. Code for moving my enemies: private int enemyX(){ int x = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.x > enemies.get(i).getX()){//pointerPosition is the position of my main-sprite. x = 5; } else{ x=-5; } Log.d(TAG, "happyX HERE: " + controls.pointerPosition.x); Log.d(TAG, "enemyX HERE: " + enemies.get(i).getX()); } return x; } private int enemyY(){ int y = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.y > enemies.get(i).getY()){ y = 5; } else{ y=-5; } } return y; } I send it to the update-method in my Enemy-class: private void drawEnemy(Canvas canvas){ addEnemies(); // a method where I add enemies to my arrayList, no parameters except bitmap. for(int i = 0; i < enemies.size(); i++){ enemies.get(i).update(enemyX(), enemyY()); } for(int i = 0; i < enemies.size(); i++){ enemies.get(i).draw(canvas); } } and finally, the update-method itself, located in my Enemy-class: public void update(int velX, int velY) { x += velX; //sets x before I draw y += velY; //sets y before I draw currentFrame = ++currentFrame % BMP_COLUMNS; } So can any1 figure out why it starts lagging so much and how I can fix it? Thanks for your time!

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  • Render 3d object to 2d surface (embedded system)

    - by Martin Berger
    i am working on an embedded system of a sort, and in some free time i would like to test its drawing capabilities. System in question is ARM Cortex M3 microcontroller attached to EasyMX Stellaris board. And i have a small 320x240 TFT screen :) Now, i have some free time each day and i want to create rotating cube. Micro C PRO for ARM doesnt have 3d drawing capabilities, which means it must be done in software. From the book Introduction to 3D Game Programming with DirectX 10 i know matrix algebra for transformations but that is cool when you have DirectX to set camera right. I gues i could make 2d object to rotate, but how would i go with 3d one? Any ideas and examples are welcome. Although i would prefer advices. I'd like to understand this.

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  • Triangle Picking Picking Back faces

    - by Tangeleno
    I'm having a bit of trouble with 3D picking, at first I thought my ray was inaccurate but it turns out that the picking is happening on faces facing the camera and faces facing away from the camera which I'm currently culling. Here's my ray creation code, I'm pretty sure the problem isn't here but I've been wrong before. private uint Pick() { Ray cursorRay = CalculateCursorRay(); Vector3? point = Control.Mesh.RayCast(cursorRay); if (point != null) { Tile hitTile = Control.TileMesh.GetTileAtPoint(point); return hitTile == null ? uint.MaxValue : (uint)(hitTile.X + hitTile.Y * Control.Generator.TilesWide); } return uint.MaxValue; } private Ray CalculateCursorRay() { Vector3 nearPoint = Control.Camera.Unproject(new Vector3(Cursor.Position.X, Control.ClientRectangle.Height - Cursor.Position.Y, 0f)); Vector3 farPoint = Control.Camera.Unproject(new Vector3(Cursor.Position.X, Control.ClientRectangle.Height - Cursor.Position.Y, 1f)); Vector3 direction = farPoint - nearPoint; direction.Normalize(); return new Ray(nearPoint, direction); } public Vector3 Camera.Unproject(Vector3 source) { Vector4 result; result.X = (source.X - _control.ClientRectangle.X) * 2 / _control.ClientRectangle.Width - 1; result.Y = (source.Y - _control.ClientRectangle.Y) * 2 / _control.ClientRectangle.Height - 1; result.Z = source.Z - 1; if (_farPlane - 1 == 0) result.Z = 0; else result.Z = result.Z / (_farPlane - 1); result.W = 1f; result = Vector4.Transform(result, Matrix4.Invert(ProjectionMatrix)); result = Vector4.Transform(result, Matrix4.Invert(ViewMatrix)); result = Vector4.Transform(result, Matrix4.Invert(_world)); result = Vector4.Divide(result, result.W); return new Vector3(result.X, result.Y, result.Z); } And my triangle intersection code. Ripped mainly from the XNA picking sample. public float? Intersects(Ray ray) { float? closestHit = Bounds.Intersects(ray); if (closestHit != null && Vertices.Length == 3) { Vector3 e1, e2; Vector3.Subtract(ref Vertices[1].Position, ref Vertices[0].Position, out e1); Vector3.Subtract(ref Vertices[2].Position, ref Vertices[0].Position, out e2); Vector3 directionCrossEdge2; Vector3.Cross(ref ray.Direction, ref e2, out directionCrossEdge2); float determinant; Vector3.Dot(ref e1, ref directionCrossEdge2, out determinant); if (determinant > -float.Epsilon && determinant < float.Epsilon) return null; float inverseDeterminant = 1.0f/determinant; Vector3 distanceVector; Vector3.Subtract(ref ray.Position, ref Vertices[0].Position, out distanceVector); float triangleU; Vector3.Dot(ref distanceVector, ref directionCrossEdge2, out triangleU); triangleU *= inverseDeterminant; if (triangleU < 0 || triangleU > 1) return null; Vector3 distanceCrossEdge1; Vector3.Cross(ref distanceVector, ref e1, out distanceCrossEdge1); float triangleV; Vector3.Dot(ref ray.Direction, ref distanceCrossEdge1, out triangleV); triangleV *= inverseDeterminant; if (triangleV < 0 || triangleU + triangleV > 1) return null; float rayDistance; Vector3.Dot(ref e2, ref distanceCrossEdge1, out rayDistance); rayDistance *= inverseDeterminant; if (rayDistance < 0) return null; return rayDistance; } return closestHit; } I'll admit I don't fully understand all of the math behind the intersection and that is something I'm working on, but my understanding was that if rayDistance was less than 0 the face was facing away from the camera, and shouldn't be counted as a hit. So my question is, is there an issue with my intersection or ray creation code, or is there another check I need to perform to tell if the face is facing away from the camera, and if so any hints on what that check might contain would be appreciated.

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  • Subdividing a polygon into boxes of varying size

    - by Michael Trouw
    I would like to be pointed to information / resources for creating algorithms like the one illustrated on this blog, which is a subdivision of a polygon (in my case a voronoi cell) into several boxes of varying size: http://procworld.blogspot.nl/2011/07/city-lots.html In the comments a paper by among others the author of the blog can be found, however the only formula listed is about candidate location suitability: http://www.groenewegen.de/delft/thesis-final/ProceduralCityLayoutGeneration-Preprint.pdf Any language will do, but if examples can be given Javascript is preferred (as it is the language i am currently working with) A similar question is this one: What is an efficient packing algorithm for packing rectangles into a polygon?

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  • How do I get the point coords of a rotated SFML shaperect?

    - by user15498
    I am trying to get collisions of bullets working, and am using SFML. I am using code to get the position of the points of the rectangle for collisions, however I think there's a way to do this without having to get points but by simply getting the points from SFML, since the shape is a rectangle and the points are stored in that way. Is there a way to do that? Through a combination of getPoint() and getGlobalBounds() maybe? While on this topic, is it better to use shapeRects or sprites? I used to only use sprites, however with the addition of textures and more low level stuff I think it would be best to switch to using rectangles and setting their size.

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  • Camera doesn't move

    - by hugo
    Here is my code, as my subject indicates i have implemented a camera but I couldn't make it move. #define PI_OVER_180 0.0174532925f #define GL_CLAMP_TO_EDGE 0x812F #include "metinalifeyyaz.h" #include <GL/glu.h> #include <GL/glut.h> #include <QTimer> #include <cmath> #include <QKeyEvent> #include <QWidget> #include <QDebug> metinalifeyyaz::metinalifeyyaz(QWidget *parent) : QGLWidget(parent) { this->setFocusPolicy(Qt:: StrongFocus); time = QTime::currentTime(); timer = new QTimer(this); timer->setSingleShot(true); connect(timer, SIGNAL(timeout()), this, SLOT(updateGL())); xpos = yrot = zpos = 0; walkbias = walkbiasangle = lookupdown = 0.0f; keyUp = keyDown = keyLeft = keyRight = keyPageUp = keyPageDown = false; } void metinalifeyyaz::drawBall() { //glTranslatef(6,0,4); glutSolidSphere(0.10005,300,30); } metinalifeyyaz:: ~metinalifeyyaz(){ glDeleteTextures(1,texture); } void metinalifeyyaz::initializeGL(){ glShadeModel(GL_SMOOTH); glClearColor(1.0,1.0,1.0,0.5); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glClearColor(1.0,1.0,1.0,1.0); glShadeModel(GL_SMOOTH); GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat mat_shininess []={30.0}; GLfloat light_position[]={1.0,1.0,1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); QImage img1 = convertToGLFormat(QImage(":/new/prefix1/halisaha2.bmp")); QImage img2 = convertToGLFormat(QImage(":/new/prefix1/white.bmp")); glGenTextures(2,texture); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img1.width(), img1.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, img2.width(), img2.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.bits()); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations } void metinalifeyyaz::resizeGL(int w, int h){ if(h==0) h=1; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, static_cast<GLfloat>(w)/h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void metinalifeyyaz::paintGL(){ movePlayer(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); GLfloat xtrans = -xpos; GLfloat ytrans = -walkbias - 0.50f; GLfloat ztrans = -zpos; GLfloat sceneroty = 360.0f - yrot; glLoadIdentity(); glRotatef(lookupdown, 1.0f, 0.0f, 0.0f); glRotatef(sceneroty, 0.0f, 1.0f, 0.0f); glTranslatef(xtrans, ytrans+50, ztrans-130); glLoadIdentity(); glTranslatef(1.0f,0.0f,-18.0f); glRotatef(45,1,0,0); drawScene(); int delay = time.msecsTo(QTime::currentTime()); if (delay == 0) delay = 1; time = QTime::currentTime(); timer->start(qMax(0,10 - delay)); } void metinalifeyyaz::movePlayer() { if (keyUp) { xpos -= sin(yrot * PI_OVER_180) * 0.5f; zpos -= cos(yrot * PI_OVER_180) * 0.5f; if (walkbiasangle >= 360.0f) walkbiasangle = 0.0f; else walkbiasangle += 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } else if (keyDown) { xpos += sin(yrot * PI_OVER_180)*0.5f; zpos += cos(yrot * PI_OVER_180)*0.5f ; if (walkbiasangle <= 7.0f) walkbiasangle = 360.0f; else walkbiasangle -= 7.0f; walkbias = sin(walkbiasangle * PI_OVER_180) / 10.0f; } if (keyLeft) yrot += 0.5f; else if (keyRight) yrot -= 0.5f; if (keyPageUp) lookupdown -= 0.5; else if (keyPageDown) lookupdown += 0.5; } void metinalifeyyaz::keyPressEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_Escape: close(); break; case Qt::Key_F1: setWindowState(windowState() ^ Qt::WindowFullScreen); break; default: QGLWidget::keyPressEvent(event); case Qt::Key_PageUp: keyPageUp = true; break; case Qt::Key_PageDown: keyPageDown = true; break; case Qt::Key_Left: keyLeft = true; break; case Qt::Key_Right: keyRight = true; break; case Qt::Key_Up: keyUp = true; break; case Qt::Key_Down: keyDown = true; break; } } void metinalifeyyaz::changeEvent(QEvent *event) { switch (event->type()) { case QEvent::WindowStateChange: if (windowState() == Qt::WindowFullScreen) setCursor(Qt::BlankCursor); else unsetCursor(); break; default: break; } } void metinalifeyyaz::keyReleaseEvent(QKeyEvent *event) { switch (event->key()) { case Qt::Key_PageUp: keyPageUp = false; break; case Qt::Key_PageDown: keyPageDown = false; break; case Qt::Key_Left: keyLeft = false; break; case Qt::Key_Right: keyRight = false; break; case Qt::Key_Up: keyUp = false; break; case Qt::Key_Down: keyDown = false; break; default: QGLWidget::keyReleaseEvent(event); } } void metinalifeyyaz::drawScene(){ glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,1.0f); // glColor3f(0,0,1); //back glVertex3f(-6,0,-4); glVertex3f(-6,-0.5,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,0.0f,-1.0f); //front glVertex3f(6,0,4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,0,4); glEnd(); glBegin(GL_QUADS); glNormal3f(-1.0f,0.0f,0.0f); // glColor3f(0,0,1); //left glVertex3f(-6,0,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); // glColor3f(0,0,1); //right glVertex3f(6,0,-4); glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(6,0,4); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[0]); glBegin(GL_QUADS); glNormal3f(0.0f,1.0f,0.0f);//top glTexCoord2f(1.0f,0.0f); glVertex3f(6,0,-4); glTexCoord2f(1.0f,1.0f); glVertex3f(6,0,4); glTexCoord2f(0.0f,1.0f); glVertex3f(-6,0,4); glTexCoord2f(0.0f,0.0f); glVertex3f(-6,0,-4); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f,-1.0f,0.0f); //glColor3f(0,0,1); //bottom glVertex3f(6,-0.5,-4); glVertex3f(6,-0.5,4); glVertex3f(-6,-0.5,4); glVertex3f(-6,-0.5,-4); glEnd(); // glPushMatrix(); glBindTexture(GL_TEXTURE_2D, texture[1]); glBegin(GL_QUADS); glNormal3f(1.0f,0.0f,0.0f); glTexCoord2f(1.0f,0.0f); //right far goal post front face glVertex3f(5,0.5,-0.95); glTexCoord2f(1.0f,1.0f); glVertex3f(5,0,-0.95); glTexCoord2f(0.0f,1.0f); glVertex3f(5,0,-1); glTexCoord2f(0.0f,0.0f); glVertex3f(5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(5,0.5,-1); glVertex3f(5,0,-1); glVertex3f(5.05,0,-1); glVertex3f(5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(5.05,0.5,-0.95); glVertex3f(5.05,0,-0.95); glVertex3f(5,0,-0.95); glVertex3f(5, 0.5, -0.95); glColor3f(1,1,1); //right near goal post front face glVertex3f(5,0.5,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0,1); glVertex3f(5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(5,0.5,1); glVertex3f(5,0,1); glVertex3f(5.05,0,1); glVertex3f(5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(5.05,0.5,0.95); glVertex3f(5.05,0,0.95); glVertex3f(5,0,0.95); glVertex3f(5,0.5, 0.95); glColor3f(1,1,1); //right crossbar front face glVertex3f(5,0.55,-1); glVertex3f(5,0.55,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5.05,0.5,1); glVertex3f(5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(5.05,0.5,-1); glVertex3f(5.05,0.5,1); glVertex3f(5,0.5,1); glVertex3f(5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(5.05,0.55,-1); glVertex3f(5.05,0.55,1); glVertex3f(5,0.55,1); glVertex3f(5,0.55,-1); glColor3f(1,1,1); //left far goal post front face glVertex3f(-5,0.5,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5,0,-1); glVertex3f(-5, 0.5, -1); glColor3f(1,1,1); //right far goal post back face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post left face glVertex3f(-5,0.5,-1); glVertex3f(-5,0,-1); glVertex3f(-5.05,0,-1); glVertex3f(-5.05, 0.5, -1); glColor3f(1,1,1); //right far goal post right face glVertex3f(-5.05,0.5,-0.95); glVertex3f(-5.05,0,-0.95); glVertex3f(-5,0,-0.95); glVertex3f(-5, 0.5, -0.95); glColor3f(1,1,1); //left near goal post front face glVertex3f(-5,0.5,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0,1); glVertex3f(-5,0.5, 1); glColor3f(1,1,1); //right near goal post back face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post left face glVertex3f(-5,0.5,1); glVertex3f(-5,0,1); glVertex3f(-5.05,0,1); glVertex3f(-5.05,0.5, 1); glColor3f(1,1,1); //right near goal post right face glVertex3f(-5.05,0.5,0.95); glVertex3f(-5.05,0,0.95); glVertex3f(-5,0,0.95); glVertex3f(-5,0.5, 0.95); glColor3f(1,1,1); //left crossbar front face glVertex3f(-5,0.55,-1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar back face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5.05,0.5,1); glVertex3f(-5.05,0.5,-1); glColor3f(1,1,1); //right crossbar bottom face glVertex3f(-5.05,0.5,-1); glVertex3f(-5.05,0.5,1); glVertex3f(-5,0.5,1); glVertex3f(-5,0.5,-1); glColor3f(1,1,1); //right crossbar top face glVertex3f(-5.05,0.55,-1); glVertex3f(-5.05,0.55,1); glVertex3f(-5,0.55,1); glVertex3f(-5,0.55,-1); glEnd(); // glPopMatrix(); // glPushMatrix(); // glTranslatef(0,0,0); // glutSolidSphere(0.10005,500,30); // glPopMatrix(); }

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  • Create a kind of Interface c++ [migrated]

    - by Liuka
    I'm writing a little 2d rendering framework with managers for input and resources like textures and meshes (for 2d geometry models, like quads) and they are all contained in a class "engine" that interacts with them and with a directX class. So each class have some public methods like init or update. They are called by the engine class to render the resources, create them, but a lot of them should not be called by the user: //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" loadtexture(); gettexture(); //called by the user } class Engine { private: Tmanager texManager; public: Init() { //initialize all the managers } Render(){...} Update(){...} Tmanager* GetTManager(){return &texManager;} //to get a pointer to the manager //if i want to create or get textures } In this way the user, calling Engine::GetTmanager will have access to all the public methods of Tmanager, including init update and rendertexture, that must be called only by Engine inside its init, render and update functions. So, is it a good idea to implement a user interface in the following way? //in pseudo c++ //the textures manager class class TManager { private: vector textures; .... public: init(); update(); renderTexture(); //called by the "engine class" friend class Tmanager_UserInterface; operator Tmanager_UserInterface*(){return reinterpret_cast<Tmanager_UserInterface*>(this)} } class Tmanager_UserInterface : private Tmanager { //delete constructor //in this class there will be only methods like: loadtexture(); gettexture(); } class Engine { private: Tmanager texManager; public: Init() Render() Update() Tmanager_UserInterface* GetTManager(){return texManager;} } //in main function //i need to load a texture //i always have access to Engine class engine-GetTmanger()-LoadTexture(...) //i can just access load and get texture; In this way i can implement several interface for each object, keeping visible only the functions i (and the user) will need. There are better ways to do the same?? Or is it just useless(i dont hide the "framework private functions" and the user will learn to dont call them)? Before i have used this method: class manager { public: //engine functions userfunction(); } class engine { private: manager m; public: init(){//call manager init function} manageruserfunciton() { //call manager::userfunction() } } in this way i have no access to the manager class but it's a bad way because if i add a new feature to the manager i need to add a new method in the engine class and it takes a lot of time. sorry for the bad english.

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  • Directional and orientation problem

    - by Ahmed Saleh
    I have drawn 5 tentacles which are shown in red. I have drew those tentacles on a 2D Circle, and positioned them on 5 vertices of the that circle. BTW, The circle is never be drawn, I have used it to simplify the problem. Now I wanted to attached that circle with tentacles underneath the jellyfish. There is a problem with the current code but I don't know what is it. You can see that the circle is parallel to the base of the jelly fish. I want it to be shifted so that it be inside the jelly fish. but I don't know how. I tried to multiply the direction vector to extend it but that didn't work. // One tentacle is constructed from nodes // Get the direction of the first tentacle's node 0 to node 39 of that tentacle; Vec3f dir = m_tentacle[0]->geNodesPos()[0] - m_tentacle[0]->geNodesPos()[39]; // Draw the circle with tentacles on it Vec3f pos = m_SpherePos; drawCircle(pos,dir,30,m_tentacle.size()); for (int i=0; i<m_tentacle.size(); i++) { m_tentacle[i]->Draw(); } // Draw the jelly fish, and orient it on the 2D Circle gl::pushMatrices(); Quatf q; // assign quaternion to rotate the jelly fish around the tentacles q.set(Vec3f(0,-1,0),Vec3f(dir.x,dir.y,dir.z)); // tanslate it to the position of the whole creature per every frame gl::translate(m_SpherePos.x,m_SpherePos.y,m_SpherePos.z); gl::rotate(q); // draw the jelly fish at center 0,0,0 drawHemiSphere(Vec3f(0,0,0),m_iRadius,90); gl::popMatrices();

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  • Jittery Movement, Uncontrollably Rotating + Front of Sprite?

    - by Vipar
    So I've been looking around to try and figure out how I make my sprite face my mouse. So far the sprite moves to where my mouse is by some vector math. Now I'd like it to rotate and face the mouse as it moves. From what I've found this calculation seems to be what keeps reappearing: Sprite Rotation = Atan2(Direction Vectors Y Position, Direction Vectors X Position) I express it like so: sp.Rotation = (float)Math.Atan2(directionV.Y, directionV.X); If I just go with the above, the sprite seems to jitter left and right ever so slightly but never rotate out of that position. Seeing as Atan2 returns the rotation in radians I found another piece of calculation to add to the above which turns it into degrees: sp.Rotation = (float)Math.Atan2(directionV.Y, directionV.X) * 180 / PI; Now the sprite rotates. Problem is that it spins uncontrollably the closer it comes to the mouse. One of the problems with the above calculation is that it assumes that +y goes up rather than down on the screen. As I recorded in these two videos, the first part is the slightly jittery movement (A lot more visible when not recording) and then with the added rotation: Jittery Movement So my questions are: How do I fix that weird Jittery movement when the sprite stands still? Some have suggested to make some kind of "snap" where I set the position of the sprite directly to the mouse position when it's really close. But no matter what I do the snapping is noticeable. How do I make the sprite stop spinning uncontrollably? Is it possible to simply define the front of the sprite and use that to make it "face" the right way?

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  • How does a game developer get feedback from gamers (not developers) or start a forum community without paying for advertising or hiring Q&A teams?

    - by Carter81
    I am familiar with a lot of game developer forums, but I'd assume this is much less likely to attract more casual commentators. I also fear that feedback from a gamer's perspective would often be tainted by their game dev perspective. For example, if I were making a RTS game and wanted to get feedback from "The RTS gamers" where would I go? Is there a general idea of what type of website or forum to go to? Do you go to specific game websites, to try to "steal" attention? Would this not equate to spam or inappropriate posting? What is considered appropriate and inappropriate? I am not asking for specifics. I am asking how one "starts a community", or how one "gets feedback from gamers" without resorting to spamming forums or 'advertising' just to see what sticks. What TYPE OF PLACE does one go? Are there already sites designed for this purpose? I tried going to what was once a very popular forum for feedback from what I believed was a niche hardcore group of gamers in the genre, but its popularity seemed to have died significantly; Leaving only trolls and very young teenagers. The resulting feedback was quite disappointing, mainly for how little feedback it resulted. Many years ago, feedback would flood in by the hundreds so quickly. Without this website, I am at a loss as to where to go to see what people think of ideas, gather feedback from a gamer's perspective (not a developer's perspective), or where to pull from to start my own site's forum. I am out of ideas of what to do, short of going to various game forums to post in the off-topic sections there.

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  • 2D Side scroller collision detection

    - by Shanon Simmonds
    I am trying to do some collision detection between objects and tiles, but the tiles do not have there own x and y position, they are just rendered to the x and y position given, there is an array of integers which has the ids of the tiles to use(which are given from an image and all the different colors are assigned different tiles) int x0 = camera.x / 16; int y0 = camera.y / 16; int x1 = (camera.x + screen.width) / 16; int y1 = (camera.y + screen.height) / 16; for(int y = y0; y < y1; y++) { if(y < 0 || y >= height) continue; // height is the height of the level for(int x = x0; x < x1; x++) { if(x < 0 || x >= width) continue; // width is the width of the level getTile(x, y).render(screen, x * 16, y * 16); } } I tried using the levels getTile method to see if the tile that the object was going to advance to, to see if it was a certain tile, but, it seems to only work in some directions. Any ideas on what I'm doing wrong and fixes would be greatly appreciated. What's wrong is that it doesn't collide properly in every direction and also this is how I tested for a collision in the objects class if(!level.getTile((x + xa) / 16, (y + ya) / 16).isSolid()) { x += xa; y += ya; } EDIT: xa and ya represent the direction as well as the movement, if xa is negative it means the object is moving left, if its positive it is moving right, and same with ya except negative for up, positive for down.

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  • Avoiding lag when rendering Texture2D for first time

    - by Emir Lima
    I have found a similar question here, but it is about playing sounds. I am using 2048 x 2048 textures for sprite sheets and every time I call spriteBatch.Draw using a sheet for the first time in game execution, causes a considerable lag. The lag doesn't appears for the next times. Someone has faced this problem before? What can I do to overcome this? Update: I inserted a code in the end of content load routine that draws EVERY Texture2D that is loaded into ContentManager before follow to the game screen. This works well. None lag occurs when different textures are rendered over the time, EXCEPT if the IsFullScreen are changed. Apparently, changing this property makes the textures loaded in the GPU gone. Is that correct?

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  • Breakout ball collision detection, bouncing against the walls [solved]

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks EDIT: Have changed the bounce method. public void bounce(GObject other){ //System.out.println("y : " + getY() + " other.y + other.height - 2 : " + (other.getY() + other.getHeight() - 2)); if (getX()+getWidth()>other.getX()+2){ setHorizontalDirection(Direction.DIRECTION_RIGHT); } else if (getX()<(other.getX()+other.getWidth()-2)){ setHorizontalDirection(Direction.DIRECTION_LEFT); } if (getY()+getHeight()>other.getY()+2){ setVerticalDirection(Direction.DIRECTION_UP); } else if (getY()<(other.getY()+other.getHeight()-2)){ setVerticalDirection(Direction.DIRECTION_DOWN); } } EDIT: Solved now. See the changed method in my answer.

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  • How to track many in-game statistics

    - by Alex Schearer
    I am looking to track many in-game events, e.g. the score of each move, how many moves are taken, what types of moves, etc. A lot of stats can simply be tracked with a counter. In some cases I need to aggregate data in order to calculate the value (e.g. most common move). How are you tracking in-game stats for your games? How do you avoid creating a class with tens or hundreds of fields? How do you avoid littering the code with tracking invocations? How do you abstract the aggregate data so as to avoid rewriting it for each scenario?

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  • Cocos2d v2.0 and OpenGL 2.0/1.0: where to start

    - by mm24
    I started developing my very first game 3 months ago using Cocos2d 2.0 for iPhone. I am now in the stage where I'd like to add some cool effects to the bullets and some special weapons (see my waveforms question here). I got a good answer in the cocos2d-iphone forum (see this one). Unfortunately I am a bit paralized now. I don't know if I will be overdoing by learning OpengGL 2.0 or if I should just stick ot the old 1.0. There is a good intro on various tutorial's written in Steffen Itterheims blog (see this post). I would like to add to my game: a blur effect to the bullets (here is a tutorial for OpenGL 1.0) a waveform (see above) some realistic water ripples (here is a nice sample code) So now, given that I don't want to overdo things but at the same time I want to achieve those effects, from where should I start? Should I discard the OpenGL 1.0 tutorials? OR should I use only OpenGL 1.0 code? How can I avoid confusion? I mean, it seems that the compiler recognizes both, but that there are some conflictual calls in some circumnstances, I am fairly sure this has some explanation, is there some reference to this somewhere?

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  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

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  • How to load a text file from a server into iPhone game with AS3 in Adobe AIR?

    - by Phil
    Im creating an iPhone game with Adobe AIR, and I want to be able to load a simple text msg into an dynamic text box on the games front screen from my server (and then be able to update that text file on the server, so it updates automatically in the game after the game is on the app store) How would I go about acheiving that? is it as simple as using a getURL? are there any specifical issues with trying to do this on the iPhone via AIR that I should be aware of? Thanks for any advice.

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  • Unity 3D coding language, C# or JavaScript [on hold]

    - by hemantchhabra
    Hello to the gaming community. I am a budding game designer, learning to code for the first time in my life. I did learned c++ in school, 8 years back, so I sort of understand the logic when people are doing coding and I can suggest them the right route also, but to an extent I can't code. I am beginning to learn coding for Unity 3D. Which one do you suggest is more versatile and easier to work on for future, because I am a game designer not a coder, I would do coding until I don't have anyone else to code for me. It should be easy and fast to learn, functional and universal to apply, and innovative at the same time. C# or JavaScript ? Thank you for your time Ps- if you could suggest me steps to learn and tutorials to look for, that would be just awesome.

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  • Creating Rectangle-based buttons with OnClick events

    - by Djentleman
    As the title implies, I want a Button class with an OnClick event handler. It should fire off connected events when it is clicked. This is as far as I've made it: public class Button { public event EventHandler OnClick; public Rectangle Rec { get; set; } public string Text { get; set; } public Button(Rectangle rec, string text) { this.Rec = rec; this.Text = text; } } I have no clue what I'm doing with regards to events. I know how to use them but creating them myself is another matter entirely. I've also made buttons without using events that work on a case-by-case basis. So basically, I want to be able to attach methods to the OnClick EventHandler that will fire when the Button is clicked (i.e., the mouse intersects Rec and the left mouse button is clicked).

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  • Why can't I compare two Texture2D's?

    - by Fiona
    I am trying to use an accessor, as it seems to me that that is the only way to accomplish what I want to do. Here is my code: Game1.cs public class GroundTexture { private Texture2D dirt; public Texture2D Dirt { get { return dirt; } set { dirt = value; } } } public class Main : Game { public static Texture2D texture = tile.Texture; GroundTexture groundTexture = new GroundTexture(); public static Texture2D dirt; protected override void LoadContent() { Tile tile = (Tile)currentLevel.GetTile(20, 20); dirt = Content.Load<Texture2D>("Dirt"); groundTexture.Dirt = dirt; Texture2D texture = tile.Texture; } protected override void Update(GameTime gameTime) { if (texture == groundTexture.Dirt) { player.TileCollision(groundBounds); } base.Update(gameTime); } } I removed irrelevant information from the LoadContent and Update functions. On the following line: if (texture == groundTexture.Dirt) I am getting the error Operator '==' cannot be applied to operands of type 'Microsoft.Xna.Framework.Graphics.Texture2D' and 'Game1.GroundTexture' Am I using the accessor correctly? And why do I get this error? "Dirt" is Texture2D, so they should be comparable. This using a few functions from a program called Realm Factory, which is a tile editor. The numbers "20, 20" are just a sample of the level I made below: tile.Texture returns the sprite, which here is the content item Dirt.png Thank you very much! (I posted this on the main Stackoverflow site, but after several days didn't get a response. Since it has to do mainly with Texture2D, I figured I'd ask here.)

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  • Bullet pattern isn't behaving as expected

    - by Fibericon
    I have a boss that's supposed to continuously shoot five streams of bullets, each at a different angle. It starts off just fine, but doesn't seem to want to use its entire array of bullets. No matter how large I set the length of bulletList, the boss simply stops shooting after a couple of seconds, then pick up again shortly. Here's what I'm using to generate the pattern: Vector3 direction = new Vector3(0.5f, -1, 0); for (int r = 0; r < boss.gun.bulletList.Length; r++) { if (!boss.gun.bulletList[r].isActive) { boss.gun.bulletList[r].direction = direction; boss.gun.bulletList[r].speed = boss.gun.BulletSpeedAdjustment; boss.gun.bulletList[r].position = boss.position; boss.gun.bulletList[r].isActive = true; break; } } direction = new Vector3(-0.5f, -1, 0); //Repeat with four similar for loops, to place a bullet in each direction It doesn't seem to matter if the bulletList length is 1000 or 100000. What could be the issue here?

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  • Creating a 2D Line Branch

    - by Danran
    I'm looking into creating a 2D line branch, something for a "lightning effect". I did ask this question before on creating a "lightning effect" (mainly though referring to the process of the glow & after effects the lightning has & to whether it was a good method to use or not); Methods of Creating a "Lightning" effect in 2D However i never did get around to getting it working. So i've been trying today to get a seconded attempt going but i'm getting now-were :/. So to be clear on what i'm trying to-do, in this article posted; http://drilian.com/2009/02/25/lightning-bolts/ I'm trying to create the line segments seen in the images on the site. I'm confused mainly by this line in the pseudo code; // Offset the midpoint by a random amount along the normal. midPoint += Perpendicular(Normalize(endPoint-startPoint))*RandomFloat(-offsetAmount,offsetAmount); If someone could explain this to me it would be really grateful :).

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  • How does one specify raster operations in XNA?

    - by Corey Ogburn
    I'm looking for a way to add a sprite using a particular logic operation (like XOR). I can't find anything on Google and I'm not sure where to look in the documentation. I've looked into SpriteBatch.Begin(...) and its Draw method and several options in the GraphicsDevice class, but I'm not recognizing anything capable of this. I'm still pretty new to XNA so I may just not have recognized the terminology to do this.

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  • Best strategy (tried and tested) for using Box2D in a real-time multiplayer game?

    - by Simon Grey
    I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should I send position, velocity etc to every client on every tick? Should I send it every few ticks? Maybe there is another way that I am missing? How has this problem been solved using Box2D before? Anyone with some ideas would be greatly appreciated!

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  • Sampling Heightmap Edges for Normal map

    - by pl12
    I use a Sobel filter to generate normal maps from procedural height maps. The heightmaps are 258x258 pixels. I scale my texture coordinates like so: texCoord = (texCoord * (256/258)) + (1/258) Yet even with this I am left with the following problem: As you can see the edges of the normal map still proves to be problematic. Putting the texture wrap mode to "clamp" also proved no help. EDIT: The Sobel Filter function by sampling the 8 surrounding pixels around a given pixel so that a derivative can be calculated in order to find the "normal" of the given pixel. The texture coordinates are instanced once per quad (for the quadtree that makes up the world) and are created as follows (it is quite possible that the problem results from the way I scale and offset the texCoords as seen above): Java: for(int i = 0; i<vertices.length; i++){ Vector2f coord = new Vector2f((vertices[i].x)/(worldSize), (vertices[i].z)/( worldSize)); texCoords[i] = coord; } the quad used for input here rests on the X0Z plane. 'worldSize' is the diameter of the planet. No negative texCoords are seen as the quad used for input for this method is not centered around the origin. Is there something I am missing here? Thanks.

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