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  • Good practices when optimizing HTML5/Javascript Game Developement [closed]

    - by hustlerinc
    I'm just starting out as a game developer and have created a few crappy but playable clones of classic games like pong, and bomberman. Being self taught (bless the internet) I do this by just stuffing in code to make the games work. Now I feel the time has come to create something complete, for this I need to know how a game is structured. I've searched on the web but there isn't that much to be found. The only "high-level" language I know is javascript so reading a tutorial or article based on C++ doesn't help me that much. I'm looking for good resource's pedagogically covering the theory and possibly examples (in Javascript or pseudo code that is understandable for a beginner) of how the game pieces fit together. From the start screen to asset loading and running the game loop. I'm not looking for anything complicated like reading through a 4000 line source code. All I want to learn is where, how and when the main parts of every game should be called. If you know any good resources to share, or maybe even have an answer for me I would deeply appreciate it.

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  • is wisdom of what happens 'behind scenes' (in compiler, external DLLs etc.) important?

    - by I_Question_Things_Deeply
    I have been a computer-fanatic for almost a decade now. I've always loved and wondered how computers work, even from the purest, lowest hardware level to the very smallest pixel on the screen, and all the software around that. That seems to be my problem though ... as I try to write code (I'm pretty fluent at C++) I always sit there enormous amounts of time in front of a text-editor wondering how every line, statement, datum, function, etc. will correspond to every Assembly and machine instruction performed to do absolutely everything necessary for the kernel to allocate memory to run my compiled program, and all of the other hardware being used as well. For example ... I would write cout << "Before memory changed" << endl; and run the debugger to get the Assembly for this, and then try and reverse disassemble the Assembly to machine code based on my ISA, and then research every .dll, library file, linked library, linking process, linker source code of the program, the make file, the kernel I'm using's steps of processing this compilation, the hardware's part aside from the processor (e.g. video card, sound card, chipset, cache latency, byte-sized registers, calling convention use, DDR3 RAM and disk drive, filesystem functioning and so many other things). Am I going about programming wrong? I mean I feel I should know everything that goes on underneath English syntax on a computer program. But the problem is that the more I research every little thing the less I actually accomplish at all. I can never finish anything because of this mentality, yet I feel compelled to know everything... what should I do?

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  • Do you think that in the future it'll be possible to develop games on OS X by using Python and the latest library "Sprite kit" made by Apple? [on hold]

    - by Cesco
    I don't understand a lot about game engines and modules for Python, even though I'm aware of the existance of PyGame and Pyglets, so please don't bash me too hard if I'll wrote something wrong in this question :-) When I upgraded my Mac to the latest version of OS X, I noticed for the first time that Apple is providing a library named Sprite kit for developing games on both iOS and OS X. It looks to me fairly complete, and the fact is managed by a big company gives me the impression of being well-supported for the time being; in summary, it looks... cool. Actually in order to take advantage of "Sprite kit" you need to code in Obj-C. Since I don't know Obj-C but only a little bit of Python, do you think that there's a chance that sooner or later someone will make a wrapper for Python ? Thank you very much and best regards

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  • Cocos2d: carom like game

    - by Raj
    Now I am working on carrom like game using cocos2d+Box2d. I set world gravity(0,0), want gravity in z - axis. I set following value for coin striker body: Coin body: density = 20.0f; friction = 0.4f; restitution = 0.6f; Shape Circle with radius - 15/PTM_RATIO Striker body: density = 25.0f; friction = 0.6f; restitution = 0.3f; Shape Circle with radius - 15/PTM_RATIO Output is not smooth, when I apply ApplyLinearImpulse(force,position); Coin movement looks like floating in air....takes too much time to stop... Which value of coin and striker makes it look like real carom?

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  • HTML5 Game (Canvas) - UI Techniques?

    - by Jason L.
    Hi! I'm in the process of building a JavaScript / HTML5 game (using Canvas) for mobile (Android / iPhone/ WebOS) with PhoneGap. I'm currently trying to design out how the UI and playing board should be built and how they should interact but I'm not sure what the best solution is. Here's what I can think of - Build the UI right into the canvas using things like drawImage and fillText Build parts of the UI outside of the canvas using regular DOM objects and then float a div over the canvas when UI elements need to overlap the playing board canvas. Are there any other possible techniques I can use for building the game UI that I haven't thought of? Also, which of these would be considered the "standard" way (I know HTML5 games are not very popular so there probably isn't a "standard" way yet)? And finally, which way would YOU recommend / use? Many thanks in advance!

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  • Lag compensation with networked 2D games

    - by Milo
    I want to make a 2D game that is basically a physics driven sandbox / activity game. There is something I really do not understand though. From research, it seems like updates from the server should only be about every 100ms. I can see how this works for a player since they can just concurrently simulate physics and do lag compensation through interpolation. What I do not understand is how this works for updates from other players. If clients only get notified of player positions every 100ms, I do not see how that works because a lot can happen in 100ms. The player could have changed direction twice or so in that time. I was wondering if anyone would have some insight on this issue. Basically how does this work for shooting and stuff like that? Thanks

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  • Determine how to display a tile based on surrounding tiles

    - by Jsmith
    I have a game engine which generates maps randomly, set on a 2d grid which is composed of 34px square graphical tiles. These tiles can be displayed in any of three ways, wall, corner, and floor(exists in 2 states, passable and impassible), and four directions, north, south, west and east. What I need to do is, based on the tiles around each individual tile, determine which state to display the tile in, e.g. north wall, northeast corner, floor so that when a player alters the map, the tiles around the affected tile adjust themselves to suit(i.e. tunneling). In case it becomes important, all gameobjects are inherited from the same class, whether they be players, NPC's, walls, or items.

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  • How can I make this arcade-highscore game more fun/interesting?

    - by j-a
    I'm having difficulties getting the fun factor into this iPhone game, and I am looking for some ideas or advice. I was asked to generalize the question a bit. What are some techniques for arcade highscore games that can be applied to this game in order to: Make each second of the game fun and challenging, from the first second to the end of the game. Regardless of skill level. Make the player want to try again and again to beat the high score. Briefly about the game: you aim using your finger and pull the bow chord and release by lifting your finger. That part feels quite nice how the bow interacts with the finger. The game idea: hearts fall down and you get 1 pt for each heart you shoot. You start with a few arrows and every now and then a bag of arrow comes down which - if you hit it, you get more arrows. Once your out of arrows the game is over. So it is all about beating your previous high score or your friends high scores. Unfortunately I don't find it that fun. Thankful for any ideas/suggestions/thoughts on how to make it more fun/interesting.

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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 4 game for both profiles

    - by Vodácek
    I am writing game in XNA 4 and this version have two profiles hi-def and reach. My problem is that I need to have my game code for each of these profiles and is very uncomfortable to have two projects and do all changes in both of them. My idea was to use preprocessor directive (i am not sure about name of this, http://msdn.microsoft.com/en-us/library/ed8yd1ha%28v=vs.71%29.aspx) and use IF statement at places with problems with profile. There is only problem that program needs to be compiled two times (for each profile) and manually changed directive and project settings to another profile. And my questions are: Is that good way? Is there better and cleaner way how to do this?

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  • libstdc++-6.dll not found. [migrated]

    - by Molmasepic
    I have been working on a project(a game to be specific) and I feel that I should start over with different libraries. So when doing this I reinstalled Code::Blocks and setup my new libraries and includes. But as of now Im having a problem starting u[ my new project to test if all of the includes work. This problem is: libstdc++-6.dll was not found. At first i wondered if I could just find this file online, but its nowhere to be found(or at least the many places I have searched...) Soon after, I tried loading up my old project, and the same problem happened again(wierd... ._.) I was thinking its maybe my compiler, so I used my older compiler and it did the same thing! At this moment I held the problem off for tomorrow(which is today) So my question is: If anyone else had this problem, how would you solve it? Im using Code::Blocks with MinGW as the compiler on Windows Vista 32 bit.

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  • Why is C++ used for game engines? How about its future in game engines?

    - by kasperov
    C++, as I have seen, is being heavily used in 3d video game engines.... Is it because of the performance issues, legecy code or libraries such as DriverX? If performance, libraries and code infrastructure are the reasons, dosen't that make C++ indispensible, at least for game engines? (ie, we have no other option even in the very distant future). I asked this because, I have the right to know the upcomming future trends in game engines.

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  • Point in Polygon, Ray Method: ending infinite line

    - by user2878528
    Having a bit of trouble with point in polygon collision detection using the ray method i.e. http://en.wikipedia.org/wiki/Point_in_polygon My problem is I need to give an end to the infinite line created. As with this infinite line I always get an even number of intersections and hence an invalid result. i.e. ignore or intersection to the right of the point being checked what I have what I want My current code based of Mecki awesome response for (int side = 0; side < vertices.Length; side++) { // Test if current side intersects with ray. // create infinite line // See: http://en.wikipedia.org/wiki/Linear_equation a = end_point.Y - start_point.Y; b = start_point.X - end_point.X; c = end_point.X * start_point.Y - start_point.X * end_point.Y; //insert points of vector d2 = a * vertices[side].Position.X + b * vertices[side].Position.Y + c; if (side - 1 < 0) d1 = a * vertices[vertices.Length - 1].Position.X + b * vertices[vertices.Length - 1].Position.Y + c; else d1 = a * vertices[side-1].Position.X + b * vertices[side-1].Position.Y + c; // If points have opposite sides, intersections++; if (d1 > 0 && d2 < 0 ) intersections++; if (d1 < 0 && d2 > 0 ) intersections++; } //if intersections odd inside = true if ((intersections % 2) == 1) inside = true; else inside = false;

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  • Ideas for card deck names [closed]

    - by Milan Babuškov
    I'm creating a card game, and wish to offer players to choose from different sets of playing cards. The game logic remains the same, only the design and graphics on the cards would be different. It would feature classic French set, German/Hungarian one, and a bunch of other custom designed ones. I'm looking for some cool names to give to those sets. I thought maybe to use names of some world cities like "London set", "Paris set", "Tokyo set", but there might be something better. I know this is really open-ended question, so there might not be a definitive "correct" answer, but I hope this kind of brainstorming would be useful to anyone looking for ideas to name a set of... well, anything. I'll up-vote any good idea, no matter if I don't end up using any of those.

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  • HowTo Enable jBullet DebugMode

    - by Kenneth Bray
    I would like to render the physics world of jBullet to debug some issues in my game, and I am not finding too much on enabling the debugDraw method of jBullet. Do I need to write my own debugDraw method, or is there an easier way to draw the physics models to the screen? If there is already a built in method I would prefer to use that, otherwise I guess I will start making my own functions to handle this.

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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  • 2D fighting bounding boxes

    - by user36420
    I'm prototyping a 2D platformer/brawler game for uni and I'm having some trouble with creating collision/bounding boxes. This is most likely going to end up on a Vita so I do have some library constraints as well as performance implications. None of this has yet been implemented but is all theory. My idea was to have the artist create a sprite sheet for the character animation and then a second identical sprite sheet with the corresponding collisions in a solid colour (e.g green for where the character can be hit and red for dealing damage, near the foot if kicking etc.) With this, I would then parse the collision sheet and generate the various collisions required storing them in the character model. This is the point I feel would be most inefficient. While I think this is a possible solution, I was wondering if there was a more standard way of doing this or a more efficient way as I feel this would have severe performance problems.

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  • What is the recommended way to output values to FBO targets? (OpenGL 3.3 + GLSL 330)

    - by datSilencer
    I'll begin by apologizing for any dumb assumptions you might find in the code below since I'm still pretty much green when it comes to OpenGL programming. I'm currently trying to implement deferred shading by using FBO's and their associated targets (textures in my case). I have a simple (I think :P) geometry+fragment shader program and I'd like to write its Fragment Shader stage output to three different render targets (previously bound by a call to glDrawBuffers()), like so: #version 330 in vec3 WorldPos0; in vec2 TexCoord0; in vec3 Normal0; in vec3 Tangent0; layout(location = 0) out vec3 WorldPos; layout(location = 1) out vec3 Diffuse; layout(location = 2) out vec3 Normal; uniform sampler2D gColorMap; uniform sampler2D gNormalMap; vec3 CalcBumpedNormal() { vec3 Normal = normalize(Normal0); vec3 Tangent = normalize(Tangent0); Tangent = normalize(Tangent - dot(Tangent, Normal) * Normal); vec3 Bitangent = cross(Tangent, Normal); vec3 BumpMapNormal = texture(gNormalMap, TexCoord0).xyz; BumpMapNormal = 2 * BumpMapNormal - vec3(1.0, 1.0, -1.0); vec3 NewNormal; mat3 TBN = mat3(Tangent, Bitangent, Normal); NewNormal = TBN * BumpMapNormal; NewNormal = normalize(NewNormal); return NewNormal; } void main() { WorldPos = WorldPos0; Diffuse = texture(gColorMap, TexCoord0).xyz; Normal = CalcBumpedNormal(); } If my render target textures are configured as: RT1:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE0, GL_COLOR_ATTACHMENT0) RT2:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE1, GL_COLOR_ATTACHMENT1) RT3:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE2, GL_COLOR_ATTACHMENT2) And assuming that each texture has an internal format capable of contaning the incoming data, will the fragment shader write the corresponding values to the expected texture targets? On a related note, do the textures need to be bound to the OpenGL context when they are Multiple Render Targets? From some Googling, I think there are two other ways to output to MRTs: 1: Output each component to gl_FragData[n]. Some forum posts say this method is deprecated. However, looking at the latest OpenGL 3.3 and 4.0 specifications at opengl.org, the core profiles still mention this approach. 2: Use a typed output array variable for the expected type. In this case, I think it would be something like this: out vec3 [3] output; void main() { output[0] = WorldPos0; output[1] = texture(gColorMap, TexCoord0).xyz; output[2] = CalcBumpedNormal(); } So which is then the recommended approach? Is there a recommended approach at all if I plan to code on top of OpenGL 3.3? Thanks for your time and help!

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  • android shut-down errors / thread problems

    - by iQue
    Im starting to deal with some stuff in my game that I thought were "minor problems" and one of these are that I get an error every time I shut down my game that looks like this: 09-05 21:40:58.320: E/AndroidRuntime(30401): FATAL EXCEPTION: Thread-4898 09-05 21:40:58.320: E/AndroidRuntime(30401): java.lang.NullPointerException 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainGamePanel.render(MainGamePanel.java:94) 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainThread.run(MainThread.java:101) on these lines is my GameViews rendering-method and the line in my Thread that calls my GameViews rendering-method. Im guessing Something in my surfaceDestroyed(SurfaceHolder holder) is wrong, or maybe Im not ending the tread in the right place. My surfaceDestroyed-method: public void surfaceDestroyed(SurfaceHolder holder) { Log.d(TAG, "Surface is being destroyed"); boolean retry = true; ((MainThread)thread).setRunning(false); while (retry) { try { ((MainThread)thread).join(); retry = false; } catch (InterruptedException e) { } } Log.d(TAG, "Thread was shut down cleanly"); } Also, In my activity for this View my onPaus, onDestoy and onStop are empty, do I maybe need to add something there? The crash occurs when I press my home-button on the phone, or any other button that makes the game stop. But as I understand it the onPaus is called when you press the Home-button.. This is really new territory for me so Im sorry if im missing something obvious or something really big. adding my surfaceCreated method asweel since that is where I start this thread: public void surfaceCreated(SurfaceHolder holder) { controls = new GameControls(this); setOnTouchListener(controls); timer1.schedule(new Task(this), 0, delay1); thread.setRunning(true); thread.start(); } and aslong as this is running, my game is rendering and updating.

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  • What is the best way to store meshes or 3d models in a class

    - by Robse
    I am wondering, how I should store my mesh into memory after loading it from whatever file. I have Questions floating in my head: Should a mesh could have sub meshes or does the 3d model just store a list of meshes all on the same level Is there one material assigned to one mesh 1:1? What do I have to consider, if I want to store skeletal animations? Btw it's a OpenGL|ES2 iOS game using GLKit. I came up with some basic struct types: (But I think they are way to simple and I need to add padding or change the vector3 to vector4.) typedef union _N3DShortVector2 { struct { short x, y; }; struct { short s, t; }; short v[2]; } N3DShortVector2; typedef union _N3DShortVector3 { struct { short x, y, z; }; struct { short r, g, b; }; struct { short s, t, p; }; short v[3]; } N3DShortVector3; typedef GLKVector3 N3DFloatVector3; typedef struct _N3DMeshRecordSV3 { N3DShortVector3 v1, v2, v3; } N3DMeshRecordSV3; typedef struct _N3DMeshRecordSV3FN3ST2 { N3DShortVector3 v1, v2, v3; N3DFloatVector3 n1, n2, n3; N3DShortVector2 t1, t2, t3; } N3DMeshRecordSV3FN3ST2;

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  • Random Vector within a cone

    - by Paul
    I'm looking to create a random vector within a cone given the radius (base). It feels like I've been traversing through many pages on the internet and still I'm no further forward to getting an answer. I was thinking I could get a point within the base of the cone and have it point towards the apex (then just use the inverse of that for my animation) but this seems like an incredibly long winded approach.

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  • How to give parallax backgrounds more depth

    - by user28015
    I have 3 tiled images of some sort of galaxy/space in the background of a 2D Game: The first one has an alpha of 100%, the second an alpha of 80% and the last one has an alpha of 60%. I scroll the the one in the background slower than the other ones of course. classic parallax. In the foreground I have some particles flying towards the player to simulate some dust / stars flying by. (I know that stars don't fly by, but I think we all have seen this in a lot of games). But I can't quite achieve the depth effect I am looking for. I want it to look "deeper". I did read something about using blending modes for the backgrounds, but that would require to render them as objects right? So the question is: What is a good technique to do a scrolling parallax background in GameMaker?

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  • StringBuffer behavior in LWJGL

    - by Michael Oberlin
    Okay, I've been programming in Java for about ten years, but am entirely new to LWJGL. I have a specific problem whilst attempting to create a text console. I have built a class meant to abstract input polling to it, which (in theory) captures key presses from the Keyboard object and appends them to a StringBuilder/StringBuffer, then retrieves the completed string after receiving the ENTER key. The problem is, after I trigger the String return (currently with ESCAPE), and attempt to print it to System.out, I consistently get a blank line. I can get an appropriate string length, and I can even sample a single character out of it and get complete accuracy, but it never prints the actual string. I could swear that LWJGL slipped some kind of thread-safety trick in while I wasn't looking. Here's my code: static volatile StringBuffer command = new StringBuffer(); @Override public void chain(InputPoller poller) { this.chain = poller; } @Override public synchronized void poll() { //basic testing for modifier keys, to be used later on boolean shift = false, alt = false, control = false, superkey = false; if(Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT)) shift = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMENU) || Keyboard.isKeyDown(Keyboard.KEY_RMENU)) alt = true; if(Keyboard.isKeyDown(Keyboard.KEY_LCONTROL) || Keyboard.isKeyDown(Keyboard.KEY_RCONTROL)) control = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMETA) || Keyboard.isKeyDown(Keyboard.KEY_RMETA)) superkey = true; while(Keyboard.next()) if(Keyboard.getEventKeyState()) { command.append(Keyboard.getEventCharacter()); } if (Framework.isConsoleEnabled() && Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { System.out.println("Escape down"); System.out.println(command.length() + " characters polled"); //works System.out.println(command.toString().length()); //works System.out.println(command.toString().charAt(4)); //works System.out.println(command.toString().toCharArray()); //blank line! System.out.println(command.toString()); //blank line! Framework.disableConsole(); } //TODO: Add command construction and console management after that } } Maybe the answer's obvious and I'm just feeling tired, but I need to walk away from this for a while. If anyone sees the issue, please let me know. This machine is running the latest release of Java 7 on Ubuntu 12.04, Mate desktop environment. Many thanks.

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  • Swapping axis labels between 2D and 3D coordinates

    - by Will
    My game world is 3D. The map is only 2D, however. It is natural to think of the map as having an X and Y axis. And it is natural to think of the world has having an X, Y and Z axis, where Y is upwards. That is to say, X Y in 2D map coordinates is X Z in 3D coordinates. What conventions and approaches do you have to keeping things straight at a code level to make mapping between them natural? (Is Y usually upwards in 3D? Or do you have X and Z in map coordinates, or?)

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  • How can I create a flexible system for tiling a 2D RPG map?

    - by CptSupermrkt
    Using libgdx here. I've just finished learning some of the basics of creating a 2D environment and using an OrthographicCamera to view it. The tutorials I went through, however, hardcoded their tiled map in, and none made mention of how to do it any other way. By tiled map, I mean like Final Fantasy 1, where the world map is a grid of squares, each with a different texture. So for example, I've got a 6 tile x 6 tile map, using the following code: Array<Tile> tiles = new Array<Tile>(); tiles.add(new Tile(new Vector2(0,5), TileType.FOREST)); tiles.add(new Tile(new Vector2(1,5), TileType.FOREST)); tiles.add(new Tile(new Vector2(2,5), TileType.FOREST)); tiles.add(new Tile(new Vector2(3,5), TileType.GRASS)); tiles.add(new Tile(new Vector2(4,5), TileType.STONE)); tiles.add(new Tile(new Vector2(5,5), TileType.STONE)); //... x5 more times. Given the random nature of the environment, for loops don't really help as I have to start and finish a loop before I was able to do enough to make it worth setting up the loop. I can see how a loop might be helpful for like tiling an ocean or something, but not in the above case. The above code DOES get me my final desired output, however, if I were to decide I wanted to move a piece or swap two pieces out, oh boy, what a nightmare, even with just a 6x6 test piece, much less a 1000x1000 world map. There must be a better way of doing this. Someone on some post somewhere (can't find it now, of course) said to check out MapEditor. Looks legit. The question is, if that is the answer, how can I make something in MapEditor and have the output map plug in to a variable in my code? I need the tiles as objects in my code, because for example, I determine whether or not a tile is can be passed through or collided with based on my TileTyle enum variable. Are there alternative/language "native" (i.e. not using an outside tool) methods to doing this?

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