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  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

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  • libgdx actors and instant actions

    - by vaati
    I'm having trouble with actors and actions. I have a list of actors, they all have either no action, or 1 sequence action This sequence action has either : a couple of actions (some are instant, some have duration 0) a couple of actions followed by a parallel action. My problem is the following: some of the instant actions are used to set the position and the alpha of the actor. So when one of the action is "move to x,y and set alpha to 0" the actor is visible for one frame at position 0,0 , move instantly to x,y for the next frame, and then disappears. Though this behaviours is to be expected, I want to avoid it. How can I achieve that? I tried to intercept the actions before I put actors in the stage but I need the stage width/height for some actions. So something like : Action actionSequence = actor.getActions().get(0); Array<Action> actions = ((SequenceAction) actionSequence).getActions(); for(Action act : actions){ if(act.act(0)) System.out.println("action " + act.toString() + " successfully run"); else System.out.println("action " + act.toString() + " wasn't instant"); } won't work. It gets even more complicated when an actor can also have a repeat action in stead of the sequence action (because you have to only run the actions that have duration 0 once without repeat, and then start the repeat). Any help is appreciated.

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  • Bounding volume hierarchy - linked nodes (linear model)

    - by teodron
    The scenario A chain of points: (Pi)i=0,N where Pi is linked to its direct neighbours (Pi-1 and Pi+1). The goal: perform efficient collision detection between any two, non-adjacent links: (PiPi+1) vs. (PjPj+1). The question: it's highly recommended in all works treating this subject of collision detection to use a broad phase and to implement it via a bounding volume hierarchy. For a chain made out of Pi nodes, it can look like this: I imagine the big blue sphere to contain all links, the green half of them, the reds a quarter and so on (the picture is not accurate, but it's there to help understand the question). What I do not understand is: How can such a hierarchy speed up computations between segments collision pairs if one has to update it for a deformable linear object such as a chain/wire/etc. each frame? More clearly, what is the actual principle of collision detection broad phases in this particular case/ how can it work when the actual computation of bounding spheres is in itself a time consuming task and has to be done (since the geometry changes) in each frame update? I think I am missing a key point - if we look at the picture where the chain is in a spiral pose, we see that most spheres are already contained within half of others or do intersect them.. it's odd if this is the way it should work.

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  • Ubuntu connects to wireless but doesn't work!

    - by UbuntuUser990
    I just installed Ubuntu 14.04 LTS on my laptop, it connects to my wireless network and shows that it is connected, but when I try to load a webpage or do anything like download Steam for Dota 2, it doesn't work. When I try to connect my Facebook account to Ubuntu, it doesn't work. I want to be able to use Ubuntu with working internet access. What do I do?. ifconfig this shows up eth0 Link encap:Ethernet HWaddr 88:ae:1d:60:56:eb inet addr:192.168.1.13 Bcast:192.168.1.255 Mask:255.255.255.0 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:16 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:65536 Metric:1 RX packets:24 errors:0 dropped:0 overruns:0 frame:0 TX packets:24 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:1856 (1.8 KB) TX bytes:1856 (1.8 KB) When I type ping askubuntu.com this shows up ping: unknown host askubuntu.com

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  • How to update entity states and animations in a component-based game

    - by mivic
    I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states. I don't want to have an update() method inside the Component to prevent dependencies between Components. What I currently have in mind is that components hold data and systems update components. So, if I have a simple 2D game with some entities (e.g. player, enemy1, enemy 2) that have Transform, Movement, State, Animation and Rendering components I think I should have: A MovementSystem that moves all the Movement components and updates the State components And a RenderSystem that updates the Animation components (the animation component should have one animation (i.e. a set of frames/textures) for each state and updating it means selecting the animation corresponding to the current state (e.g. jumping, moving_left, etc), and updating the frame index). Then, the RenderSystem updates the Render components with the texture corresponding to the current frame of each entity's Animation and renders everything on screen. I've seen some implementations like Artemis framework, but I don't know how to solve this situation: Let's say that my game has the following entities. Each entity have a set of states and one animation for each state: player: "idle", "moving_right", "jumping" enemy1: "moving_up", "moving_down" enemy2: "moving_left", "moving_right" What are the most accepted approaches in order to update the current state of each entity? The only thing that I can think of is having separate systems for each group of entities and separate State and Animation components so I would have PlayerState, PlayerAnimation, Enemy1State, Enemy1Animation... PlayerMovementSystem, PlayerRenderingSystem... but I think this is a bad solution and breaks the purpose of having a component-based system. As you can see, I'm quite lost here, so I'd very much appreciate any help.

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  • Strange and erratic transformations when using OpenGL VBOs to render scene

    - by janoside
    I have an existing iOS game with fairly simple scenes (all textured quads) and I'm using Apple's "Texture2D" class. I'm trying to convert this class to use VBOs since the vertices of my objects basically never change so I may as well not re-create them for every object every frame. I have the scene rendering using VBOs but the sizes and orientations of all rendered objects are strange and erratic - though locations seem generally correct. I've been toying with this code for a few days now, and I've found something odd: if I re-create all of my VBOs each frame, everything looks correct, even though I'm almost certain my vertices are not changing. Other notes I'm basing my work on this tutorial, and therefore am also using "IBOs" I create my buffers before rendering begins My buffers include vertex and texture data I'm using OpenGL ES 1.1 Fearing some strange effect of the current matrix GL state at the time of buffer creation I've also tried wrapping my buffer-setup code in a "pushMatrix-loadIdentity-popMatrix" block which (as expected) had no effect I'm aware that various articles have been published demonstrating that VBOs may not help performance, but I want to understand this problem and at least have the option to use them. I realize this is a shot in the dark, but has anyone else experienced this type of strange behavior? What might I be doing to result in this behavior? It's rather difficult for me to isolate the problem since I'm working in an existing, moderately complex project, so suggestions about how to approach the problem are also quite welcome.

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  • Wifi - wireless network not working after installing Ubuntu 12.04

    - by Nilesh
    I had installed ubuntu 12.04 in my Dell Vostro 3460. Initially wired as well wireless both are not working. After installing compat-wireless-2012-07-03-pc.tar.bz2 wired network fine but wireless is not working. Previously both were working fine with ubuntu 11.10. Also presently both network are working fine in Win7. lspci: 00:00.0 Host bridge: Intel Corporation Ivy Bridge DRAM Controller (rev 09) 00:01.0 PCI bridge: Intel Corporation Ivy Bridge PCI Express Root Port (rev 09) 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge Graphics Controller (rev 09) 00:14.0 USB controller: Intel Corporation Panther Point USB xHCI Host Controller (rev 04) 00:16.0 Communication controller: Intel Corporation Panther Point MEI Controller #1 (rev 04) 00:1a.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation Panther Point High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 1 (rev c4) 00:1c.4 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 5 (rev c4) 00:1d.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #1 (rev 04) 00:1f.0 ISA bridge: Intel Corporation Panther Point LPC Controller (rev 04) 00:1f.2 SATA controller: Intel Corporation Panther Point 6 port SATA Controller [AHCI mode] (rev 04) 00:1f.3 SMBus: Intel Corporation Panther Point SMBus Controller (rev 04) 01:00.0 VGA compatible controller: NVIDIA Corporation Device 0de9 (rev a1) 02:00.0 Network controller: Broadcom Corporation Device 4365 (rev 01) 03:00.0 Ethernet controller: Atheros Communications Inc. AR8161 Gigabit Ethernet (rev 10) iwconfig: lo no wireless extensions. eth0 no wireless extensions. ifconfig: eth0 Link encap:Ethernet HWaddr 84:8f:69:d4:35:9b inet addr:10.24.22.72 Bcast:10.24.31.255 Mask:255.255.224.0 inet6 addr: fe80::868f:69ff:fed4:359b/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:15332 errors:0 dropped:0 overruns:0 frame:0 TX packets:10425 errors:0 dropped:0 overruns:0 carrier:1 collisions:0 txqueuelen:1000 RX bytes:9262594 (9.2 MB) TX bytes:1572030 (1.5 MB) Interrupt:16 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:1432 errors:0 dropped:0 overruns:0 frame:0 TX packets:1432 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:145656 (145.6 KB) TX bytes:145656 (145.6 KB)

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  • Static IP Address on Ubuntu 12.04 Virtual Machine

    - by chrisnankervis
    I've setup a VM running Ubuntu 12.04 specifically for local web development and am having some problems ensuring it has a static IP address. A static IP address is important as I'm using the IP address in my hosts file to assign a .local suffix to addresses used both in browser and to connect to the correct database on the VM. Currently, every time I connect to a new network or my VM is assigned a new IP address I need to reconfigure my whole environment which is becoming quite a pain. It also probably doesn't help that the default-lease-time on the Ubuntu VM is set to 1800 by default. At the moment I'm using VMWare Fusion and the Network Adapter is enabled and set to "Autodetect" under Bridged Networking. I've tried to set a static IP address within the dhcpd.conf using the code below: host ubuntu { hardware ethernet 00:50:56:35:0f:f1; fixed-address: 192.168.100.100; } The fixed-address that I've used is also outside the range specified in the subnet block (which in this case is 192.168.100.128 to 192.168.100.254). I've tried adding and removing the network adapter and restarting my Mac after each time to no avail. Below is an ifconfig of the VM that might be of some help: eth0 Link encap:Ethernet HWaddr 00:50:56:35:0f:f1 inet addr:192.168.0.25 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::250:56ff:fe35:ff1/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:1624 errors:0 dropped:0 overruns:0 frame:0 TX packets:416 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:147348 (147.3 KB) TX bytes:41756 (41.7 KB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Are there any specific issues with 12.04 that I'm missing? Otherwise has anyone else got any ideas? Thanks in advance.

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  • javaws crashes, error in ld-linux-x86-64.so.2

    - by user54214
    I am running Ubuntu 11.10 64 bit client as Dom0 and Xen. I am having problems getting java up and running. Java itself seems to work fine, however I get strange errors, for example when I start javaws. I tried different versions and always get the same errors. I tried openjdk 1.6 and 1.7 as well as sunjava6 and 7. I alway get an error in the same lib All other applications are working fine, so it seems ld-linux-x86-64.so.2 is working fine. Any hints what could be wrong? Ubuntu01:~$ javaws # # A fatal error has been detected by the Java Runtime Environment: # # SIGILL (0x4) at pc=0x00007f4e74c5ad10, pid=7974, tid=139974945277696 # # JRE version: 6.0_23-b23 # Java VM: OpenJDK 64-Bit Server VM (20.0-b11 mixed mode linux-amd64 compressedoops) # Derivative: IcedTea6 1.11pre # Distribution: Ubuntu 11.10, package 6b23~pre11-0ubuntu1.11.10.2 # Problematic frame: # C [ld-linux-x86-64.so.2+0x14d10] _dl_make_stack_executable+0x2b70 # # An error report file with more information is saved as: # /home/r/hs_err_pid7974.log # # If you would like to submit a bug report, please include # instructions how to reproduce the bug and visit: # https://bugs.launchpad.net/ubuntu/+source/openjdk-6/ # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. # Aborted

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  • A "tinkered" PC can ping by IP, not by hostname. How to fix?

    - by aitchnyu
    Like this: root@tis-server:~# ping www.google.com ping: unknown host www.google.com root@tis-server:~# ping 8.8.8.8 PING 8.8.8.8 (8.8.8.8) 56(84) bytes of data. 64 bytes from 8.8.8.8: icmp_req=1 ttl=55 time=50.3 ms 64 bytes from 8.8.8.8: icmp_req=2 ttl=55 time=65.4 ms It was tinkered by somebody else and I (and him!) cant trace his actions. The graphical connection manager also refuses to work thanks to the tinkering. It also makes route add default gw 192.168.0.1 necessary for each reboot to atleast ping by IP. How do I fix this? It is Ubuntu 11.10 As requested: Output of ifconfig: eth0 Link encap:Ethernet HWaddr 48:5b:39:ae:21:98 inet addr:192.168.0.100 Bcast:0.0.0.0 Mask:255.255.255.0 inet6 addr: fe80::4a5b:39ff:feae:2198/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:13194 errors:0 dropped:0 overruns:0 frame:0 TX packets:5156 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:1420596 (1.4 MB) TX bytes:827295 (827.2 KB) Interrupt:42 Base address:0x2000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:4817 errors:0 dropped:0 overruns:0 frame:0 TX packets:4817 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:377732 (377.7 KB) TX bytes:377732 (377.7 KB) Output of resolv.conf: Output of /etc/network/interfaces: GNU nano 2.2.6 File: /etc/network/interfaces auto lo iface lo inet loopback auto eth0 iface eth0 inet static address 192.168.0.100 netmask 255.255.255.0

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  • Elliptical orbit modeling

    - by Nathon
    I'm playing with orbits in a simple 2-d game where a ship flies around in space and is attracted to massive things. The ship's velocity is stored in a vector and acceleration is applied to it every frame as appropriate given Newton's law of universal gravitation. The point masses don't move (there's only 1 right now) so I would expect an elliptical orbit. Instead, I see this: I've tried with nearly circular orbits, and I've tried making the masses vastly different (a factor of a million) but I always get this rotated orbit. Here's some (D) code, for context: void accelerate(Vector delta) { velocity = velocity + delta; // Velocity is a member of the ship class. } // This function is called every frame with the fixed mass. It's a // method of the ship's. void fall(Well well) { // f=(m1 * m2)/(r**2) // a=f/m // Ship mass is 1, so a = f. float mass = 1; Vector delta = well.position - loc; float rSquared = delta.magSquared; float force = well.mass/rSquared; accelerate(delta * force * mass); }

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  • Wired connection problem through router

    - by tommypincha
    I'm having trouble to connect my Ubuntu 11.10 to internet through ethernet. I installed a router to get Wi-Fi and now (by a wired connection) I can't have internet with ubuntu (but I can with Windows 7). I see several attempts per minute of the network-manager to get a connection, but after a minute it stops trying. Here are a couple of outputs from key files: cat /etc/network/interfaces auto lo iface lo inet loopback and ifconfig -a eth0 Link encap:Ethernet HWaddr 00:16:76:e4:a6:e8 inet6 addr: fe80::216:76ff:fee4:a6e8/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:0 errors:117 dropped:0 overruns:0 frame:117 TX packets:50 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:12221 (12.2 KB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:582 errors:0 dropped:0 overruns:0 frame:0 TX packets:582 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:46024 (46.0 KB) TX bytes:46024 (46.0 KB) I tried reconnecting the modem and the router and reconnecting the ethernet cable but nothing... I tried other solutions from other posts (this one has a similar issue Wired connection not working) but again nothing. My IP is dynamic. A couple of things I see and did: I see no inet addr, only inet6. I ignored ipv6 from the internet connections, and restarted the network-manager service and nothing. A difference with the post I mentioned is the RX packets with errors I have, is this a clue of the problem? Any help would be appreciated, Thanks!

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  • How to use mount points in MilkShape models?

    - by vividos
    I have bought the Warriors & Commoners model pack from Frogames and the pack contains (among other formats) two animated models and several non-animated objects (axe, shield, pilosities, etc.) in MilkShape3D format. I looked at the official "MilkShape 3D Viewer v2.0" (msViewer2.zip at http://www.chumba.ch/chumbalum-soft/ms3d/download.html) source code and implemented loading the model, calculating the joint matrices and everything looks fine. In the model there are several joints that are designated as the "mount points" for the static objects like axe and shield. I now want to "put" the axe into the hand of the animated model, and I couldn't quite figure out how. I put the animated vertices in a VBO that gets updated every frame (I know I should do this with a shader, but I didn't have time to do this yet). I put the static vertices in another VBO that I want to keep static and not updated every frame. I now tried to render the animated vertices first, then use the joint matrix for the "mount joint" to calculate the location of the static object. I tried many things, and what about seems to be right is to transpose the joint matrix, then use glMatrixMult() to transform the modelview matrix. For some objects like the axe this is working, but not for others, e.g. the pilosities. Now my question: How is this generally implemented when using bone/joint models, and especially with MilkShape3D models? Am I on the right track?

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  • Internet slow on one router only [the problem only in Ubuntu] [on hold]

    - by mrSuperEvening
    Internet works perfectly on every other router, but browsing sucks at home (slow browsing and slow loading times). I changed DNS servers to 8.8.0.0, still doesn't help. And funnily, download speed is extremely high on this network (meaning torrents for example), but using browsers and loading websites is extremely slow (only on this network). Do I need to change something in router settings or what can I try? By the way, I use wired connection to router. EDIT: There's no problems when using Windows. EDIT: ifconfig: eth0 Link encap:Ethernet HWaddr f2:4d:a0:c0:3f:4c inet addr:192.168.11.8 Bcast:192.168.11.255 Mask:255.255.255.0 inet6 addr: fe80::f24d:a2ff:fec6:3f4c/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:206798 errors:0 dropped:0 overruns:0 frame:0 TX packets:219570 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:76680734 (76.6 MB) TX bytes:21738160 (21.7 MB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:65536 Metric:1 RX packets:160 errors:0 dropped:0 overruns:0 frame:0 TX packets:160 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:11094 (11.0 KB) TX bytes:11094 (11.0 KB)` ping -c 2 4.2.2.2 PING 4.2.2.2 (4.2.2.2) 56(84) bytes of data. --- 4.2.2.2 ping statistics --- 2 packets transmitted, 0 received, 100% packet loss, time 1007ms ping -c 2 google.com PING google.com (213.159.32.147) 56(84) bytes of data. 64 bytes from lan-213-159-32-147.kns.skynet.lv (213.159.32.147): icmp_seq=1 ttl=61 time=0.936 ms 64 bytes from lan-213-159-32-147.kns.skynet.lv (213.159.32.147): icmp_seq=2 ttl=61 time=0.937 ms --- google.com ping statistics --- 2 packets transmitted, 2 received, 0% packet loss, time 1001ms rtt min/avg/max/mdev = 0.936/0.936/0.937/0.030 ms

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  • Estimate angle to launch missile, maths question

    - by Jonathan
    I've been working on this for an hour or two now and my maths really isn't my strong suit which is definitely not a good thing for a game programmer but that shouldn't stop me enjoying a hobby surely? After a few failed attempts I was hoping someone else out there could help so here's the situation. I'm trying to implement a bit of faked intelligence when the A.I fires it's missiles at a target in a 2D game world. By predicting the likely position the target will be in given it's current velocity and the time it will take the missile to reach it's target. I created an image to demonstrate my thinking: http://i.imgur.com/SFmU3.png which also contains the logic I use for accelerating the missile after launch. The ship that fires the missile can fire within a total of 40 degree angle, 20 either side of itself, but this could likely become variable. My current attempt was to break the space between the two lines into segments which match the targets width. Then calculate the time it would take the missile to get to that location using the formula. So for each iteration of this we total up the values and that tells us the distance travelled, ad it would then just need compared to distance to the segment. startVelocity * ((startVelocity * acceleration)^(currentframe-1) So for example. If we start at a velocity of 1f/frame with an acceleration of 0.1f the formula, at frame 4, would be 1 * (1.1^3) = 1.331 But I quickly realized I was getting lost when trying to put this into practice. Does this seem like a correct starting point or am I going completely the wrong way about it? Any pointers would help me greatly. Maths really isn't my strong suit so I get easily lost in these matters and don't even really know a good phrase to search for with this. So I guess in summary my question is more about the correct way to approach this problem and any additional code samples on top of that would be great but I'm not averse to working out the complete code from helpful pointers.

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  • Implementing AS 2.0 with FSM?

    - by Up2u
    i have seen many of references of AI and FSM like : http://www.richardlord.net/blog/fini...n-actionscript and sadly im still can't understand the point of the FSM on AS2.0 is it a must to create a class of each state ? i have a project of game and also it has an AI, the AI has 3 state n i said the state is distanceCheck, ChaseTarget, and Hit the target, the game that i create is FPS game and play via by mouse so what i mean is i have create an AI ( and is success ) but i want to convert it to FSM method ... i create : function of CheckDistanceState() and in that function i have to locked the target with an array, and sort it with the nearest distance and locked it and it trigger the function ChaseState(), and in the ChaseState() i insert the Hit() function to destroy the enemy, the 3 function that i created , i call it in the AI_cursor.onEnterframe, ( FPS game that only have a cursor in stage ) is there any chance to implement FSM to my code without to create a class ?? from what i read before , to create a class mean to create an external code outside of the frame ( i used to code in frame) and i stil dont understand about it. sorry if my explaination not clear ...

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  • Entiity System with C++

    - by Dono
    I'm working on a game engine using the Entity System and I have some questions. How i see Entity System : Components : A class with attributs, set and get. Sprite Physicbody SpaceShip ... System : A class with a list of components. (Component logic) EntityManager Renderer Input Camera ... Entity : Just a empty class with a list of components. What i've done : Currently, i've got a program who allow me to do that : // Create a new entity/ Entity* entity = game.createEntity(); // Add some components. entity->addComponent( new TransformableComponent() ) ->setPosition( 15, 50 ) ->setRotation( 90 ) ->addComponent( new PhysicComponent() ) ->setMass( 70 ) ->addComponent( new SpriteComponent() ) ->setTexture( "name.png" ) ->addToSystem( new RendererSystem() ); My questions Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ? Did the system stock a list of components or a list of entities ? In the case where I stock a list of entities, I need to get the component of this entities on each frame, that's probably heavy isn't it ?

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  • Adding delay between damage

    - by iQue
    I have a bunch of enemies chasing my main-character, and if they intersect I want them to damage him and that's all good. The problem is that right now they damage him as long as they stand around him, every frame! and since it gets called every frame my character's HP reaches 0 almost instantly. I've tried adding delay and I've tried a timertask, but can't get it to work. This is the code I use to check for intersection: private void checkCollision(Canvas canvas) { synchronized (getHolder()) { Rect h1 = happy.getBounds(); for (int i = 0; i < enemies.size(); i++) { for (int j = 0; j < bullets.size(); j++) { Rect b1 = bullets.get(j).getBounds(); Rect e1 = enemies.get(i).getBounds(); if (b1.intersect(e1)) { enemies.get(i).damageHP(5); bullets.remove(j); } if(e1.intersect(h1)){ happy.damageHP(5); // this is the statement that needs some sort of delay, I want them to damage him every 2 seconds they intersect him. } if(enemies.get(i).getHP() <= 0){ enemies.get(i).death(canvas, enemies); score.incScore(5); break; } if(happy.getHP() <= 0){ score.incScore(-50); //end-screen } } } } } If anyone knows the logic to do this please do tell.

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  • Wired Connection Problem

    - by Dave
    After upgrading to 12.04 my interent connection no longer works. More precisely it is really, really, slow, and occasionally will connect, but do so only for a few moments and then disappear again. I am on a Lenovo Workstation e20. Output of ifconfig: eth0 Link encap:Ethernet HWaddr 70:f3:95:00:64:3e inet addr:192.168.1.20 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::72f3:95ff:fe00:643e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:7398 errors:0 dropped:74 overruns:0 frame:0 TX packets:6684 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:5407828 (5.4 MB) TX bytes:854343 (854.3 KB) Interrupt:20 Memory:fb120000-fb140000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:1587 errors:0 dropped:0 overruns:0 frame:0 TX packets:1587 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:152089 (152.0 KB) TX bytes:152089 (152.0 KB) I am really at a loss for what to do. I am relatively new to Ubuntu, searched the other user questions and couldn't figure this out.

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  • Realistic Jumping

    - by Seth Taddiken
    I want to make the jumping that my character does more realistic. This is what I've tried so far but it doesn't seem very realistic when the player jumps. I want it to jump up at a certain speed then slow down as it gets to the top then eventually stopping (for about one frame) and then slowly going back down but going faster and faster as it goes back down. I've been trying to make the speed at which the player jumps up slow down by one each frame then become negative and go down faster... but it doesn't work very well public bool isPlayerDown = true; public bool maxJumpLimit = false; public bool gravityReality = false; public bool leftWall = false; public bool rightWall = false; public float x = 76f; public float y = 405f; if (Keyboard.GetState().IsKeyDown(up) && this.isPlayerDown == true && this.y <= 405f) { this.isPlayerDown = false; } if (this.isPlayerDown == false && this.maxJumpLimit == false) { this.y = this.y - 6; } if (this.y <= 200) { this.maxJumpLimit = true; } if (this.isPlayerDown == true) { this.y = 405f; this.isPlayerDown = true; this.maxJumpLimit = false; } if (this.gravityReality == true) { this.y = this.y + 2f; this.gravityReality = false; } if (this.maxJumpLimit == true) { this.y = this.y + 2f; this.gravityReality = true; } if (this.y > 405f) { this.isPlayerDown = true; }

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  • How to make ip Address static (eth0)

    - by Jordan Angelucci
    I'm having a really hard time configuring ubuntu 13.04 to have a static ip address. I have tried multiple solutions but everytime I reboot (can't do the network reset command because ubuntu freezes) I end up with no connection. Here is what I get when i type ifconfig into the terminal: eth0 Link encap:Ethernet HWaddr 10:bf:48:bc:07:cb inet addr:192.168.0.8 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::12bf:48ff:febc:7cb/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:1763067 errors:0 dropped:0 overruns:0 frame:0 TX packets:1024326 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:2284491220 (2.2 GB) TX bytes:136809317 (136.8 MB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:65536 Metric:1 RX packets:1840 errors:0 dropped:0 overruns:0 frame:0 TX packets:1840 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:185688 (185.6 KB) TX bytes:185688 (185.6 KB) I have also tried this: auto lo iface lo inet loopback auto eth0 iface eth0 inet static address 192.168.0.160 netmask 255.255.255.0 broadcast 192.168.0.255 gateway 192.168.0.1 dns-nameservers 24.222.0.94 dns-nameservers 24.222.0.95 If anyone could help me it would be very much appreciated.

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  • Dealing with numerous, simultaneous sounds in unity

    - by luxchar
    I've written a custom class that creates a fixed number of audio sources. When a new sound is played, it goes through the class, which creates a queue of sounds that will be played during that frame. The sounds that are closer to the camera are given preference. If new sounds arrive in the next frame, I have a complex set of rules that determines how to replace the old ones. Ideally, "big" or "important" sounds should not be replaced by small ones. Sound replacement is necessary since the game can be fast-paced at times, and should try to play new sounds by replacing old ones. Otherwise, there can be "silent" moments when an old sound is about to stop playing and isn't replaced right away by a new sound. The drawback of replacing old sounds right away is that there is a harsh transition from the old sound clip to the new one. But I wonder if I could just remove that management logic altogether, and create audio sources on the fly for new sounds. I could give "important" sounds more priority (closer to 0 in the corresponding property) as opposed to less important ones, and let Unity take care of culling out sound effects that exceed the channel limit. The only drawback is that it requires many heap allocations. I wonder what strategy people use here?

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  • How to run around another football player

    - by Lumis
    I have finished a simple 2D one-on-one indoor football Android game. The thing that it seemed so simple to me, a human being, turned out to be difficult for a computer: how to go around the opponent … At the moment the game logic of the computer player is that if it hits into the human player will step back few points on the pixel greed and then try again to go towards the ball. The problem is if the human player is in-between then the computer player will oscillate in one place, which does not look very nice and the human opponent can use this weakness to control the game. You can see this in the photo – at the moment the computer will go along the red line indefinitely. I tried few ideas but it proved not easy to do it when both the human player and the ball are constantly moving so at each step computer would change directions and “oscillate” again. Once when the computer player reaches the ball it will kick it with certain amount of random strength and direction towards the human’s goal. The question here is how to formulate the logic of going around the ever moving human opponent and how to translate it into the co-ordinate system and frame by frame animation… any suggestions welcome.

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  • Google Music Player doesn't work

    - by EricoPF
    I'm trying to log in on Google Music Player application but doesn't work. I get the message below: Login Failed Could not identify your computer. Learn More On Google Help it says that it doesn't run on virtual machines, which is not my case, but I have a virtualbox installed though, and it says some people get to work if they disable their bridge network. The thing is I don't have any bridge interface, even if I remove all virtualbox modules I still get this message. This is my ifconfig output: lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:15374 errors:0 dropped:0 overruns:0 frame:0 TX packets:15374 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:1455889 (1.4 MB) TX bytes:1455889 (1.4 MB) wlan0 Link encap:Ethernet HWaddr 94:db:c9:b2:1b:d7 inet addr:192.168.1.100 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::96db:c9ff:feb2:1bd7/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:828467 errors:0 dropped:0 overruns:0 frame:0 TX packets:568040 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:1086663025 (1.0 GB) TX bytes:72984931 (72.9 MB) Any ideias ? Thanks guys! Cheers.

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  • What's the best way to handle numerous recurring log entries in game loop?

    - by Kaa
    I have a custom logging system, use of which is scattered all over the engine and game. The system is linked to a "LogStore" that has an std::vector<string> logs[NUM_LOG_TYPES] - each vector corresponds with it's log type (info, error, debug, etc.). There's one extra std::vector that has "coordinates" to all log entries in the order they were received. Now, all the logging output is also displayed inside my development console in the game. The game console is handled by HTML-type GUI and therefore requires a new <p> element being added for each log output. My problem is that the log entries that are generated in the main loop each frame freeze the engine, because they continue to add elements to the in-game console, and if the console or guy generates a warning - that creates an infinite logging loop. I want to solve it by handling the recurring log entries in an elegant way that lets you know that something is critically wrong, but won't freeze the engine - like displaying the count of errors in the last 60 frames instead of displaying errors themselves. But how do you guys handle this? Does anyone know any nifty tricks to do this? I understand the question may sound vague, but if someone came across this type of issue I'm sure they would know exactly what's happening. Example problematic log entries: OpenGL warnings (I actually do check for errors every frame in many places) Really any prints anywhere in the main loop (may be debugging, may be warnings)

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